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fatherbushido

WFG Retired
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Everything posted by fatherbushido

  1. (Take care that it affects repeat time and not prepare time)
  2. I can't agree with a so closed view of the developement of the game.
  3. Right ;-) (if I am not wrong. Note for myself: write tests). Let's assume you'll use stackable auras and that you don't use the mauryan tech. 100 * 1.1 * 1.1 + 10 + 10 (Here the affected entity is the Player itself. We compute all multiplications of all auras which affect it then additions.) ;-) Oh that (I thought you wanted auras and tech to modify rank). You can do it but you need to change the schema in Identity component to use numbers, but there will be many things to change. (I don't recommend to do it in an hacky way, but that's an idea to explore). By default, auras are not stackable. You can do it by adding stackable: "true" in the aura template. (Take care of potential perfomance issue perhaps)
  4. Thx for the ref. @vladislavbelov: some warnings seem not related to that, do they? edit: those ones remain and
  5. (Also not at the final release, not even at beta, but at 'alpha'.)
  6. I guess that I could have done that myself?
  7. I have many messages when compiling since few revs:
  8. 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.
  9. I have a flashing black screen when opening firefox (with our without 0ad)
  10. (Isn't a discussion about some numbers - 20 or 21 or 20.5 - a bit premature just after a release?)
  11. Yes edit: so not really a code problem :/ and no idea for a not hacky solution :/ edit2: perhaps our current construction is hacky btw
  12. 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
  13. (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
  14. 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)
  15. 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.
  16. 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
  17. Have you some firefox extensions?
  18. (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)
  19. Not so bad, it seems you didn't speak of the same things.
  20. Is that work linked with that https://github.com/0ADMods/campaign_first_punic_war?
  21. 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
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