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elexis

WFG Retired
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Posts posted by elexis

    • 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.

    • 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)
    • Like 2
  1. 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 ;)

    • Like 1
  2. 11 minutes ago, av93 said:

    I like a lot the new changes, at least in paper. We will see what kind of gameplay gives. 

    @elexis In the Alpha XXI changelog, it says that r8025 adds champs in town phase: I had dig in the files and didn't find which ones, maybe the stoa champs?

    Edit: only the Thracian Black Cloaks?

    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.)

  3. 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).

    • Like 1
  4. 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).

    • Like 1
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