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Posts posted by Freagarach
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8 minutes ago, BreakfastBurrito_007 said:
Why not? is it a programming constraint?
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.
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25 minutes ago, BreakfastBurrito_007 said:
We could just make all ranged units the same speed as archers when on "eco gather" order.
We cannot.
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12 hours ago, gameboy said:
He will take the time to solve the problem, please trust him.
^ Exactly this. Please be patient @gameboy, and thank you for the report.
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@Yekaterina You can use the git repo to make patches ("git diff -U9999") and upload those manually to Phabricator (code.wildfiregames.com).
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2 hours ago, wowgetoffyourcellphone said:
It doesn't work. It always defaults back to fauna_chicken. It doesn't matter what animal I put there, it's always overridden to fauna_chicken when the map is generated. Any ideas?
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.)
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2 hours ago, ChronA said:
I actually really like this concept. Unfortunately I can also imagine it being a huge PITA for code maintenance, so probably not something likely to win approval.
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?
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7 hours ago, Yekaterina said:
What types of campaign are you looking
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:
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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.
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On 09/05/2021 at 8:33 PM, wowgetoffyourcellphone said:
Not only do units have to bump around trees affecting pathfinding
Which makes for nice scenes (cavalry (with their longer rotation times) getting caught in a forest by infantry).
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2 minutes ago, Lion.Kanzen said:
call to the arms
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13 hours ago, nani said:
globalscripts folder: you might be able to change some things, not sure about this one
Better safe than sorry and don't change this one.
It is used by the simulation, AI and GUI.-
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Because part of 0 A.D. is "to reduce repeatitive tasks" and good micro would scout better still than an automated function.
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On 16/05/2021 at 12:28 AM, Gurken Khan said:
Why does the tooltip for arsenals talk about "Train Champion Infantry Crossbowmen" when there is no such thing?
Because if the Macedonians capture such an arsenal they have the correct tooltip. (@Nescio)
9 hours ago, Yekaterina said:Also I don't get how capturing units work. There doesn't seem to be such an option.
Not implemented (anymore?) in vanilla, but useful for mods.
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The pyromod is just a zip in disguise, so you can extract it with your archive manager.
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(All is fine on Linux.)
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You'll have to PM @Itms with you request to sign the mod.
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3 hours ago, Lion.Kanzen said:
you say more than one type of resource?
Just the component that defines that an entity (e.g. tree) holds some wood that can be gathered.
4 hours ago, Gurken Khan said:Queuing actions
As pointed out somewhere in the forums, this is already fixed in SVN. I feel you in its annoyance.
4 hours ago, Gurken Khan said:Move orders
You can right-click on the "none-formation" (as mentioned in the tooltips) to disable the automatic formation thing.
4 hours ago, Gurken Khan said:Aggressive healers
Yeah, that might feel strange. Are more people feeling like this?
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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.)
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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.)
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17 minutes ago, raynor said:
or current options to mitigate it are terrible gameplay downside in my opinion
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.)
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One could try adding area damage to rams, to see how that affects mass palisades.
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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).
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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.
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Shuttling Resources is Problematic
in Gameplay Discussion
Posted
Heavy enough to probably break any mod modifying UnitAI, and any (probably all) of the "action" components (e.g. Attack, ResourceGatherer, Build, Garrison, Heal).