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Posts posted by Freagarach
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8 minutes ago, wowgetoffyourcellphone said:
Them using a bow for hunting could work though if we ever got dual attacks implemented.
But don't let them use their bow and arrow for hunting and a dagger for defending, AoE-II did that for villies and it looks really weird
Perhaps we can give hunters a pelt over the back of their horse or something?
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Didn't they mean people born after/in the year 2000 with 2k? ;P
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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.
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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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On 22/02/2021 at 1:48 PM, faction02 said:
Woodcutting behavior is sometimes "weird".
IT seems that when a tree is depleted, the units are searching for the next nearest tree to the spot where the last tree was rather than the most efficient one (the nearest tree to the dropsite).
As a result, units are sometimes drawn far away from the forest by a couple of isolated trees.
Fixed in SVN (so for A25).
(For fun: it was commit r25000.)-
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UnitAI \o/
SpoilerInclude a file in your components folder, called UnitAI_DE.js (or something alike), with the following content:
SpoilerUnitAI.prototype.GetQueryRange = function(iid) { let ret = { "min": 0, "max": 0 }; let cmpVision = Engine.QueryInterface(this.entity, IID_Vision); if (!cmpVision) return ret; let visionRange = cmpVision.GetRange(); if (iid === IID_Vision) { ret.max = visionRange; return ret; } if (this.GetStance().respondStandGround) { let range = this.GetRange(iid); if (!range) return ret; ret.min = range.min; ret.max = Math.min(range.max, visionRange); } else if (this.GetStance().respondChase) ret.max = visionRange * 0.9; // << This has changed. else if (this.GetStance().respondHoldGround) { let range = this.GetRange(iid); if (!range) return ret; ret.max = Math.min(range.max + visionRange / 2, visionRange); } // We probably have stance 'passive' and we wouldn't have a range, // but as it is the default for healers we need to set it to something sane. else if (iid === IID_Heal) ret.max = visionRange; return ret; };
Note this also affects violent stance.
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Yes, if UnitAI would be smart enough to all pick the same target after that first one ^^
That is also the problem with fattening animals, UnitAI will gladly pick the closest, albeit not fully grown, cow while keeping the fat one out of harms way.
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6 hours ago, wowgetoffyourcellphone said:
Can I advocate once again for an "aggression range" that is separate from vision range? It's the range by which a unit will actively attack another unit or structure. It can be a separate number or a percentage of vision range (kinda like the relationship between walk speed and run speed). Stances would then adjust this range. So, Aggressive would be at 90% of vision range, Defensive would be at 50% of vision range. Point would be to make units easier to control and act less maniacally.
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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8 hours ago, Stan` said:
Edwarf had a good point: adding meat decaying will reduce micro a lot (which may or may not be a good thing with regards to hunting). Previously one could attack multiple targets then gather food. Now to prevent decaying as much as possible one will have a lot of gatherers on one single target, to maximise food income.
So, it _adds_ a lot of micro? You need to be sure to have as many entities on one animal as possible, else you're being inefficient?
About the templates, the state can be one or more of "alive", "dead", "gathered", "notGathered" and they can be mixed and matched. (So we can let animals fatten when alive and decay when dead and not being gathered from, or farms grow when being tended (gathered) and grow much slower when not.)
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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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Then we definitively need to split between game versions as well. Or move it all to one milestone after release.
I think with the proper people, involved and some instructions, it might work to just have: "open thread for issue". But I guess experience will tell.
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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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12 minutes ago, Player of 0AD said:
Another annoyance: Garrisoning plus deselecting via alt+ctrl+rightclick does not work anymore at all.
This still works?
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1 hour ago, facts said:
But considering a24 took 1.5 years to come out, that is very unlikely.
(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
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Regenerative resources / Animal Fattening / Decay
in Balancing Discussions
Posted
You can just give them capture points? Or rather, just one capture point? You can't just walk by and get a sheep, but you can easily ranch them then.