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Freagarach

WFG Programming Team
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Everything posted by Freagarach

  1. Hi all In https://code.wildfiregames.com/rP23856 the visible garrison points (e.g. positions where archers reside on a wall) are moved from GarrisonHolder to a separate file (TurretHolder.js) and the VisibleGarrisonPoints are named TurretPoints now. This was necessary because occupying a turret is inherently different from being garrisoned inside a building. For now the two are still tied together (garrisoning a building which has turret points will occupy such a turret point if allowed) but in the future we plan to make the split compleat. With this change we can finally allow (without hacks) turret points to be occupied forced, bringing https://code.wildfiregames.com/D1958 (subunits on e.g. elephants and chariots) a step closer. Feel free to ask questions if there are things unclear!
  2. (See also D2540: Make rallypoints moddable. by @Stan`.)
  3. Or you could try using the "patch" utility: patch -p0 < patch.diff in your 0ad folder.
  4. You mean the panel entities I guess: session/PanelEntities.xml and then the size of panelEntityButton.
  5. I guess you can use the code behind the "create unit" cheat to spawn the entity at the CC, not sure how that goes with Nomad though.
  6. Hi! There is a ticket and a proposed fix. It would be nice if you could report back whether the fix worked for you or not
  7. You could instead make another wall tower template that does not have the garrison tag. That way you can still have them in your campaign (ungarrisonable) and vanilla is not affected.
  8. Hi @audrey and welcome to the forums :) Traders in 0 A.D. need two markets to trade between. So first you right-click the market of you ally and then you right-click a market of you own. The reason for this is that one can trade between two arbitrary markets, instead of just between one of your allies' and your closest market (as is the case in AoE2).
  9. In SVN now, you can use the following snippet in "CommitResources" in ResourceGatherer.js. I know you use A23b, but you can look at the changes from rP23733 to try and adapt it to your mod. let cmpPlayerTarget = QueryOwnerInterface(target); let changed = false; for (let type in this.carrying) if (cmpResourceDropsite.AcceptsType(type)) { if (cmpPlayerTarget && cmpPlayerTarget != cmpPlayer) { cmpPlayer.AddResource(type, this.carrying[type] * 0.9); cmpPlayerTarget.AddResource(type, this.carrying[type] * 0.1); } else cmpPlayer.AddResource(type, this.carrying[type]); delete this.carrying[type]; changed = true; } You can make the 0.9/0.1 a template value of some kind.
  10. Would be not that hard :) But my main problem was that such a unit would also be capturable by other means, like soldiers waving their weapons whilst standing next to it, which sounds pretty weird. Also the generalisation does seem to support only this use case, which would someday be superseded by morale? If there are more, I can obviously be convinced ^^ This (the increased attack and speed) can be achieved by using a status effect. You can look at the test template at the bottom of one of the status effects diffs to get an idea of what is possible. If you have further questions, please ask!
  11. I guess not, because the capture points will go the attacking player and if they have capture points they are capturable also by different means. So I guess you want something like morale? And an amok state when the morale is too low?
  12. Hi, could you please to be found in https://trac.wildfiregames.com/wiki/GameDataPaths?
  13. Not entirely intended, but due to the status effects being handled the same as genuine attacks. So even though the unit inflicting poison is dead you units still receive damage, which you probably want to know?
  14. As far as I am currently aware we cannot add such effects genuinly using technologies. But yes, a technology could be made that allows upgrading regular units into poisoning units, like done in DE.
  15. It took quite long, but that is only me to blame ^^ Nevertheless it can be downloaded in-game now (since monday actually).
  16. One could try replacing a structure (by "upgrade") with some kind of ruin, which has a recource supply? Or an uglier solution, which I use in my mod, is to convert the structure to GAIA and let units break it down by attacking ^^
  17. Or only diminish shield armour ^^'
  18. One of the main pillars of 0 A.D. is moddability, thus there are lots of possibities. A nice reference: But also e.g. mods like 0abc and delenda est. 2. Might want to take a look at the seasons of done in Hyrule Conquest 6. Attack-Ground see Phab:D1971. (De)buffs, can be seen as aura's and are natively supported by the engine. So I guess only the terrain affecting unit stats is only possible with a hack, and 1. is not possible yet.
  19. D2658 Is for entities being able to autoproduce, but perhaps you meant: "Build a structure and when it finishes a unit is also spawned", @wowgetoffyourcellphone?
  20. Well, it does hurt in terms of historical accuracy. But it seems we need special builders able to construct useless eyecandy structures, which does sound nice IMHO
  21. One can bring it down to one: "Alt-F4" or "Super-Q", you can find the shortcuts for that. Nevertheless, I agree ^^
  22. Hey @crazy_Baboon, currently the default stances are stored in the templates (see e.g. template_unit). So yes, it can be done, but only through a mod, sadly.
  23. Hey @_RCF_DiAmOnD, can you please try to direct connect via IP? So instead of going into the lobby, host and join the game via the main menu. Also, are you getting any error messages when trying to join?
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