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Freagarach

WFG Programming Team
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Everything posted by Freagarach

  1. 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.
  2. Which makes for nice scenes (cavalry (with their longer rotation times) getting caught in a forest by infantry).
  3. Better safe than sorry and don't change this one. It is used by the simulation, AI and GUI.
  4. Because part of 0 A.D. is "to reduce repeatitive tasks" and good micro would scout better still than an automated function.
  5. Because if the Macedonians capture such an arsenal they have the correct tooltip. (@Nescio) Not implemented (anymore?) in vanilla, but useful for mods.
  6. The pyromod is just a zip in disguise, so you can extract it with your archive manager.
  7. You'll have to PM @Itms with you request to sign the mod.
  8. Just the component that defines that an entity (e.g. tree) holds some wood that can be gathered. As pointed out somewhere in the forums, this is already fixed in SVN. I feel you in its annoyance. You can right-click on the "none-formation" (as mentioned in the tooltips) to disable the automatic formation thing. Yeah, that might feel strange. Are more people feeling like this?
  9. Aye, very easy. The hard part would be to justify that to the players. (The value is shown and non-competitive people will wonder why this value is there.)
  10. I won't fight that last statement. But the main game comes with pre-cached visuals, while they need to be cached on-the-fly for the development version. That can take a while. Not minutes though. (And @Stan` reads better.)
  11. And please note that making projectiles always land (i.e. making them cruise missiles) can be considered terrible gameplay downsides as well. (_At least_ by me and other people I play with.)
  12. One could try adding area damage to rams, to see how that affects mass palisades.
  13. You can use git, the only caveat is that it may lag a day behind SVN. For submitting patches on Phabricator, please refer to: https://trac.wildfiregames.com/wiki/Phabricator. Thanks for you effort all! @smgzlez, welcome to the forums! Feel free to voice your opinion on the several topics in the forums or on gameplay patches on Phabricator (code.wildfiregames.com).
  14. I had this partly supported. See and the discussion in the related differential. You can find the sought for relation in the "Attack"-helper script.
  15. Or build a (cheap) colony and have the option to upgrade that into a military-focused (train CS), economy-focused (dropsite) or political-focused CC (more territory influence).
  16. https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/helpers/InitGame.js$44
  17. @Yekaterina, I've become involved (a little) in developing our AI as well, lately. Feel free to create patches on phabricator! That is only (at least mostly) true for food gathering, since she doesn't calculate distances for that.
  18. Do notice you can have both the development version and the release coexisting.
  19. So basically: Give a tree HP and a death animation and you're good to go. It would totally ruin your gameplay, however.
  20. Skipping A24 would certainly be easier. I still only have SVN (the PPA mentioned in another thread is *buntu 20+), and I can use the feature freeze this summer to fix the mod for A25. Thank you for your patience!
  21. I know, but probably to the point that they're not noticable anymore (since that is kind of the request). I've been playing with a lot of different values when this feature was introduced (and when critique came during the dev-cycle) and for me the current ones are really a minimum.
  22. Please do note that for casual players (the few I know of) the rotation times really add some immersion.
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