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Freagarach

WFG Programming Team
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Everything posted by Freagarach

  1. 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.
  2. Regarding the classes, here is an excerpt from the Identity.js component: But that seems to have been forgotten since long. (And I haven't checked whether the GUI actually still handles this.) The structure is defined in https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/l10n/messages.json. I happen to have committed some fixes to reported issues just yesterday.
  3. Deepl translation: Thanks! 1. Interesting suggestion, it might be nice to have indeed. 2. The problem is, people can just close the game forcefully, bypassing any 'option' given by the game itself. And since it is possible to return to a match, having an 'exit' option sounds fair.
  4. We're fixing some breaking bugs, thereafter will come the testing bundles.
  5. I can't reproduce. Please provide a (minimal) replay. That will help us debug. Works perfectly on my side. What do you call huge? (I tried up to 150.) Please provide a minimal replay for this. Could be https://code.wildfiregames.com/D4550.
  6. You might want to make the map square, since you don't use its circularity?
  7. I was wondering that too yesterday, but the "affectedPlayers" is not used for garrisoned-auras. That might or might not be called a bug. At least it is a feature that is worth implementing. -> Would you like to create a ticket on trac.wildfiregames.com for it, please?
  8. Yes, but your template also has the Healer class as being able to garrison. Now, healers have both the Healer and the Support class. You if you would only specify the Support class, healers still can garrison. So it becomes: "Infantry Support". If you take a look at the Identity-node in template_structure_military_forge.xml one can see that there are classes defined. It should work when you use the "Forge" class as opposed to "forge".
  9. Nope, you only need to include templates you change. Nope. Correct (apart from that you don't need the ProductionQueue element, since that is defined in one of its parents. Reads correct. Correct (one can leave out the Healer class, since healers also have the Support class). I feel like the clue is missing in your quoted errors, can you perhaps upload your interestinglog.html? Oh, and nice you started modding! More modders is more better.
  10. (It might also help if you elaborate a bit on the game. Or just come and help us build 0 A.D. )
  11. Patch: https://code.wildfiregames.com/D4531.
  12. I think not many changes to UnitAI are needed. (I didn't dive into it.) But the most difficult part is the performance.
  13. Yeah, it is WIP. What is your question exactly?
  14. Example: 1. One spends 1000 resources on some tech. -> Used resources go up with 1000. 2. One stops the tech. -> 1000 resources are refunded. -> Used resources go down by 1000.
  15. The population "cost" (not really a cost (https://code.wildfiregames.com/D3353)) is in the Cost.js component file. The Bonuses provided by structures are in the PopulationBonus.js component file. I find your idea quite interesting.
  16. I guess if those are committed and renamed, @bb_ would be happy (since that would mean no art and failing arcanist in their patch).
  17. @bb_'s https://trac.wildfiregames.com/ticket/252 http://code.wildfiregames.com/D368
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