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fatherbushido

WFG Retired
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Everything posted by fatherbushido

  1. Thanks mimo! that's the one I spoke about above
  2. It will be done like in your templates.
  3. We will do some work to finish team bonuses implementation on a22 and clean some stuff in the aura code. (That's the first thing I will work on for a22). We have a TODO about range manager request (here for example, your target is a player entity wich have no position). Moreover (to sum up), for the moment only player auras wich applies to Cost will work. Mimo has yet suggested a patch on trac for the one you try to do. (Btw some optimizations of ResourceTrickle are done).
  4. thanks for noticing, we will change that. It sould be fixed by r18796.
  5. That one that wowgetoffyourcellphone suggested is good too https://wildfiregames.com/forum/uploads/monthly_2016_09/architecture.png.dcbcda1f346625044a5f06c915ad9023.png But it isn't in the current repo, right ? Else there is also the bad quality structures/colony.png ?
  6. @wowgetoffyourcellphone: Indeed, r18787 only fixes the cost of multiselection, the other fix is not yet commited. Thanks for recalling the cost time bug of mutliple selections (you have yet pointed out that).
  7. Yes. Even if only one unit was carrying resources. Thanks for reporting.
  8. I can't reproduce, can you describe it with more details ?
  9. those 5 files in data/technologies/successors : special_war_horses.json special_parade_of_daphne.json pair_unlock_champions.json special_hellenistic_metropolis.json unlock_reform_army.json unlock_traditional_army.json
  10. did you add some civ requirements ? For example for the special_war_horses tech: "requirements": { "all": [{"tech": "phase_city"}, { "any": [{"civ": "sele"}, {"civ": "pers"}] }] }, "requirements": { "all": [{"tech": "phase_city"}, { "any": [{"civ": "sele"}, {"civ": "pers"}, {"civ": "naba"}] }] },
  11. @Aghilas: what do you mean ? you have the same error with seleucids or you use the same techs as seleucids ?
  12. @Aghilas: you don't add your tech folder, but I guess it's perhaps related to a civ requirement ? You need to add your civ in the phase tech.
  13. Indeed as you remove the 'return' but still don't know why such a case was foreseen.
  14. @wowgetoffyourcellphone: - removing the warning will not remove the bug I think - iirc, the structure is broken with units which can search technology (you yet speak about that some month ago) There are some wip patch for the structure tree but they won't be for a21.
  15. @wowgetoffyourcellphone: can you check if there are issue with your unit wich can research a technology when selecting that and other buildings or units (you have that in delenda est iirc).
  16. I have noticed also some inconsistencies. About the warning it's that one : http://trac.wildfiregames.com/changeset/18773/ps/trunk/binaries/data/mods/public/simulation/components/ProductionQueue.js
  17. The first one is yet use for that athenian building (but would fit well), so the second would be a nice choice.
  18. can you be more explicit about the bug ? for example, give your tech json files.
  19. That looks nice! The stoa is not really / only a military building so perhpas something different should be done.
  20. Can you describe what is your data and what is the result you want to look at ?
  21. @SeleucidKing: there is yet special techs and auras for seleucids wich do something like that.
  22. Sure it's just different ways to perceive it. (And I can't say that one is better than another).
  23. It's indeed the two ways: - using hard counters - differentiate units by stats (the more you have, the more you can differentiate units). Currently, the 2nd way is choosen for the main game. But a modder can use the first way. (addendum : My personal option is also to prefer the 2nd way. Imo there should be stats that describe some (simple) physics like "this weapon hack, this one pierce..." and if you a unit is hit, it is damaged. There should not be rules telling the player that certain units can't hit another because the game designer decides to disallow it.)
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