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Freagarach

WFG Programming Team
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Everything posted by Freagarach

  1. There is the python script in the simulation folder of the mod that one can try to use on other mods, I cannot give any guarantees though.
  2. There is an almost-finished patch by @smiley: https://code.wildfiregames.com/D4782. As for the walls, the chances are bigger that the AI chokes itself than that it will pose any thread for the player, unfortunately. @real_tabasco_sauce If I were you I would make that patch on Phabricator, not the community mod. This since we're 'close' (TM) to a RC and that would provide better context for the change. Up to you though. My experience with garrisoning on walls is that it is hardly viable (against the PetraAI). Doubling the amount of units that can die on the wall isn't enough, IMHO. I'd vote for also increasing resistance and range a bit. The staticness of walls means you'll (almost) always be at a worse position against a good player, so buffing them a bit too much shouldn't be a big problem, I guess.
  3. Thanks for the report! It has been fixed with http://trac.wildfiregames.com/changeset/27483.
  4. Fixed in https://trac.wildfiregames.com/changeset/27481. [EDIT]: Thanks for the reports!
  5. Yeah, I encountered this as well (on python3.11.1). Also: https://trac.wildfiregames.com/ticket/6676 and https://irclogs.wildfiregames.com/%230ad-dev/2023-01-11-QuakeNet-%230ad-dev.log in the morning. I haven't dived deep in this yet (and not my speciality).
  6. Reason: It cannot find a tech that it expects to autoresearch. Did the community mod change between saving the match and loading it? Can you put "warn(uneval(key));" at L261 (after the opening curly brace) in the "TechnologyManager.js" to see what tech it can't find?
  7. Thanks! (I will generally stay off the forums though.)
  8. (Fixed yesterday in https://trac.wildfiregames.com/changeset/27316. It was a more general bug, existing since 2015, apparently.)
  9. Thank you for the report! (And the proposed fix.) It has been fixed with https://trac.wildfiregames.com/changeset/27321/.
  10. Apologies for my absence these days, this below is the reason.
  11. @Frederick_1 Try this: https://code.wildfiregames.com/P285. (I know I over-engineered it.) And anyone, feel free to implement the metadata merging.
  12. As the message implies this is not fixable on the 0 A.D. side, if I am not mistaken.
  13. I'm not meaning they can physically shoot beyond human eyesight, more that the concept isn't strange, IMHO.
  14. Horseriders don't need to look where they're walking and can focus on the environment? (Intentionally not stating any preference in this discussion.)
  15. I thought/think you could just ignore the JSON? Just get the start settings from the first replay and up the turn number of any subsequent replay with the total number of turns so far. If I would have half an hour spare time, I would certainly make it (in Python) for you. If I had a day spare time, I would have made a patch. [EDIT]: I didn't read properly, the metadata is a lot trickier indeed. But the above works for the commands.txt.
  16. Yeah, should be easier to do after my (intended) rewrite.
  17. The catapult is some kind of artillery, so isn't it logical that one can shoot beyond its own sight? There have been discussions about this, see the ticket and corresponding diff. https://trac.wildfiregames.com/ticket/3517
  18. It is on my backlog for (not so many) year(s).
  19. IIRC flares are currently simulation commands and observers cannot send those. As for the engine itself, no clue, sorry. ^^
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