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Freagarach

WFG Programming Team
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Everything posted by Freagarach

  1. One can open the development panel (<Alt>+<d> by default) and disable camera restrictions.
  2. @bad player You can do what I do when I get bored with a game: mod/contribute to it. It has kept me busy for a little less than three years now.
  3. https://code.wildfiregames.com/D4303 by @Jammyjamjamman and @andy5995
  4. My guess (without watching the replay): They see the farm (foundation?) on top of that hill and decide to go for it (since they attack-move). The shortest route is back, so they go back. When they have taken two steps back, they don't see the field anymore so continue on their attack-move journey. But that brings them into sight of that farmfield again. But as I said, I haven't watched the replay, so the structure might just be yours. (If it is indeed belongs to the enemy, one can try watching the replay and at some point in this "mess" use the development panel (<Alt>+D by default) to switch players and delete the field.)
  5. Nothing different from the main game? (I'm saying that those can be fixed after committed.)
  6. And you can't use the "forgot password" feature? I think @Stan` is already on it.
  7. (Committed in vanilla. @wowgetoffyourcellphone feel free to improve those banners. )
  8. Well, I was thinking more in the terms of garrisoning a structure to capture it. And when the enemy already has someone garrisoned, you can only destroy.
  9. I would certainly vote for a different mechanic. E.g. capturing by occupation. Not being able to delete stuff randomly. Stuff like that.
  10. middle? You can't see when a player left, one can only deduce it from the commands received. (If you don't get a command from a specific player for a long time, I guess it is safe to assume they are gone.)
  11. One could try using the controllability (in cmpIdentity) of a structure for this, but I think there are still some caveats with that.
  12. It gives the impression that it is still being worked upon. Especially when selecting multiple structures with queued items. Instead one wants to see in a blink whether an item is currently produced or not.
  13. The patch is still open (https://code.wildfiregames.com/D4308) but @Langbart had used a different icon, currently 40 by 33 pixels. I guess you can take a look and see whether you want to improve the icon and else just leave it.
  14. There is history in the templates, feel free to update/expand that.
  15. @alre How do you want to be credited in the game's credits for your patch?
  16. Hey @Karmo and welcome to our forums! You might want to check which victory conditions you are using (found in the "Game Type" tab). The one I use the most against the AI is "Conquest Civic Centre", since that makes you win when the AI has no CC left. But the default "Conquest" dictates that you need to destroy even hard-to-find foundations. Thus it can happen you have searched the whole map but don't find that last foundation.
  17. Very cool! It seems you are coming close to something we may be able include in the main game (feature wise), could you upload a patch on our Phabricator, please? (https://trac.wildfiregames.com/wiki/SubmittingPatches) It will allow us to give direct comments on your code and speed up the inclusion. (I see quite some hardcoding in some functions, but it might be unavoidable.)
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