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fatherbushido

WFG Retired
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Posts posted by fatherbushido

  1. @sarcoma Thanks for you reply! I know those things (knowing that part of the code and playing that game). I quote you because you was the only one to have pointed the 3 elements (sorry if I repeat):

    - A: requires no skill

    - B: makes dancing unit immortal

    - C: enemy army focuses on it

    And the remaining questions is what is the problematic part (A, B or C?) or which combination of them?

    To be more precise, for example, is B alone problematic?

    (I have my personal answers, but I'd like that people complaining about that can (have the tools to) properly define their problem.)

    (Some months ago I had already looked at that: https://www.youtube.com/watch?v=w3j-WQc0AWA (ignore that the soldiers don't react to the cav).)

    (promotion cheering animation is another issue and only a matter of taste finally.)

  2. Can someone which see that as a problem define me the problem?

    For example, here (the best summary quote I find in that topic):

    On 2/17/2019 at 3:59 AM, sarcoma said:

    This is dancing, requires no skill and makes dancing unit immortal and enemy army focuses on it:

    I see 3 issue:

    - A: requires no skill

    - B: makes dancing unit immortal

    - C: enemy army focuses on it

    Which one is the problem (or which combination is a problem)?

    (I have my personal answers to that but I'd like to hear yours - defining a problem usually come before solving it.)

    • Like 1
  3. On 2/13/2019 at 10:04 AM, Nescio said:

    Currently the poll's 10–4; more opinions are welcome!

    My taste is no territory root for fortress.

    CC must be the key of the thing (we are already far of the initial territory design).

    Fortress is something important as an outpost but it can't survive itself (but you can keep it when garrisoned).

    Though finally what are we voting for, everybody can just add two lines in their own mod :)

  4. 21 hours ago, Sundiata said:

    Hmm, but the "default garrison" is an abstraction that isn't explicitly mentioned anywhere, is it?

    To be more accurate, it's not a default garrison, it's default arrows (excuse me for my english).

    It's for example written in the tooltip of those structures (towers, fortress, cc, ...) and you can set up that in the BuildingAI entry of the related templates.

     

  5. 4 hours ago, wowgetoffyourcellphone said:

    So, instead of making the counters simpler and more "intuitive" they were removed almost completely... ;) 

    I don't want to diverge from the main topic, but you obviously know that they were removed to let place for stats. But happens what it happens: nothing (from the gameplay features point of view). Was that too early? Was there a failure? I guess it's not my problem nor yours ;-)

    • Like 1
  6. Since our announcement was shared in a few places among them the Wildfire Games Forums a few questions were asked. It is time to answer some of them.

    Project name

    No, the final project name will be Fork AD 9001.

    Project goals

    We still adhere to the old ideals of doing things properly. That means we first have to fix some code rot so there is a nice foundation to build on. Do note that this does not mean that there are no improvements upon already sound bases. While we intend to improve all aspects of the game, our current focus is on mod support and single player improvements.

    Different culture

    How we differ is in that we actually discuss things when discussion is needed, and ask for each others feedback. As opposed to a culture that makes one think of the quote "What we've got here is failure to communicate". Though we apparently caused quite a surge in WFG team communications with our announcement, you're welcome.

    Private source

    Yes, the repo is currently not public. Select individuals might be given access if it seems worth it however.

    Contributing to 0 A.D.

    We think some people might want to read the initial announcement again if it wasn't clear enough. Everyone is free to do with our released code what the license allows them to do. But that is where us contributing to 0 A.D. ends. Last we checked trying to interact with them did not lead to any useful result, and talking to walls is not the best use of our time. We do wish them luck with getting Alpha 23 released in a state that is worth calling a release. Something else that might be worth reading are the words of the most active contributor that is left "Secondly the capable motivated and available developers went down"source.

    And since we want to let people make up their own mind we do include some statistics, that might be skewed by a few factors. Among them are people committing patches by others, people doing reviews of others' code instead of committing things, and more. And not even all of us kept contributing through that full date range, but without further ado:

    git shortlog -sn --since='2017-01-01' --until='2017-12-31'
       618  elexis
       248  autobuild
       228  mimo
       147  fatherbushido
        80  Imarok
        59  leper
        49  bb
        48  Stan
        46  Itms
        30  wraitii
        14  LordGood
        14  Pureon
        14  s0600204
        13  enrique
         9  vladislavbelov
         6  FeXoR
         3  gallaecio
         3  scythetwirler
         2  omri
    

    Despite our reservations against what is left of the team, we do appreciate them allowing part of this discussion to happen on their forums.

    As always we are open to questions and if you want to have your questions answered immediately, then you know where to find us.

    Kind regards,
    fatherbushido, leper and mimo.

    • Like 4
  7. Greetings!

    As some of you might have noticed development has nearly come to a halt a while ago. This was not only caused by issues around the initial attempt at releasing Alpha 23, but also regarding how development was done, and a certain number of internal conflicts. A few people were not quite happy with where the development was going, or how the team "interacted" with each other. A long time ago the team at least had each other's backs in cases of conflict. Apparently this ceased to be the case a while ago.

    You might now wonder why this sad story above is the start of this communication. Well, some of us decided that we were not happy with this, and after each and every one of us stopped considering the current team in this state to be good steersmen we decided to give the whole community an alternative.

    Please let us introduce you to Fork AD.

    The amount of changes that have been made to the code since we forked is greater in number than the amount of changes to WFG's SVN repo since May. That may not sound like a lot, until you consider that we've been at this for less than a month, and WFG allegedly has a lot more active members.

    Now we know you've been craving to know some details of what we've changed so far. Apart from fixing some glaring bugs in the code that were even pointed out to WFG when they were noticed, we are updating a lot of things so we don't place users of our code at risk. There also is a lot better Single Player support, though one could blame that on most of said code effectively being unmaintained, better mod support, improved development tools, a bunch of housekeeping that was needed, and more.

    If you now ask yourself when and where you can download Fork AD, we still have to defer you to a later point. We will release for all supported platforms, which are still Linux, macOS, Windows, and BSDs, once we are confident that we are releasing something that fullfills your expectations, and is something we can be proud of.

    Although the progress has already been substantial, we are always open for reinforcement, either from new people or from those disappointed or demotivated by the WFG direction. Artists in particular are very welcomed.

    As said before, the state of that fork is not yet publicly available, but all information will be given on our website when available.

    Meanwhile, you can reach us at https://webchat.freenode.net/?channels=forkad

    Kind regards,
    fatherbushido, leper and mimo.

    • Like 4
    • Thanks 2
    • Sad 6
  8. On 6/18/2018 at 9:09 AM, wowgetoffyourcellphone said:

    When I mean capturing animals, I mean the simple way in AOK, where if one of your units came within a minimum range of the animal, it would switch to your side (with a short "cowbell" sound effect, one strike). Converting units with Priests and such, ("Wololo") is much different. I think the problem lies in terminology.

    something like that? https://www.youtube.com/watch?v=pLy87AhIXak

    (infra low vid quality)

    The design I used at the time I did that is the following:

     There is a convertable units with a Convertable component.

    Convertable component has:

    - ConverterClasses

    - ProtecterClasses

    - Delay

    - Range

    A unit is converted (change ownership or even change template) when it has a unit of the 'converter' class but no unit of the 'protecter' class during a said 'delay' in a said 'range'.

    (Obviously the range and the delay are tweakable by auras. So we can have a hero with instant conversion and things like that).

    • Like 1
  9. It's when the packable unit is deleted/destroyed/packed/unpacked while being targeted by a global aura.

    With the ad hoc check in StatusBars component it shouldn't happen.

    edit: it seems I miss something somewhere. What are the customed components in that mod?

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