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elexis

WFG Retired
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Everything posted by elexis

  1. Is it intended to restart the exact same match again? If you randomize the "Seed" value, you should get another generation of the same random map. (Also the "matchID" should be unique for every game.). (And you should also make sure to call EndGame() or whatever is used currently to exit the game properly (without killing the application (in case that isn't already done by the starting of a new game)).
  2. (As long as we are not in commit freeze it shouldn't be an issue to add a missing icon, there are still some release blocker bugs)
  3. Apparently we go with 2. The bottom half of the icon looks nice, the top half should still become a bit less blurry
  4. Before capturing was introduced, these buildings lost health, not loyalty points.
  5. Are you sure your installation is fine? Sounds like the public.zip (the one containing all the game data) is unreadable.
  6. So what do we do now for this release? Commit freeze won't be before sunday. Remove the entire ishtar thing? Keep it as a lone building standing a out of place somewhere near the CC? Use the patch to embed it in a wall, even if it has some glitch? The icon is looking okayish. An improvement to the door wouldn't be too bad and perhaps the merlon can be taken from
  7. Not opposed to the idea of 3 tiers of walls; could add to the variety of choices.
  8. Only the animation is missing. (ref ptolemian gate animation that was missing for like a decade). The closing and opening still works code- and obstruction-wise. (Also the BuildRestrictions can be removed from the structure).
  9. Building that gate as a lone building seems awful. Why wasn't it made an upgrade already? See patch attached (ping @fatherbushido) persian_wall_fix.patch
  10. Starting from scratch is the only approach if the input material is wrong. Thanks for the relentless icon updates, the persian hall icon fits nicely and will help players to distinguish the two buildings:
  11. The dark blue wall parts still look blurry, but the second variant of the gate icon looks much better.
  12. Committed "Sentry Tower" in r18786 yesterday. An updated icon could be used (though not essential for this release). Adding stone cost would change the gameplay significantly, even if it's only 25. So perhaps it's good as is for now. Progression is a nice concept. Also the XP system for units should become more prevalent.
  13. Ok, so let's go with Guard Tower for alpha 21? (If one unit can upgraed into another, we have to ensure that the building requirements are met. Outposts can be built everywhere, towers only in own territory. That could be solved by code though (preventing the upgrade if the build requirements are not met).)
  14. I'm a bit concerned with the wooden tower icon the title "wooden tower" in the first place, since most of these models look like they include stone. So perhaps we could rename it to light, little or small tower or similar?
  15. The column for the royal stoa looks a bit dull beside that other column:
  16. About #3993 (broken tech requrements in the structure tree of non-vanilla 0 A.D.): For the tech tree issue (tech requirements) there is a patch in http://trac.wildfiregames.com/ticket/3993 / https://github.com/s0600204/0ad/commits/3993_notciv, that one function is just a bit ugly (14 layers of nesting). @fatherbushido said he also has some other ugly hack that he hates if you're looking for some temporary workaround. Everytime the tech requirements logic was changed in the simulation, it broke the tech tree and the AI since these 3 places each copy the logic instead of reusing the same function. The aim of the ticket was to unify that code in the globalscripts directory. (However the proposed solution moves a bit too much structure tree specific code to globalscripts, as the AI and simulation only need a very short check). If the code is not unified, every further change to the tech requirements logic will break the AI code and the tech tree code again, as most coders are unaware of how these code mazes work (it's also not obvious that the other places have this duplication at all).
  17. We decided that Icons could still be merged this week if they pass review.
  18. * The vanilla svn tech tree looks just like the A20 one with regards to the pair tech. * The only thing I can reproduce is that trying to research a paired tech triggers the warn+return incorrectly in a running game.
  19. at the seleucid fortress, unlock chariot or swordchamp. looks same in a21 and a20 here
  20. http://trac.wildfiregames.com/changeset/18746 is the only one that changed the tech tree recently, and that only resized the phase bar, so should be unrelated. I dont have any issues in vanilla 0ad with the tech tree. The patch from http://trac.wildfiregames.com/ticket/3823 also doesn't affect the tech tree nor the techs itself (only the way they were displayed ingame)
  21. The tech tree one sounds like http://trac.wildfiregames.com/ticket/3993
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