Jump to content

elexis

WFG Retired
  • Posts

    3.644
  • Joined

  • Days Won

    59

Everything posted by elexis

  1. (Though I must say that I prefered the brownish ground textures and the subtle transition between snow and grass in the very first version)
  2. Good job. The only improvement I would suggest is the playernumbers. If the diplo screen doesn't show teams as 111222 it should show them as 121212 and so that it becomes obvious which enemy is trapped between allies.
  3. Lost = someone killed your units, Killed = you killed this number of enemy units In some edge cases units are not counted (deleting garrisoned ships). The initial 4 infantry might also not be counted. If it said that your enemy lost 240 infantry, it can mean that he deleted them (not fully sure, you could test). You can also see your score by winning. There is a ticket to show your own, maybe allies but not enemies score in a running game. You can replay the games and check the score at every time, thus notice how it is affected. In case you find something, upload it with a short but precise description what's going wrong.
  4. As fatherbushido said, the peak is usually reached at eventide in europe
  5. The metal color should be more distinct. Don't really like the pink for animals and berries, but that indeed is a different color. We already have flashing of dots for attacked units, so not sure if making more things flash is the best idea, but we could have 2 colors for resources (like a green dot with a black border around it) to distinguish Also it would be nice if there was a button to toggle between player- and team colors (f.e. allies blue, enemies red, neutral green)
  6. LOL The sheep shield and lag was also pointed out by ffm: http://trac.wildfiregames.com/ticket/3696
  7. According to fatherbushido and sanderd17, the gathering malus was defined in previous releases (alpha17 as alpha18 had promotion disabled and the values were removed in a19 or something) and was reintroduced for this one. Either way, added it to the Wiki. Thanks for noticing and keep me up to date on things that I missed
  8. Good job! This instruction is a bit more explicit than the http://trac.wildfiregames.com/wiki/BuildInstructions which should IMO be improved and simplified for non-developers (as that doesn't state how to use tortoise svn and it appears TLDR to most players). (Maybe even a new wiki page).
  9. Naked fanatics now ready to rush in age 2. Also split the wiki page into qualitative (gameplay) and quantiative (balancing) changes.
  10. Yep, that's the only champion that was set to town phase - updated the wiki entry. (Probably assumed naked fanatics were set to age 2 too as they got more run speed and less build time as well. Maybe they should.)
  11. I agree this shouldn't be displayed in the diplomacy screen, and that what Imarok said Hidden civs is definitely a gamemode that's missing IMO, especially for 1v1s where you want to surprise your enemy with a civ. (Who will write the ticket?)
  12. Thanks for this tutorial, I never considered most of these settings The wireless folks (wifi / 3g dongle) are known in particular for lagging, usually a problem of signal strength. Moving the router and antenna close to each other, buying a bigger antenna or constructing a reflector with tin-foil can would help a lot.
  13. (Didn't read everything, but from the screenshots I would suggest to move the CC away from the water, so it's less prone to attacks. Italys seems to have a serious disadvantage as its has less space to build. Could be compensated by giving more resources or starting with ships).
  14. That screenshot is ridiculous #3811 specifically tries to deal with all the things that make walls OP.
  15. If you play multiplayergame with AI it will with 95% certainty be OOS, because the serialization of the AI has not been implemented (so do 1v1 or join the lobby and play with humans) or never rejoin (never become disconnected) when playing with the AI. Also if you run into this situation, rejoinig again "refreshes" the current state (still not really useful as its broken after one or two seconds again).
  16. I recall you asked for the location of Engine functions on irc too. Engine.foo() functions are defined in cpp files, mostly ScriptFunctions.cpp and JSInterface_foo.cpp. Engine.QueryInterface(SYSTEM_ENTITY, IID_Trigger) gets the system component like the Trigger one. Engine.QueryInterface(this.entity, IID_Attack) gets a component that a specific entity / unit with that ID has, here the Attack component. Most components are defined in http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/components/ as sanderd17 mentioned, some others are defined in C++. (like the pathfinder).
  17. http://trac.wildfiregames.com/ticket/3561
  18. People really shouldn't use this bug ingame, don't they have any honor...
  19. I've always been yelling about locked-teams not working correctly. It prevents allies from being set to enemy, but it doesn't prevent users from allying enemies. There is a ticket for that: #3702 http://trac.wildfiregames.com/ticket/3702
  20. Would anyone besides Farwest need this option? If you don't want to read the specific name, read the generic name. We shouldn't have hundreds of options for things nobody changes.
  21. This library is exactly what 0 A. D. needs! In particular the multiplayer, since that mostly uses random maps which are just flat and very boring because of that! Those scripts should be moved to shared libraries and used in (maybe all) RMS.
  22. Hi Itms, please add Sergey Kushnirenko aka dalerank to the list! Also implodedok (Jan Middelkoop) is somehow not listed here. He has done a lot of hosting work for the project
  23. "errno = 0 (Not enough memory)" sounds like it wants to be addressed.
×
×
  • Create New...