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Freagarach

WFG Programming Team
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Everything posted by Freagarach

  1. In the simulation/data/technologies-folder, there are files called "advanced_unit_bonus.json" and "elite_unit_bonus.json". Those are the "upgrades" the advanced and elite units get, respectively. There are plans to allow for a more easily identifiable system though.
  2. For now, if you start the simulation in Atlas and garrison units, those will be saved correctly. However, I understand that for many maps starting the simulation to get entities to garrison is a no-go, hence a UI for that ought indeed to be made :)
  3. @allalongthetower It has been uploaded and currently awaits approval. I am very glad you like it! I hope you students will be as enthusiastic
  4. Could your friend please upload the interestinglog.html and crashlog.txt (commonly found in ~/.config/0ad/logs folder, see trac) from right after such a crash?
  5. Very nice that you want to use 0 A.D. in you class! I fully understand your reluctance to use violence in class, therefore I've put together a mod that removes all attacks from the units. This means animals are still in, because who wants to teach kids animals do not exist? NoViolence.zip If there's something wrong or not working, please do not hesitate to contact me.
  6. I've swapped with @Stan` for this one: he created a status effects demo and I tried my luck with this patch (D1718). Please test again
  7. Every entity which has the "StatusEffectsReceiver"-tag in the template can be affected by status effects. By default that are both units and structures. The flaming javelins and flaming pigs are very good use cases for status effects in vanilla 0 A.D.
  8. Thanks for the report! A fix has been proposed: D2647.
  9. Thank you for these kind words (Also thanks to @Stan` then, for the improvements suggested!) (Some slides may seem weird without context/me saying something about them, though.)
  10. Hi all, yesterday I gave an ~1 hour presentation about 0 A.D. at the IT company I do my traineeship. It was very nice since there were many positive reactions from the attendees I attached the presentation for those who are interested. Presentation0ad-Sogyo2020-ForForum.pdf
  11. I'll be lazy this time: this is the template change that I used for testing stuff. If someone needs more information I'll be glad to answer more elaborately when I get home :)
  12. With rP23448 committed today, you can create proper slowing towers (And poison, for that matter.) (Status effects being able to apply modifiers.)
  13. I really like the second and third images :) Probably the pikeman can't attack anything from up there I guess?
  14. Freagarach

    WARNING

    @gameboy Thanks for testing and reporting! It seems that something gets lost in translation. What we mean is that we would need a replay file (commands.txt; https://trac.wildfiregames.com/wiki/GameDataPaths#Windows) in order to investigate this error. So please upload the replay file (commands.txt) as an attachment here.
  15. https://github.com/0abc/0abc-a23 will come the closest I guess ;)
  16. Dismounting will probably be a side-effect of the subunits patch https://code.wildfiregames.com/D1958.
  17. Indeed what @fatherbushido said, it can also be seen there that that feature should already be present in vanilla? It is defined in templates/special/filter/foundation.xml that foundations start with 1 HP. One can set the health in Foundation.js in the function InitialiseConstruction. E.g.:
  18. @gameboy, thanks for the report! I've localised it to around turn 3723 and that it seems a PetraAI bug to me, but more investigation is needed.
  19. @gameboy, do you have a approximate time (after start) when this occured? (That makes searching for it a lot easier for me, so no necessity.)
  20. Great to read that you've fixed it :) Would you mind sharing the cause and the fix, if I may ask?
  21. In "gui/session/chat" there is a file called "ChatMessageFormatSimulation.js" in which, I think, you could remove " || msg.player != g_ViewedPlayer && !g_IsObserver && !g_Players[msg.player].isMutualAlly[g_ViewedPlayer]" at line 91. Perhaps you'd also need to remove line 270 from the "TechnologyManager"-component (it defaults to all players). This should allow the phase completed notifications to show to all players, for the start and abort notifications remove the appropriate lines in the "TechnologyManager"-component (just a few lines further). I hope this helps, otherwise I'll have to look more closely ;)
  22. Yep, that's a bug I'll try to find out when it was introduced and notify the author. There is a way to change that, but I think it would introduce nasty side effects (units attacking units in FOW). You'd probably need to play around with the "GetQueryRange" function in UnitAI. As one can see now it takes the minimum of the vision and attack ranges. (I was thinking about splitting the ranges to make them less dependent, but I think it is hard to get right.) Not much more to say than: "Yes." Work has been done on this but probably the best solution would be subunits; the rider being able to attack independently from the movement of the horse. That would allow the horse to keep following the animal whilst the rider attacks (Total War style).
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