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andy5995

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Posts posted by andy5995

  1. 12 hours ago, wraitii said:

    Mh, yes, this is working as designed actually. I figured it was better to show cheats are always enabled than to not show it at all like in A24.

    I can either hide it again, or make it configurable.

    Or hide the tip that states that it can be toggled, in cases like that when it can't be toggled.

  2. 10 hours ago, Langbart said:

    Hey @andy5995, do you think "Jammyjamjamman" wants to make a patch on Phabricator with his creation? He seems to have put some work into it and I fear it may end up in the graveyard if not added to the game?

    https://github.com/Jammyjamjamman/CartographyMode/tree/feat/a25-support

    @LangbartIt's been suggested before to add this feature to the game, but it was rejected. There was a ticket created and then closed

    The link you gave is on a fork of the main repo. There's an open pull request for it at https://github.com/andy5995/CartographyMode/pull/7 . We've been side-tracked for a couple weeks but were planning to do some testing of that patch very soon, then merging it, probably within the next few weeks. After that, I'll submit the update to Itms and mod.io

    Anybody who wants to test the code as-is and leave feedback on the pull request is encouraged to do so. We'll take any comments into consideration before finalizing the patch.

    Thanks for your suggestion. I'm glad you like the mod.

    • Thanks 2
  3. 2 hours ago, hyperion said:

    If min requirement is 1024x768 then gui.scale = 1.4 (1.40625) is the max supported for FullHD displays. So this isn't actually a bug per se.

    The menu shows up correctly when I set to 1.4, which will work just fine for me. I set it to 1.5 before I had cataract surgery last October, so I can see things a  lot better anyway. :)

    • Like 1
  4. I'm at revision: 25402 (a25)

    I'm not able to click the exit button on the main menu. It appears, but not clickable.

    In my user.cfg, I have

    gui.scale = "1.5"

    which I'm sure is related. I'll attach a screenshot...

     

    This is how it looks in a24 (which works)

    image.png.dab298fded2a97e5a80252c179bb4d56.png

     

    And in a25

     

    image.png.160f137110c6819e69b6ef514e05d3cb.png

     

     

  5. On 15/04/2021 at 6:05 AM, SSplat said:

    do you know the name or location of that bridge ? ( id need an overhead view to do a better job of making it properly.)

    Thank you for the offer @SSplat. That's just  a pic I found with an image search. My intention was to post an example, but I didn't have any specific bridge in mind. And I see from this thread that the engine code used to find paths would not be able to distinguish from the top of the bridge and the ... underneath of the bridge ;)

  6. 16 hours ago, Lopess said:

    How can I do this procedure in linux?

    @LopessFirst use the python script as mentioned in the first post.

    Then use the 7 scripts I've attached, that are based on the 7 patches mentioned by @Nescio

    None of these 7 scripts require an argument. Just use

     

    sh D????.sh

    Each script will look in a "maps" directory relative to your current directory, and change all maps it finds. There will be no messages output by the scripts (unless there's an error).

     

     

    D1009.sh D1010.sh D2234.sh D2254.sh D2774.sh D3012.sh D3097.sh

    • Like 3
  7. On 04/10/2020 at 1:25 AM, badosu said:

    I'm certain there can be enjoyable games with bottlenecks, so if that's the way you like I'm sure it can work. I agree one should test before making assertions.

    Unfortunately elevation is something I didn't experiment much with, but I think map looks good already. I'd just make it more traversible.

    You could for example keep the bottlenecks near the cc but open after a certain distance so players can still reach the top, but not near the cc. Whatever you think works :-)

    Good job so far!

    Thank you for the feedback everyone! @badosuI made some changes to the map, chief among them: widening all the paths.

     

    I've added a 2v4, 3v4, and 4v4 version to the GitHub repo (Cliffs_of_Carnage_xvx_xp.xml, etc)

     

    screenshot0019.png

    • Like 1
  8. What do you think about adding Roman turtles to the Romans civ?

    Quote

    In the testudo formation, the men would align their shields to form a packed formation covered with shields on the front and top. The first row of men, possibly excluding the men on the flanks, would hold their shields from about the height of their shins to their eyes, so as to cover the formation's front. The shields would be held in such a way that they presented a shield wall to all sides. The men in the back ranks would place their shields over their heads to protect the formation from above, balancing the shields on their helmets, overlapping them.

     

    This is an example from the MegaGlest game.

    roman-turtle.png

  9. This video shows a lot of rams bunching up around houses, not destroying the houses and ignoring a nearby CC. Seems as though they are a bit confused trying to destroy the tower.

     

    This was a game me and Jammy played against the AI. The rams around the houses are the AI, enemy combatants. I'm blue, the houses are mine.

     

    Video and replay attached.

    2021-02-26_0002.zip

    • Like 1
  10. On 25/02/2021 at 8:56 AM, Nescio said:

    Siege engines were removed from them at the explicit request of someone who pointed out they were only slightly more expensive than arsenals but much more effective.

    Perhaps rams only could be readded to the army camp, I don't know how that will affect balance, it needs testing, as do other things.

     

    A ticket I just opened (6084)

    I wonder if it would be a nice or interesting feature if buildings could have an extra attribute set. For example, a Roman military camp could only produce siege units if it is fully garrisoned, or the speed of unit production were based on how many units were garrisoned in the building (i.e. unit production is faster if fully-garrisoned, half the speed if half-garrisoned).

    I don't think it would be a good idea for all buildings, but maybe it would be a good compromise for units such as the Roman military camp?

  11. 40 minutes ago, wowgetoffyourcellphone said:

    Not only that, but in Atlas you can uncheck the civs and save the map, but Atlas bugs and assigns default civs anyway. Quite annoying.

    Yeah, I've had to do this as well.

     

    I've noticed too that when editing the xml directly and removing the civ names, everything is fine. Then I open  it in Atlas, make no changes, and click save. The civ names return.

    • Like 2
  12. 19 hours ago, Nescio said:

    You should have a look at the patches that broke your maps, they have sed scripts to fix things:

    Furthermore, you need to replace {civ}_* with {civ}/* (for structures and units). https://code.wildfiregames.com/P225 was used for that, though that script does more than you need, so it's probably better to write a sed script for that (there are only 13 civs).

    [EDIT] There are probably some other things I forgot.

    I ran all of these scripts. So far the only things I've noticed are a missing bench

     

    ERROR: Failed to load entity template 'other/bench'
    ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/other/bench.xml"

     

    (which I couldn't figure out how to fix)

     

    And the civs can't be changed from the game setup menu. When I uncheck the player name and civ from within Atlas, changes to the civ name are not saved.

  13. When I reported on IRC that my skirmish maps weren't working, @Stan`gave me a link to this script

     

    https://code.wildfiregames.com/P232

     

    I've attached the python script it to this post.

    python3 <scriptname> <version> <path>

    The correct version to use is "7". For the path, I used "." (single dot) while in the directory containing my custom skirmish maps.

     

    After that, you may have to edit your xml. I still get errors such as the following when opening most maps into Atlas

     

    Quote

    ERROR: Failed to load entity template 'gaia/flora_tree_cretan_date_palm_tall'
    ERROR: Failed to load entity template 'gaia/flora_tree_cretan_date_palm_tall'
    ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/gaia/flora_tree_cretan_date_palm_tall.xml"
    ERROR: Failed to load entity template 'gaia/flora_tree_cretan_date_palm_tall'
    ERROR: Failed to load entity template 'gaia/flora_tree_cretan_date_palm_tall'
    ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/gaia/flora_tree_cretan_date_palm_tall.xml"
    ERROR: Failed to load entity template 'gaia/flora_tree_cretan_date_palm_tall'
    ERROR: Failed to load entity template 'gaia/flora_tree_cretan_date_palm_tall'
    ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/gaia/flora_tree_cretan_date_palm_tall.xml"
    ERROR: Failed to load entity template 'gaia/flora_tree_cretan_date_palm_tall'
    ERROR: Failed to load entity template 'gaia/flora_tree_cretan_date_palm_tall'
    ERROR: CCacheLoader failed to find archived or source file for: "simulation/templates/gaia/flora_tree_cretan_date_palm_tall.xml"
    ERROR: Failed to load entity template 'gaia/flora_tree_cretan_date_palm_tall'
    ERROR: Failed to load entity template 'gaia/flora_tree_cretan_date_palm_tall'
    GAME STARTED, ALL INIT COMPLETE

     

     

     

    0ad-map-upgrade-20210222-01.py

    • Like 2
    • Thanks 1
  14. 13 hours ago, Stan` said:

    Sure look for the plane template or the bird ones :)

    I tried out some planes. They don't seem to respond well to the move command. Initially they'll move right away, but after that, they kind of fly around in circles before moving to a spot that's been selected and don't stay in one place when ordered to.

    But I'll experiment more; maybe there's something I missed.

     

    This test map I made is a 2v5 game on a modified Red Sea skirmish map. P1 and P2 have 5 planes each, and 2 players on the opposing team also have 5 planes each.

    air_unit_test_01.pmp air_unit_test_01.xml

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