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Freagarach

WFG Programming Team
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Everything posted by Freagarach

  1. https://trac.wildfiregames.com/wiki/Atlas_Manual
  2. Heroes don't count towards the pop cap, indeed. See: https://code.wildfiregames.com/D3265. You can take a look at the example campain, basically it is defining stuff in JSON. Two times a week, IIRC. Friday and monday, judging from the commits. Could very well be possible, you can still review and discuss strings, though. Common desire is different, but I think rams prefer to attack structures over units. Feel free to make a patch to prefer siege, if that makes sense.
  3. I've played around a bit, it is really nice! Especially the different city phases is something I really like. @Nescio might like this also.
  4. Thanks for the report! And the given error, @Palaiologos. A fix has been proposed: https://code.wildfiregames.com/D4177.
  5. These changes are for A25 indeed. @Stan` attached a zip, that was for the cursors. Here is the preliminary mod you can try on the release candidate.NoViolenceA25.pyromod
  6. That is because it goes from gathering to attacking (hunting). That is not easy to fix. The rest of the gatherers should stay accounted for.
  7. This is because when the ownership of the structure changes, the rally point is reset. Refs. https://trac.wildfiregames.com/ticket/3115.
  8. Thanks, @Stan`! If @allalongthetower doesn't have any more requests I can package the mod and upload it on mod.io.
  9. 1. Done. 2. Done. 3. Done. 4. Partly done. There was only a replacement for the small icon, I've asked for a replacement of the larger variant as well. Any more requests?
  10. Actually the file was renamed to helpers/Attack.js (consistent with the rest and less redundancy in the file path), but the simulation name has become AttackHelper (again consistent). The porting guide is indeed our effort of making modders a bit less angry.
  11. https://trac.wildfiregames.com/wiki/FAQ You can look "port forwarding" up for your router.
  12. For now: Imagine the fortress has 20 garrison capacity and 10 turret points. It means that you can garrison twenty melee units (the garrison slots) and ten ranged (the turret points). For archers you can choose whether you want them to garrison the fortress or occupy the turret points (either by hotkey or command button). Garrisoned soldiers help in regaining capture points (and increase the arrow count), turreted entities can fire at the enemy themselves. (Note that the feature can be improved.)
  13. We'll be a triple-A game shortly!
  14. (Already possible. To have both melee infantry garrisoned inside the fortress and ranged infantry on top of the fortress, one just needs to change the templates.)
  15. Nah, it was considered, considerably. It's just that prior to A24, there was no such thing as "turning" in the simulation, and instant turning makes directional damages a lot less fun. Do note turning is still only implemented on movement, not e.g. when switching targets whilst attacking.
  16. My memory doesn't serve me well,,, (But I was mainly inquiring the type of behaviour shown and expected.)
  17. Maybe because they choose the closest to the dropsite? Which may result in going around the dropsite? If not, do you have a specific point in time for that observed behaviour?
  18. Indeed the replay file, but sometimes a small video or screenshot is also needed. Depends on the kind of bug you find. About bug reports, you can e.g. post them here: You can use the autobuild fine, but it _may_ be that the bug you report is fixed in the lates compiled version, that is no problem of course! We'll just note it to you.
  19. @Ceres Testing can be quite boring: Just play as many games as possible! If something odd is noticed, we'll need to know the revision (git commit) you are on and we appreciate the replay of that specific match.
  20. The more the merrier. If more people test A25-SVN, more bugs will be found.
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