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Freagarach

WFG Programming Team
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Everything posted by Freagarach

  1. We need the OOS log of your friend as well. Both OOS logs of the same match. (Unlike @Asger and me did,,, -_-' )
  2. It actually seems you just need to gather stone and metal and wait for the phasing to compleat?
  3. Yes, so we know the exact game we played on.
  4. r26742 with @Asger and @phosit.
  5. You have to define the stackability. Choices are: “Ignore”, which means a new one is ignored, “Extend”, which means the duration of a new one is added to the already active status effect, “Replace”, which means the currently active status effect is removed and the new one is put in place and “Stack”, which means that the status effect can be added multiple times. (From the Attack.js helper.)
  6. https://docs.wildfiregames.com/ and more specific: https://docs.wildfiregames.com/templatesanalyzer/.
  7. There is no turn time for attacks. (Well, there is a visual turn time, but not an internal one.) Nope, you can start it from within the game: Scenario Editor (third one from the bottom).
  8. Deepl: So if you're about to lose you DDOS your opponent and as a bonus you win? That doesn't sound fair to me. Anyway, that is not possible yet.
  9. (Sorry @allalongthetower, I guess I totally missed this.)
  10. So you should start at the EntityLimits.js file. First you'll need to adapt the schema (and all the templates that use the schema), next you'll need to modify the function that checks the limits, to look for the mentioned diplomatic relationship between players (Allied, Enemy, Global, perhaps?). To answer your topic title: 13. (And feel free to ask for more specific questions while you dive in. )
  11. The ProductionQueue is empty (A26) because the component is merely the user-facing interface now. It makes sure you can research technologies (Researcher component) and train entities (Trainer component) alongside eachother. In the future the element may get some content again (at least I have some ideas for that, so it depends on time).
  12. Why? Do you have a replay for a recent SVN revision (preferably latest)?
  13. I don't like wild goose chases. Looks can be deceiving.
  14. Might be a descrepancy between the UnitMotion range and attack range in UnitAI.
  15. https://code.wildfiregames.com/D4234 https://code.wildfiregames.com/rP26627
  16. Nope, but it isn't hard (TM) to introduce a range query to outposts (and scouts for DE) (could be called AlertRaiser, but we have that component already). Please make a simple ticket for this.
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