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Freagarach

WFG Programming Team
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Everything posted by Freagarach

  1. We're trying to get them to update the patch, but to no avail yet. (https://code.wildfiregames.com/D4294)
  2. That is how we update the AI. And for units that sounds somewhat like our timer system. We don't need to check for enemies every turn when attack-moving, so we do it every second.
  3. Attack ground: Harder to implement (properly). Attack group: GUI only code change needed (for the case of selecting a unit in the group randomly and keep attacking that until it is dead). As such, it seems easier to implement.
  4. Thanks for the report, I made a logic error. https://code.wildfiregames.com/D4432
  5. In the development menu, you need to tick the option called "Change perspective" (in English) right below the "Control all units". Then, you need to actually change the perspective from "Observer" to the player you want to control, at the top of the screen, left to the speed button. You don't have to tick the "Controll all units" button anymore then.
  6. You can use the development panel (<alt>+<d>) to switch to an AI player, but the current AI doesn't expect it when units are created not by themselves.
  7. I'm not sure what changed, but IIRC @wraitii did some changes, indeed. You could try adding the effect manually in the modifiers manager (ModifiersManager.prototype.AddModifiers = function(ModifID, Modifs, entity, stackable = false) you'll have to do some warn(uneval())'s to see the structure of the Modifs.
  8. (See https://trac.wildfiregames.com/ticket/4189 for that.)
  9. Tagging @mysticjim for the streaming part.
  10. Another positive thing about (mis?)using BuildingAI is that units finally can attack and move at the same time. By the way, the attack-group thing is GUI only. I know we have some fantastic GUI modders on the forum, so maybe one of them (with some free time) can try to implement that? Regarding the requests to rebase the attack-ground. When I find some time I will try it. But it is not my priority, sorry all.
  11. Glad you got it working. I've bitten my teeth on this turret-order problem before, so I'm very interested in any results, so please do keep us (me) updated.
  12. You can check out UnitAI and then specifically the part around finishing construction. Units look for the closest resource there.
  13. Have you seen https://code.wildfiregames.com/D1838? Do you have played a bit with them already?
  14. When the enemies ranged units are in formation, targetting the formation will lead to each of your units targetting the closest member of that formation, which sounds more or less what you want? So the problem might also be addressed by quoting @wowgetoffyourcellphone: "Battalions". ;)
  15. Cooperative play is not yet possible, but planned (https://trac.wildfiregames.com/ticket/2459). One can work around that by enabling cheats and changing perspective.
  16. You could also create a mod to change it for yourself (at your own peril).
  17. How did you install te game? Via snapd or apt (or something else)?
  18. @mysticjim You can now indeed push items to the front of the production queue. (That wasn't possible yet in A25b. Although you first do need to set a hotkey for it.)
  19. I was thinking more about letting the units be responsible for how much they contribute to the GarrisonRegenRate.
  20. One does have to keep in mind that the pathfinding changes done in the previous alpha ("unit pushing") can't and thus would not be integrated in such a mod (since it meant engine changes). So by the end of the day, all the work making and testing such a mod would be a compleat waste.
  21. Not if we consider the fact that we (mostly I am guilty) break compatibility quite often. ^^'
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