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hyperion

WFG Programming Team
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Everything posted by hyperion

  1. In A23 using the hotkey pause the music was paused as well, which allowed me to for instance take a phone call or do some other work which depends on sound. A simple example could be watch a video on a different virtual desktop. "Background pause" refers to the window having lost focus? If so this IMHO should behave as I stated in the OP.
  2. Pausing the game should mute the game. In an ideal world it also shouldn't inhibit the screen saver while paused.
  3. With r24769 and Seleucids if I try to place a house beside another house while holding Ctrl for snapping I get the "House cannot be built on another building or resource" error. Edit: Only happens along one axis.
  4. Just a quick glance, so might have missed some of the quirks involved. Why not use alignas instead of padding? Are there enough vector3D "alive" that an additional bool actually matters? L (length) seems to be singed, so why using zero for maybe invalid instead of <0 for invalid? You are over commenting quite a bit me thinks.
  5. This perfectly demonstrates the issue. If it's desirable to be able to quickly take out any buildings with basically any unit, as is the case with capture-delete, the correct thing to do would be to make structures simply a lot more brittle. Capture-delete just destroys the immersion for me. Btw, ranged units not running to the front and getting in the way of sieges can be considered one of the favourable behaviour changes of this mod. Sure this is a matter of taste and priority, I don't expect everyone to agree.
  6. Might make sense to query max samples and only present msaa options available by hardware/driver in the menu then.
  7. There is certainly something doggy going on - card vega11, driver amdgpu, switching to msaa16 I get: WARNING: Wrong MSAA sample count: msaa16.
  8. Another release: fix default of capturing after unloading when rally point is a building (noticed by @FeiLongbay) Add three minutes ban on deleting after capture Adds a diff of all changes on top of A23 to the archive for easier study by others capture-0.23.1.pyromod
  9. I can reproduce the capture instead of attack after unload, obviously unload to attack buildings I only do with sieges if at all so I didn't run into this myself. If the rally point is a building the behaviour is unexpectedly strange. Guess could be considered buggy. "set-on-fire" could indeed be added as another entity/unit action. The structure then would receive fire damage over time. This would be easy in A24 as there fire damage over time is already implemented. However, I see this a complementary to the ban on outright delete a structure recently captured.
  10. Well, a proper implementation probably should decouple capture and attack. The mod only hacks the default behaviour of attack to not be capture. But I'd certainly appreciate if developers who think this is a possible improvement in unit behaviour could state so. Then it be worthwhile to do it properly. Will package the patches with the next version of the mod. For the other issue mentioned in the initial post I have locally added an extra patch, which still needs some testing. Simply didn't had the time yet. Break the capture-delete meta Capturing should be meant for own use afterwards. Currently capturing is cheap alternative to kill/destroy an enemy entity. This only works as delete as a game mechanic is instantaneous without cost or leaving debris behind. Long-term one might want to change delete to be more like building. However this requires a lot of thought and new artwork. For structures it would work to require it to be connected to an owned territory root to prevent capture-delete in relevant cases but might prevent freeing space if the CC got destroyed or captured to make room for building a new one. However this approach doesn't extend to captured units. This patch therefore implements a 3 minute ban on deleting after an entity changes ownership.
  11. @FeiLongbay, thanks for the feedback. pyromod is a zip file, so you can use unzip to extract it. See also https://trac.wildfiregames.com/wiki/Modding_Guide#Howtoinstallmods I agree that flaming cav sees the biggest improvement. This is out of scope of this mods initial idea, but I think it's worth looking into. The main issue might be a quite noticeable performance penalty though. Will have to test it out. Do you mean if you ungarrison a siege? I'll do that with enemy troops around. For buildings you can set a rally point (move, attack-move, attack-move-unit, capture ...). So I haven't noticed this issue yet, will see were it comes from. They do but they won't switch if they are already attacking a siege which is likely the correct behaviour.
  12. Camels speed was around 13 and horses around 17 which "makes perfect sense". Haha. Well I stop from further harping on this "sense" thing, I think I got my point across by now. I forgot before to mention pikemen were horribly slow, harming economy and were left in the dust by rams. Well the game gets optimized for midland with temperate biome, so high stone and metal cost becomes an issue. Only food and wood is abundant there. So a merc can't cost 100 metal unless you have enough alternative units to choose from.
  13. The number needs to be a multiple of 5 so the 20% pop bonus techs for the houses are straight forward. I agree that having to build lots of houses is annoying. With A24 you will probably have to add Britons, Gauls and Ptolemeus to Mauryan. Well, many people consider houses the primary means to build walls (rolls eyes). Doubling pop boni for houses might be a good idea or make it 10 and 15 if 20 sounds like to much for large houses.
  14. IIRC campaign feature was dropped for A24. At least we got the other major missing feature, namely hotkey editor. Also I think there should only be a tutorial campaign which is officially part of EA, the rest can be mods maintained by whoever wishes to do so, WFG included.
  15. Once upon a time camels were slow, towers out ranged archers and were stronger(?) and the cost of slinger and mercenaries really did hurt. Ptolemeus were pitifully weak, then became stronger and stronger each iteration and in the end it's about the cost of some buildings which break balance? Btw, as far as I'm aware people still usually claim Britons are the strongest. If people often play Ptolemeus, either it's because it's all about winning (guess this is true for a minority) and Ptolemeus are strong or because they consider the distinct play style fun. The Xiongu(?) from TM are the only other one which are truly distinct. The slight difference for the Celtic factions was canned as well IIRC. So it should cost 67 stone 6 wood and 3 metal. Let's fix all other "buggy" resource costs while at it! While I disagree with @borg- I at least consider his a valid point.
  16. Someone needs to commit your patches. The argument of "doesn't make much sense" is bogus. I can come up with this type of argument for pretty much everything in the game and make it sound sane. I feel every time this argument is part of the commit message the patch should be rejected straight away for being misguided. That doesn't mean the change can't be made but at least use sane arguments, "doesn't make much sense" never is. Lets take https://code.wildfiregames.com/D3329 Ptol houses now cost wood even they are built from bricks without any wood. Doesn't make sense at all! Before they were houses and to make gameplay different from other civs the resource cost was substituted by higher build time and larger footprint (important). Perfectly reasonable. As you see I claim the inverse as making sense and no one can say I'm wrong. By the way I consider this another horrible change for the game as in "fun to play".
  17. If you are new one issue is the game speed. For example you do not have the time to hover over icons to wait for pop-ups to tell you this is a farmstead, this is a barrack etc. The same for fights, you do not know by hart how to position units and so forth. Adjust the game speed to 0.25 (game setup page) till you get familiar with units, buildings, techs and other aspects. As for a manual, there is an in-game one and some online ones like https://play0ad.com/category/game-manual/ or https://trac.wildfiregames.com/wiki/0adManual
  18. Also there are 21:9 monitors, so the corners might really be far off.
  19. The only concern I have is that the differences between civs once more decreased.
  20. The tag can substitute for the commit hash git reset --hard A23
  21. You are missing the build dependency fmt, just install it via package manager. The package might be called libfmt-devel or such.
  22. When capturing was introduced I didn't particularly like it. As it came up recently, as in make sieges not capture-able I tried to recall why this was so. One aspect is the capture-delete meta. This could be fixed by buildings needing being demolished as they need be built and could award some of the resources back as compensation. The other was when capturing got introduced I felt the unit behaviour quite a bit annoying. So I changed the code that capturing needs to be explicitly ordered for it to happen. Turns out it feels better but not by as much as I expected. Probably having to adjust to the new behaviour when capturing got introduced made it feel worse than it actually was. So that others may try how it would feel I packaged the changes into a minimalistic mod for A23. You have to add a definition for hotkey.session.capture to your local.cfg (~/.config/0ad/config/local.cfg on Linux) if you still want to be able to capture targets after loading the mod. capture-0.23.0.pyromod
  23. "melee pierce against cavalry" is technically already a damage type. Ideally for balancing you would have a matrix defining how long it takes any unit to kill another. Each such unique vector then can be said to be a damage type. Things like damage, armour, health, attack-speed are just transformations thereof.
  24. Hack, pierce, and crush aren't good enough (however they are named) as otherwise there wouldn't be "counters" damage modifiers while still a pain to balance. There should be a couple more damage types. Well I think fire and poison were added by now.
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