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Posts posted by Freagarach
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What they probably need is a trigger that finished the game, I guess? Take a look at the EndGameManager.js in the simulation/components. There is a function "MarkPlayerAndAlliesAsWon" that can be called from a trigger. That implies that other players are marked as defeated.
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In templates/special/filter/foundation.xml one can change the undeletable flag:
<Identity merge=""/>
to
<Identity merge=""> <Undeletable>false</Undeletable> </Identity>
But it might be that when the hammer touches the foundation (i.e. the foundation is committed) it still is deletable then.
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I totally forgot this thread, but since r24162 entities can fully block status effects.
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1 hour ago, gui456wSERTDYF said:
What do you think?
I think this is a really cool feature, making for interesting games indeed.
It touches upon cooperative gameplay (https://trac.wildfiregames.com/ticket/2459) and might need a game option.
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Templates were moved to their civ-specific folders (r24216). One can use https://code.wildfiregames.com/P225, or a adaptation thereof, to fix the majority of changes.
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(Controllability patch is committed
)
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On 03/11/2020 at 6:41 AM, badosu said:
friendly fire would be awesome to restrict abuse
One can already use that in SVN., just one template change away
6 hours ago, badosu said:Also trampling mechanic
Is being worked on (D1838).
6 hours ago, badosu said:morale mechanic
I have that around somewhere.
3 hours ago, wowgetoffyourcellphone said:battalions
(D2175)
11 hours ago, ChronA said:I'll make the Git repo public
Looking forward to that!
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Sorry for the late reply, do you still experience this? If so, could you upload a replay (with which SVN version and DE commit), please?
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By the way, losing HP in enemy territory (albeit only during ceasefire) was proposed before: https://trac.wildfiregames.com/wiki/Background%3A_Territories#BENEFITSOFCONTROLLINGAPROVINCE.
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On SVN one _is_ able to pick those maps (called landscapes there).
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(Some WIP from some time ago: https://code.wildfiregames.com/D2175.)
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4 hours ago, wowgetoffyourcellphone said:
Indeed. I was thinking of some kind of income rate versus/minus expenses display. Similar to Rise of Nations.
Interesting idea, but I think that would work best if the resource gathering would go from event-based to continuous production (e.g. lumber camps being semi-large structures being built next to some trees giving a(n) (unlimited) trickle of wood, which is increased with number of assigned slaves and/or amount of wood nearby).
6 hours ago, Nescio said:Rise of Nations had units suffer from attrition damage when in enemy territory (like 1 health per second), unless within range of a friendly supply wagon. It would be nice to have that mechanic in 0 A.D. too. @Freagarach?
Actually 0 A.D. used to have health decay (rP10034), but this was replaced with the current capture points territory decay when structure capturing was introduced (rP16550).
TerritoryDecay.js just sends a message (MT_TerritoryDecayChanged) whenever an entity gets out of allied territorium, so you could listen to that in cmpHealth and respond accordingly. That would be fairly slow I guess though.
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You have spaces in an URL/path? O_o
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9 hours ago, AeonAnimus said:
2. Use elephants as mobile turrets with the ability to garrison ranged units on top of the Elephants.
Significant work has been done here: D1958.
9 hours ago, AeonAnimus said:any elite units or heroes that face these units should take damage.
Sounds like trample damage? (D1838)
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The main reason there is no official campaign yet is because the underlying infrastructure is not there yet. There is a big patch for that (D11) but it needs review (feel free to do so) and fixes by the author. Once the infrastructure is there my guess is that a simple campaign won't be far off.
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(Actually, "/" selects idle fighters.)
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13 hours ago, dpikt said:
Unfortunately that's a little beyond my understanding of the game code at the moment, but I'll take another crack at it this weekend.
You can take a look at StatisticsTracker.js -- especially at the difference how e.g. "lootCollected": this.lootCollected and "percentMapExplored": this.GetPercentMapExplored() are obtained -- and at Player.js. Those should contain (nigh) all information you need.
Feel free to ask questions! (You can also join #0ad-dev on IRC for a faster respons.)
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Could you consider submitting a patch for this? At http://code.wildfiregames.com.
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You just beat me to that @Stan`
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This has been implemented differently in rP24001. Be aware that this breaks many previous templates.
Old template code:
Spoiler<Armour> <Hack>1</Hack> <Pierce>1</Pierce> <Crush>15</Crush> </Armour>
New template code:
Spoiler<Resistance> <Entity> <Damage> <Hack>1</Hack> <Pierce>1</Pierce> <Crush>15</Crush> </Damage> </Entity> </Resistance>
Where <Entity> can be either <Entity> or <Foundation>, where the latter describes the resistances of the foundation of a structure.
This new schema allows for e.g.
Spoiler<Resistance> <Entity> <Damage> <Hack>1</Hack> <Pierce>1</Pierce> <Crush>15</Crush> </Damage> <Capture>5</Capture> </Entity> </Resistance>
Which means the entity has the well known resistance against damage to their health. But moreover has resistance to capture attacks now. The way capture resistance is processed is similar to that of damage types.
It is good to note that, after thorough discussion, it has been decided to NOT include directionality (yet). (But that is certainly on my ToDo-list
)
This sets things up for resistances against Status Effects.
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You can also use "Unassigned" instead of "AI: Petra bot" in the player placement. That way their civic centers will spawn, but the entities stand idle (nice capture point
).
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Probably something along the lines of:
"modifications": [ { "value": "Attack/<Ranged|Melee|Capture>/Bonuses/<NameOfTheBonus>/Classes", "replace": "Building" }, { "value": "Attack/<Ranged|Melee|Capture>/Bonuses/<NameOfTheBonus>/Multiplier", "multiply": 5 }, ],
To add 5x damage against buildings. But then again, one needs to add support for modifying classes in bonuses first (apperently there is already support to change the multiplier (rP22346)).
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6 hours ago, wowgetoffyourcellphone said:
(can auras affect attack bonuses? @Freagarach?)
Actually, no
Even if you'd add it (Attacking.js-helper, "GetAttackEffectsData") you cannot add a new bonus, as far as I know, but you could add a general non-bonus (x1 vs Unit) and modify that with an aura (would mean you cannot alter bonuses with two different auras probably).
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13 hours ago, Nescio said:
That's the least controversial?
To me, it is
(Or perhaps the "other"-folder.)
On 8/7/2020 at 3:25 PM, Nescio said:one file per resource subtype
But what if one can gather two resources from one object, e.g. fruit and/or wood from a apple tree?
On 8/7/2020 at 3:25 PM, Nescio said:finally, animals inherit from `template_unit.xml`, not from `template_gaia.xml`, and thus ought to be moved to units/animals/
On 8/7/2020 at 3:25 PM, Nescio said:And no, the gaia/ folder is certainly not redundant! (Just poorly named: resources would probably be more appropiate, though that isn't perfect either.)
It seems we need something of a definition for that folder.
Changeset 24470 (Enable stable for all civilisations)
in Applications and Contributions
Posted
Thanks for the report! We missed a rebase,,, Fixed in SVN now.