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Freagarach

WFG Programming Team
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Everything posted by Freagarach

  1. Yes. Do you happen to have a replay of this behaviour, since I cannot reproduce.
  2. You can try setting up a SSH key?
  3. That is annoying. Especially since fixing it will break string freeze and we must allow translators time to fix it. Luckily the entities to construct is correct, so we can fix it after the release, IMHO. Interesting how that went unnoticed since March,,,
  4. Why not a few turret points and the rest garrison slots? Or only ranged units on deck?
  5. One problem is that as long as we're in Feature Freeze no-one else can commit interesting stuff.
  6. I too would advise you to go to A25. This (https://code.wildfiregames.com/P225) is the script that I used to move the templates to their civ-subfolders (for A24) it left for little manual work. For the port to A25, we've tried to maintain a (fairly complete) list of stuff that has changed: https://trac.wildfiregames.com/wiki/PortA24ToA25.
  7. It is on git: https://github.com/SlavomirSlovenkai/Kiara.
  8. Or have a rating per alpha, so if one switches back temporarily one can still enjoy their old rating.
  9. Regarding balance: Probably. But keep in mind that some changes also have a visual element or immersion consequence. In this case a turn speed which is slow enough to be noticable made the game more immersive for quite some Single Player players.
  10. Those are defined in the entity's template and specifically in the Identity component. Yes, you can be more specific, see e.g. the ArcheryTradition tech. Projectile speed can't be changed, look in the Attack.js component, line 617, we use the template value instead of a modified one (see e.g. L658, where you can see that spread *can* be changed using a tech). Area damage can only be changed if it had it already and you'll need to find the path to modify (e.g. "Attack/<attacktype>/Splash/<property>"). Not that I can see. But what problem do you have? Is it not researchable, does it give an error, is there no effect after upgrading? See e.g. the Persian Architecture and the Carthaginian Colonisation technologies.
  11. @Mr.lie The excessive Siege, Ships and Cavalry constructing/training should be fixed in SVN now.
  12. (See e.g. https://code.wildfiregames.com/D3811.)
  13. Do you mean merge replays from savegames? You need to make sure the next replay starts their turn number adjecent to the former replay. So either manual or using a script. A minimal replay would be best of course.
  14. This should be improved a lot in A25 vs A24, can you please check again and provide us with some reference (e.g. video or replay) to this behaviour?
  15. There is a proof of concept lying around, but it is far from finished (and outdated). Do note that using BuildingAI for the turret mechanic will probably not be favoured, since the unit misses the animation. That said, with the current mechanics one *can* use turrets for chariots, but ordering them will not behave as expected. In short: You can make a patch, but I think the chances are slim it will be implemented, unless someone improves the handling.
  16. Actually, the earth is flat on every infinitesimal point on it. That said, please, @Genava55 and @m7600 keep it polite and don't attack eachother on this argument. You don't agree on this point but you both still love the game (and eachother <3 ).
  17. You mean something like this: ? We're so close, yet so far away.
  18. I'm using Debian (testing) and that fares pretty well on a rig that is comparable to what you describe. (Intel Centrino 2 @3.06 GHz, 4 GB @1067 MHz with a GeForce 9700M GT with 512 MB)
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