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Freagarach

WFG Programming Team
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Everything posted by Freagarach

  1. Fixed in SVN (so for A25). (For fun: it was commit r25000.)
  2. This is already how it works in-game? Just that violent and aggressive is 100% vision range, but violent will keep chasing when the player still sees the adversary. Defensive has a query range of 50% of the vision range That being said, improvements can be done for sure.
  3. The bug visible in the video by @fatherbushido is fixed in r24977. The behaviour mentioned by @hyperion is more difficult to fix.
  4. Thanks for the report @fatherbushido! I encountered this bug when splitting Turrets from Garrison, but I am quite sure I fixed it back then. Perhaps I reintroduced it in a later iteration. Anyways, it'll be fixed, I had a solution ready which accidentally fixes this ;)
  5. Hey @gameboy, thanks for the report, we're working on a fix.
  6. Thanks @IsmailM, these are the bright spots that keep us going :)
  7. Not too hard (tm). It needs a change in: binaries/data/mods/public/gui/gamesetup/Pages/GameSetupPage/GameSettings/PerPlayer/Dropdowns/PlayerCiv.js:onPickRandomItems() and an property to binaries/data/mods/public/simulation/data/civs/{civ}.json added.
  8. https://trac.wildfiregames.com/ticket/6063
  9. (I have to say that balancing is mostly changed only in the last month before Feature Freeze or so.) [Edit]: 2.5 years
  10. You'll need to edit petra/config.js also. Perhaps you can convince someone to make this change in vanilla 0 A.D.?
  11. Hey @Hexereticdoom, first of all you can perhaps check the Spanish translations, there have been quite some errors in there. Stuff translated that shouldn't be (like tags) for example. Also, you can use the SVN version of the game and report oddities to us (https://trac.wildfiregames.com/wiki/GettingStarted)
  12. Reproducible: #6052 thanks for the report Phab:D3588
  13. https://code.wildfiregames.com/D2126 is waiting for review for some time already
  14. Please do let us know if we can help you with porting your mod to the new release :)
  15. To me the idea sounds sane. But given that only four templates would get cleaner, I'm not sure it is worth it right now. If you would provide a script that requires very limited manual effort we obviously cannot refuse ;)
  16. Hi, you can take a look at the source of the in-game structure tree.
  17. The last uploaded replay is simple, there are entities blocking the construction site, due to the sheer amount of entities, they cannot get off. The other replay/savegame is more tricky, it involves apparently non-existing entities, we're investigating.
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