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Freagarach

WFG Programming Team
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Everything posted by Freagarach

  1. @ChronA Indeed you are most welcome to join us for a chat on IRC to discuss the open tasks. A start would be to create some gameplay patches that were discussed and mainly accepted on the forum and/or give your opinion on the already open gameplay patches (https://code.wildfiregames.com/search/query/hT5qQCqmuquS/#R). We're happy to help you getting up to speed with SVN or git.
  2. Or rather just let the AI retreat the hero when significantly endangered.
  3. You have to disable all mods. Please see: https://trac.wildfiregames.com/wiki/FAQ.
  4. One could also just tax traders with coin and let the player use that coin to buy resources at the market?
  5. You already pointed this out to me on IRC, and I already pointed you to a diff that should fix it. Could you please test D3986 and report back? Do you have a replay for this? This has been in the game for some time already, albeit not showing the zeroes and on a less readable position. You could try to gather [sic] more people that dislike the feature, but as far as I know there are more in favour. An option to toggle would of course be nice to have. You're using a mod, I see? Is the crash reproducible?
  6. Well, the thread is called "A25 Feedbacks from testing" so our most logical assumption would be that you were talking about A25. However, what you described did not fit in that assumption, hence @Stan` asking.
  7. Do you have an anti-virus? It seems to me that it marks 0 A.D. as a false positive and deletes its executables.
  8. Yeah, sorry about that. It should be _a lot_ easier to mod these kind of actions now.
  9. Heavy enough to probably break any mod modifying UnitAI, and any (probably all) of the "action" components (e.g. Attack, ResourceGatherer, Build, Garrison, Heal).
  10. Kind of. As noted by @LetswaveaBook, having different speeds for different tasks makes for a hard time. It means you _have_ to micro your units to keep up with a high APM player (if they walk slower when gathering, just task them to walk next to a tree and then gather, task them back to the storehouse and then drop off). It is also hard to sell to players. Why are archers slower when gathering, but other (ranged) infantry not? It has been proposed several times before, feel free to look up those posts.
  11. ^ Exactly this. Please be patient @gameboy, and thank you for the report.
  12. @Yekaterina You can use the git repo to make patches ("git diff -U9999") and upload those manually to Phabricator (code.wildfiregames.com).
  13. I'm no RM expert, but it seems that the "placePlayerBases" doesn't account for biome. (Specifically "placePlayerBaseChicken" in the player.js in rmgen-common.)
  14. Standing still and trying to hit the same target would increase accuracy, but only if that target is stationary, right? Or are you talking about getting calm after walking? For I guess the prepare time is doing that job?
  15. You'll have to work that out with @wraitii a bit, since they are also planning some small campaign, IIRC. But the idea for now is teaching the very basics of an RTS, complemented with some 0 A.D. specifics. See:
  16. Nice you want to pick this up! First of all, I encourage you to take a look at the already implemented tutorial campaign. Albeit short, it shows some stuff already. It is basically a JSON file in the "campaigns"-folder.
  17. Which makes for nice scenes (cavalry (with their longer rotation times) getting caught in a forest by infantry).
  18. Better safe than sorry and don't change this one. It is used by the simulation, AI and GUI.
  19. Because part of 0 A.D. is "to reduce repeatitive tasks" and good micro would scout better still than an automated function.
  20. Because if the Macedonians capture such an arsenal they have the correct tooltip. (@Nescio) Not implemented (anymore?) in vanilla, but useful for mods.
  21. The pyromod is just a zip in disguise, so you can extract it with your archive manager.
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