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Posts posted by Freagarach
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5 minutes ago, maroder said:
"experimental" or "Empires Extended"
Delenda Est? ;P
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18 hours ago, Grapjas said:
Can you post L380 (or the entire function)? If you already had a file named AttackingHelper in your mod in A24 it will be a conflict for A25. Because helpers/Attacking.js has been renamed to helpers/AttackHelper.js in A25. Devs made a handy PortA24toA25 wiki in case you aren't aware yet.
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.
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https://trac.wildfiregames.com/wiki/FAQ
You can look "port forwarding" up for your router.
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3 minutes ago, PyrrhicVictoryGuy said:
too many troop types available
Too little, IMHO.
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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.)
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22 hours ago, wraitii said:
as names in AA are unlikely
We'll be a triple-A game shortly!
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On 07/06/2021 at 10:38 AM, alre said:
For instance, if garrison is displayed one day on top of fortresses and fortifications, the ST could be given a much more realistic role of shooting at them (not the building).
(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.)
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20 hours ago, alre said:
it's just that we never considered the idea seriously
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.
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Or better: Use "[Gameplay]" in the diffs title, that also makes it easier to search for.
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On 01/06/2021 at 6:47 PM, chrstgtr said:
This also helps avoid the annoying hit and run battles that are impossible to counter.
Yet people argued for speeding up turning of units? I'm lost here,,,
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6 hours ago, hyperion said:
You should be well aware
My memory doesn't serve me well,,,
(But I was mainly inquiring the type of behaviour shown and expected.)
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8 hours ago, Yekaterina said:
They don't really choose the closest woodline all the time.
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?
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(Notice that the "wheel" is a clock.)
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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.
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@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.
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1 minute ago, Lion.Kanzen said:
how many people still needed at least?
The more the merrier. If more people test A25-SVN, more bugs will be found.
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@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.
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22 hours ago, Marbod said:
Well, that would be too much. But i only meant the restriction to build them only 3 times.
Because in longer games, if i killed the 3rd one, the potential of the AI army is significantly lower, even though its eventually just a very strong unit less on the battlefield. But i think it would be not too hard to have always 1 enemy heroe in field. For the player it is really nice not to be able to build them all over again.
Or rather just let the AI retreat the hero when significantly endangered.
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You have to disable all mods. Please see: https://trac.wildfiregames.com/wiki/FAQ.
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One could also just tax traders with coin and let the player use that coin to buy resources at the market?
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13 hours ago, Yekaterina said:
In this replay the horse killed the dear without taking anything back. There are also times when units don't respond to my orders, especially for garrison and repair. I hope those are caused by my misclicks, but the horse standing next to dead deer is a big problem.
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?
13 hours ago, Yekaterina said:I also noticed units just standing on a foundation and not building it, even though I have told it to build. This is especially a problem with skirmishers because they run so fast and then just stands on the foundation, preventing others from building it.
Do you have a replay for this?
11 hours ago, Yekaterina said:Also I noticed there is an additional overlay of stats; some small number under each type of resources we have, on the top left corner. What is that? Frankly it is a bit annoying and I would prefer to revert it back to the 5 numbers that it had been.
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.
11 hours ago, Yekaterina said:Now this is something serious. In the latest git version I tried a massive battle against 2 very hard AIs. It involved at least 5 elephants and a few hundred infantry. The game crashed. Before it crashed this error message was displayed:
You're using a mod, I see? Is the crash reproducible?
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5 hours ago, Gurken Khan said:
Not sure what you'd consider assumptions.
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.
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Do you have an anti-virus? It seems to me that it marks 0 A.D. as a false positive and deletes its executables.
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2 hours ago, Grapjas said:
Yeah, sorry about that.
It should be _a lot_ easier to mod these kind of actions now.
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Tasklist for closing out A25
in Balancing Discussions
Posted
@wowgetoffyourcellphone and @chrstgtr please be kind to eachother. You both have good points.
There were no real game-changing features from a Single Player view, but there were from a Multiplayer point of view.
Actually we have. Plenty.
Sadly, this is true. Only a very limited minority of SP people speaks out and is heard.