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fatherbushido

WFG Retired
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Everything posted by fatherbushido

  1. (Also not at the final release, not even at beta, but at 'alpha'.)
  2. I guess that I could have done that myself?
  3. I have many messages when compiling since few revs:
  4. Currently, it's tech then auras. And for each one, it's (all) multiplication(s) then (all) addition(s). (b) would be really confusing. It should be enough (depends also of inheritence). That's perhaps doable but you had to add some code and take care of many things. You can also use a xp replacement (see macedonians) but that leads to weird construction. We can also add a tech requirement to promotion (see ticket #4126). If you look at GetIdentityClasses function of Template.js, you'll see that it should work but you'll have to enter all the numbers ["1", "2", "3", ...] or hack something else somewhere else.
  5. I have a flashing black screen when opening firefox (with our without 0ad)
  6. (Isn't a discussion about some numbers - 20 or 21 or 20.5 - a bit premature just after a release?)
  7. Yes edit: so not really a code problem :/ and no idea for a not hacky solution :/ edit2: perhaps our current construction is hacky btw
  8. Perhaps I didn't understand but those units don't have the same template name (they aren't the same unit). edit: to explain a bit more, it will be the same for all champs unlocked in barracks
  9. (Some units were wip, funny things or experiment.) It's nice to keep some of them out of the standart random map conquest game. Currently, it seems a bit redundant to include it (edit: that's just a quick personal statement, not the voice of the team). You can still use the spartan pikemen on some scenario maps. (I am lazy to check which map it is, but it's a map with macedonians and spartans). edit: @Phalanx, I just checked, the map is 'laconia', a great scenario map btw edit2: if you play spartans, don't try to fight
  10. I am running it too. I will check the value. edit: browser.tabs.remote.autostart -> false (default) browser.tabs.remote.autostart2 -> true (modified, that's perhaps a debian patch)
  11. The TechCostMultiplier is the value to use. https://trac.wildfiregames.com/wiki/TechModifications ProductionQueue/TechCostMultiplier/(food/wood/stone/metal/time) The tech would be autoreseached or not https://trac.wildfiregames.com/wiki/Technology_Templates { "genericName": "Celt stuff", "specificName": { "celt": "Good celt name" }, "cost": { "food": 0, "wood": 0, "stone": 0, "metal": 0 }, "requirements": { { "civ": "celt" } }, "requirementsTooltip": "Be celt", "icon": "celt_supertech.png", "researchTime": 0, "autoResearch": true, "tooltip": "Advance to Town Phase", "modifications": [ { "value": "ProductionQueue/TechCostMultiplier/food", "multiply": 0.8 }, { "value": "ResourceGatherer/Rates/wood", "multiply": 0.8 }, { "value": "ProductionQueue/TechCostMultiplier/stone", "multiply": 0.8 }, { "value": "ProductionQueue/TechCostMultipler/metal", "multiply": 0.8 }, { "value": "ProductionQueue/TechCostMultiplier/time", "multiply": 0.8 } ], "affects": ["Structure"] } something like that ^ should work.
  12. The package is not yet available https://tracker.debian.org/pkg/0ad The packager is pinged so it should be available soon. https://qa.debian.org/developer.php?login=vcheng%40debian.org Even if I would recommend you to wait for the official package, you can also download the source and compile the game. https://trac.wildfiregames.com/wiki/BuildInstructions https://trac.wildfiregames.com/wiki/BuildInstructions#DebianUbuntu
  13. Have you some firefox extensions?
  14. (not convinced by the proposal) 3 techs: it seems hard to do from the gui point of view (at least with the current pair tech model). (Not really directly related but #3689)
  15. Not so bad, it seems you didn't speak of the same things.
  16. Is that work linked with that https://github.com/0ADMods/campaign_first_punic_war?
  17. Thanks for reporting (and testing/playing) ;-) My fault when merging two patch touching at the same part of the code. Edit: Fix in https://trac.wildfiregames.com/changeset/19978
  18. @Nescio: <Tooltip>Counters: 2.0× vs. Fortresses, Towers. \n Garrison units for transport and to increase firepower.</Tooltip> (dunno about the spaces)
  19. All that work had already be done many times (and is also done in some mods). IIrc, one of the final version in 2004 was something like that. Uhm. ---------- But around 2014 (I won't quote), people came to the conclusion that the game needs rebalanced and combat refocused on things that make combat interesting. RPS type of combat ignore combat mechanics and just consists in learning a whole graph. ---------- If people really want to go with hard counter, they can imo nuke most of the stats, even civ bonus or things like that. ------- (by the way, I am more annoyed by the fact that graphical equipment doesn't reflect stats...) ------ What I am for is the other option, work on features and mechanics to allow a better gameplay experience. So: instead of <Bonuses> <BonusCavMelee> <Classes>Cavalry</Classes> <Multiplier>3.0</Multiplier> </BonusCavMelee> </Bonuses>
  20. Yes, it's a known problem reported in the ticket above.
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