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Posts posted by Freagarach
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I try to prioritise community patches in my Review Queue.
If you have trouble settings things up, feel free to ask! (Easier on IRC: #0ad-dev.)
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Or better yet, update my outdated and ill-functioning patch: https://code.wildfiregames.com/D2658?
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It may be worth a shot. I do have a patch (albeit outdated) somewhere that limits the angle of a turret.
We'll first need to have a nice system for ordering though.
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Yes, there has indeed been a problem with the Iberian starting walls. But it is also true that not all maps have them in the first place. It is kind of trail and error (unless you dive into the map files) to find out which maps do have them and which don't.
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Thank you @gameboy, I will commit the fix then.
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Thanks for testing! I informed @wraitii.
Could you please try to revert to rP25237 or earlier and try my patch there?
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Thanks, @wowgetoffyourcellphone and @Stan`! I committed the patch with icons.
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Since this morning (https://trac.wildfiregames.com/changeset/25233) it is possible to have melee attacks deal also area damage.
It might be nice to use that for elephants, making them more specialised group killers than structure destroyers.
The syntax is very easy, just copy-pasta from e.g. the bolt shooter. But I wish to gather some opinions first. Do we want area (a.k.a. splash) damage for (champion) elephants? We'd obviously need to reduce its normal damage then.
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I might have found something, could you please test https://code.wildfiregames.com/D3839 and see whether that fixes your issue? (There was at least a problem with range checks.)
If that doesn't fix your issue, can you please upload the replay? And/Or a small video of the problem.
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Can you please clarify when this happens? For I can't really reproduce?
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14 hours ago, Thorfinn the Shallow Minded said:
The alternative might be to have chariots be automatically trained with a single infantry unit garrisoned inside it. Whenever that unit is ungarrisoned, the player would have the option to garrison that unit or a new one in its place
This is possible since a few minutes ago. (Also allowing the chariots to fire while moving.)
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If you feel it's useful, @nixcoder, there are probably plenty of others that feel it's useful
So feel free to make a patch! (I find this feature necessary as well.)
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15 hours ago, maroder said:
So in the case of a fortress with turrets: do only the units in the turrets fire arrows, or would the garrisoned units still increase the number of arrows a building is able to fire?
(Note this is the case already at least since A23b.) The turreted units fire on their own, while the garrisoned units increase the number of arrows a building is able to fire. (Turrets are those units you see on a wall and garrisoned units are not visible, e.g. when you garrison a CC.) The main differences to bring with D1958 is that we can have turrets on moving entities and that you can define a turret to be present from the moment the entity exists.
Thanks @wowgetoffyourcellphone! Do you happen to have a disabled variant of that too? ^^
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Because it is confusing to have two different actions with the same icon?
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With D1958 (a.k.a. turrets) nearing its completion, can I request a few icons, please?
- action-occupy-turret (and its disabled variant) (this is a cursor)
- occupy-turret
- leave-turret
For use in https://code.wildfiregames.com/D3773.
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Actually, yes, it would allow melee elephants with these kind of units on top. Currently the turrets are just ordinary units, so you can select them, task them to attack something specific or even (un)load them.
5 hours ago, wowgetoffyourcellphone said:What if you target the elephant to a specific target?
That is the tricky part @wraitii speaks of, what is not possible, currently. But you can just select the whole bunch of them (holder and turrets) and task them to attack something. The elephant will walk to the target and the units will fire at everything in range (unless you task them when in range, then they will shoot the target and the elephant still walks).
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Video courtesy of @Langbart.
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Reading all this, it seems we're quite on the same page. The devs are in for some fair (as in honest) attention on other platforms and you have had the courage to stand up and say "Okay, I want to give it a shot."; to me that sounds like a match.
I'd suggest you get in touch with @Sundiata to see what has been done/can be done, wait for @Stan` to come back to discuss any implemtation and (very important) join #0ad-dev once in a while (preferably during the CET zone) to get yourself updated on the status of development. There is indeed a list on trac, but nothing beats some good old contact with some real dev
I am by no means trying nor willing to replace @Sundiata, but riding a tandem just makes the ride easier, as long as you want the same direction (and to me it seems you want).
PS
Disclaimer: I'm in no means high enough in the hierarchy to make speak on behalf of the entire team, I've joined it merely a year ago ^^ So take this as a personal suggestion.-
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What we basically need for ranged soldiers is secondary attacks; whenever someone can get close enough, they're toast. I'm afraid that won't happen before A25 though. And even _if_ the code is implemented in time, the time it takes to balance might push its use to A26.
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Sorry to have to keep you waiting. I'll fix the meat icon and remove the ability to "delete" an entity entirely.
And I'll ping you when it's done
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(In the game as of http://trac.wildfiregames.com/changeset/25116.)
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Yes, it indeed does. But @borg- noticed there is a flaw with regicide: if you start with e.g. Leonidas as Sparta, you can train Leonidas as well (since the first one is not trained) thus ending up with two Leonidas.
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I find it strange that OnRangeUpdate doesn't detect dying entities, because it does with UnitAI (you can check that by warn(uneval(msg));), if you kill entity A in range of entity B, you will see entity B will receive a range update . But perhaps you meant that a dying entity does not remove its morale influence from nearby entities? Then you should indeed use OnDestroy (or OnOwnershipChanged, for that will also account for deserting entities).
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7 hours ago, wowgetoffyourcellphone said:
Modify each hero template to only 1 trained.
Do notice that a training limit is not equal to the entity limit. So if you'd start with a specific hero, you indeed can train them again when that first one (not trained) dies. Which indeed might be a flaw in regicide games.
Population limit
in Bug reports
Posted
I can't reproduce this, at least not on SVN.
Do you happen to have any mods installed?