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Everything posted by Freagarach
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All individual features were discussed on Phabricator (https://code.wildfiregames.com/) and in the balancing group message (this is done more public now for A25). As for polling on the forums, keep in mind that a _very large_ portion of the players never goes to these forums at all.
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This mod has been updated to A24 Uploaded on Mod.IO, and waiting verification. NoViolenceA24.pyromod
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Tutorial Campaign
Freagarach replied to Freagarach's topic in Game Development & Technical Discussion
You can clearly see I'm a turtler Thanks all for the suggestions! -
Hi @Dejan1998 and thanks for your interest in contributing. As @Langbart pointed out, there is no need for applications for programming! You can join us on IRC (#0ad-dev on Quakenet) to discuss stuff more easily, but for now, wherein lies your interest in programming? Graphics? Pathfinding? Other stuff?
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@gameboy Constant pinging (of me) won't help. This isn't a major problem, since it only occurs in a minority of situations and with these kind of popcaps the either the game becomes unplayable, or you don't really care about the exact pop-cap anymore. I won't work on this since there are more urgent matters, in my humble opinion.
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Didn't they mean people born after/in the year 2000 with 2k? ;P
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[POLL] Corpse Removal Option
Freagarach replied to Stan`'s topic in Game Development & Technical Discussion
If the death animation would still play I could agree with on/off, but even then, having a limit may just help a lot. It (a limited amount of corpses) can also give a quick visual note about the place the last battle has taken place. -
svn update -r r24938
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Yes, we have started last Saturday. Any help is appreciated What do you want to help with?
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Fixed in SVN (so for A25). (For fun: it was commit r25000.)
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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.
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The bug visible in the video by @fatherbushido is fixed in r24977. The behaviour mentioned by @hyperion is more difficult to fix.
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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 ;)
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Hey @gameboy, thanks for the report, we're working on a fix.
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(See also: )
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Thanks @IsmailM, these are the bright spots that keep us going :)
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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.
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This still works?
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https://trac.wildfiregames.com/ticket/6063
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(I have to say that balancing is mostly changed only in the last month before Feature Freeze or so.) [Edit]: 2.5 years
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You'll need to edit petra/config.js also. Perhaps you can convince someone to make this change in vanilla 0 A.D.?
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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)
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Reproducible: #6052 thanks for the report Phab:D3588
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https://code.wildfiregames.com/D2126 is waiting for review for some time already