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temple

WFG Programming Team
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Everything posted by temple

  1. I'll need a week to get back in form, been playing a different game.
  2. Okay, I'll try: temple, american time zone
  3. This is probably what you're referring to: https://code.wildfiregames.com/D920
  4. That's a bug with Footprint, but after fixing it units don't path correctly, getting stuck on buildings, so there might be bugs in UnitMotion too. For now I wouldn't use that passability class. (Why are you using it? Do you want units to pass through buildings?)
  5. Yeah, 16 is the limit because we there's just one passability grid with u16 for each cell (which encodes whether the cell's okay for each of the passability classes), rather than every passability class having its own grid.
  6. Haven't looked at this yet, but catapult was changed with https://code.wildfiregames.com/rP21630 and later commits.
  7. Now "raise alert" tells nearby women to garrison and "end alert" tells nearby women to ungarrison and return to work. (There's also a bell at the market that tells all trade carts to garrison or ungarrison.) There were bugs with the town bell in A22 and it seemed like the best way of fixing them for the moment was to simplify the behavior. But we'll see what people think. There's certainly ways it can be improved for A24. I'm pretty sure a mod could change the behavior back to what it was in A22.
  8. Sounds likely, I came across similar issues with garrisoning units on gates.
  9. The UnitAI changes are in the formation controller section which probably isn't what you want. (I think some alphas ago the formation controller was shown as banner, but right now it's invisible.)
  10. A similar thing happened to him previously:
  11. You probably had diplomacy colors on. Observers see every team with the same color, so if it was a game of blue + red vs yellow + green, the first two might both be blue and the second two might both be green.
  12. Did you change components/EntityLimits.js? Otherwise I don't know why it would say that's not a function. Entity limits are used in special/player/player.xml and other templates in that folder, maybe there's a problem in one of those files.
  13. The formation directory was moved, so something like "formations/null" in the Formations list of Identity should be changed to "special/formations/null".
  14. Looks like that error comes from when you have Footprint in SelectionShape in VisualActor, but then don't have a separate Footprint element. We only use that with field and flora, and actually flora doesn't have Footprint but the things that inherit it (bush, tree) do. (Changed in rP20345 (probably shouldn't have been, my mistake).) So my guess would be that you have something that has parent = template_gaia_flora but doesn't have a Footprint set.
  15. Probably fixed by https://code.wildfiregames.com/D850
  16. I've implemented some things (mostly causative's ideas) in D681 and D937 and was looking for any feedback. I think for the moment I'll stick to women and traders and wait until later to add a bell for military units since they might want it at civic centers too and that might be tricky.
  17. We shouldn't forget about infantry skirmishers either. In the no-cav games we find out that archers usually don't stand a chance against them.
  18. When I click on the links: Sorry, there is a problem The page you are trying to access is not available for your account. Error code: 2C171/1
  19. Players: temple (1658) vs Liberty (1856). Map: Mainland, Small, 300 pop, 22:23. Summary: Briton vs Ptolemy. 2017-11-16_0003 - temple liberty.rar
  20. It's missing SetLastFormationTemplate() in OnGlobalEntityRenamed(). (I guess my patch at D756 is missing that too.)
  21. It decreases linearly with distance, starting with the weight at the territory tile containing the building's center and going to zero at the territory radius. At a given tile, the weights of the buildings are added up for each player and whoever has the highest total owns that territory. See CalculateTerritories() in source/simulation2/components/CCmpTerritoryManager.cpp. (I have a patch D840 to change this.)
  22. In commands.txt at the end of the first line I had to change "mods":["mod","public","delenda_est_a22","user"] to "mods":["mod","public","user"] in order to watch the replay. I don't know why the game would have saved like that if you didn't have the mod active. Maybe you had a broken Delenda Est install, so it was active but not changing anything, and that's why you never went out of sync. I'm not familiar with this stuff so I'm only guessing.
  23. They're a22 games even though they want to open in Delenda Est. Don't know what that's about, but I've attached fixed replays. camelius.rar
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