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Posts
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Everything posted by fatherbushido
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@Nescio About 19. Rank are not hardcoded anywhere execpting in the xml schema (I checked the AI too). Just some random trigger maps perhaps use explicitly elite templates. That won't work. You need to change the following schema in Identity.js (here only three choice are allowed). (If you do such a thing, I would recommend you to not use the _b convention for naming the initial rank.)
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@Nescio: If you just want to modify the gain multiplier of a trader, you just have to modify Trader/TraderMultiplier see: Trader.prototype.Schema = "<a:help>Lets the unit generate resouces while moving between markets (or docks in case of water trading).</a:help>" + "<a:example>" + "<GainMultiplier>0.75</GainMultiplier>" + "</a:example>" + "<element name='GainMultiplier' a:help='Trader gain for a 100m distance'>" + "<ref name='positiveDecimal'/>" + "</element>"; Currently the trader gain is basically gainMultiplier * (distanceBetweenMarkets)^2. If you want to modify that, you just have to modify L43 of simulation/helpers/TraderGain.js (or more if you want a more complex system). For circular splash damage, the damage is dealt to all units in the radius with a quadratic fall off with the distance. For linear splash damage, it's the same but the shape is a rectangle 'starting' at the impact of length radius and of width 2 * radius / 5. (With also a quadratic falloff). When the target location is predicted an error is added. That is a 2d gaussian error and the spread is the standard deviation of that gaussian (if the target is at 100 m). To be more explicit, as explained in the schema doc: "a disk at 100 meters from the attacker with this radius (2x this radius, 3x this radius) is expected to include the landing points of 39.3% (86.5%, 98.9%) of the rounds."
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(Take care that it affects repeat time and not prepare time)
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I can't agree with a so closed view of the developement of the game.
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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)
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Thx for the ref. @vladislavbelov: some warnings seem not related to that, do they? edit: those ones remain and
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(Also not at the final release, not even at beta, but at 'alpha'.)
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no problem
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I guess that I could have done that myself?
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I have many messages when compiling since few revs:
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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.
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I have a flashing black screen when opening firefox (with our without 0ad)
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(Isn't a discussion about some numbers - 20 or 21 or 20.5 - a bit premature just after a release?)
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Yes edit: so not really a code problem :/ and no idea for a not hacky solution :/ edit2: perhaps our current construction is hacky btw
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@LordGood: it's not related to the train time
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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
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submarines?
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(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
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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)
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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.
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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
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Have you some firefox extensions?
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Not so bad, it seems you didn't speak of the same things.