Jump to content

Freagarach

WFG Programming Team
  • Posts

    1.125
  • Joined

  • Last visited

  • Days Won

    18

Everything posted by Freagarach

  1. The followup (rP22527/D1938) has also been committed. This change means that not every damage type needs to be stated in all the templates (an armour of "0" is assumed against a non-declared damage type). No extra template changes are needed following this change. Questions? Please ask
  2. How does your "config.js" of PetraAI looks like?
  3. (D2126) For switching between specific and generic names as primary. Can easily be extended to actually not displaying the secondary. Edit: extended.
  4. Moddability; there are so many awesome mods (as you said) but it is also suprisingly easy to make adjustments yourself. - You like the slaves from DE but don't like that they don't turn to GAIA when too far away from your own units? Easy to change. - Strange to see units walking casually towards their target in the midst of battle? No problem, quick change and they charge. - Want elephants to run amok instead of fighting to the death? Lets do it! I could go on but I think you get the point
  5. Propably, but there is no point when a review is not close yet. Thanks for the pointing! I should be back on track after the weekend.
  6. Oh yeah, you're right! I even have that implemented already. Oh ignorant me again.
  7. It will be with D1838 and D2092. Looks like a morale thing. Which would be nice to have as well
  8. Well, my solution was neither regarding the pathfinder nor UnitMotion, it was regarding a function in Formation.js.
  9. Would perhaps be best indeed but CanAttack is called in UnitAI before PerformAttack, so I don't think it is really needed. (Same as the ToDo to handle target death immediately istead of after the timer has run again.)
  10. You're welcome! I hope you don't mind I put you to work yourself - Techs: I should have done that in the first run but forgot (to be expected in 15 mins though). Take a look at the "GetRange"-function, therein "ApplyValueModificationsToEntity" is the function you need. If you get stuck just ask me again. Best if you move the function to subtract resources to after the melee attack (after line 656) if you ever think about letting melee attacks cost resources as well (e.g. mercs paid extra per attack). - Tooltips: Somewhat more changed needed, I'll try to look into it tomorrow.
  11. Regarding the damage variance, I just had a thought: Do you want it to be normally distributed or just as you have it now (50% - 150%)? I have no clue as to how the AI will behave with this, but that is up to you I guess Let me know if this works for you.
  12. Happy it works, I was already trying to reproduce it The only thing I dislike is that a uncapturable structure also has a foundation which is not capturable. Fun fact: AI will also capture foundations and finish them
  13. Glad to be of service I saw in your requested features at git that you want to have capturable foundations: see here.
  14. D2056. That one is not too hard: In "Armour.js"-component, line 53 (in TakeDamage) you could add "* randFloat(0.5, 1.5)".
  15. I like the idea! I haven't really dug into it, but the victory conditions itself can be found in: `simulation/data/settings/victory_conditions`, whilst the scripts they refer to are located in `maps/scripts`.
  16. Might or might not be related: Whilst testing I frequently encounter this: If more information is needed I'm happy to give that -- Just noticed I have more than 1200 replays in A24 in little over three months. -- commands.txt
  17. Glad it works! Thanks for the feedback, I'll update when I get the chance. You can take a look at "session.js" at line 817. The "IsTrainingBlocked" comes from the "GuiInterface.js"-component in simulation.
  18. Okay, I tested stuff (moving towards idle units) without this patch: it gave 10/10 times a segfault. With the patch 0/5 segfaults.
  19. You'll have to add `Wonder` to "Player.js" line 42 in simulation. I've just been fooling around with that, I got the capture bar, without errors, but it overwrites the health bar. I'm just not very experienced with the GUI.
  20. Strange, I cannot reproduce that. Did you rebuild? Is the updated "UnitAI.js" on your DE-git? Because I see in that file that `!this.IsDomestic()` is removed but the `this.IsAnimal` is still there? Edit: You can see in D1960 how the code should look like.
  21. Sorry for the confusion. The first time we were discussing a topic regarding genders and the difficulties about that, so I found it ironic that right at that point my gender was assumed, so I made a remark about that, not really about the gender itself. I did not foresee (I could have perhaps, my bad) that that led to another assumption due to miscommunication. I had to react on this (the "she") now because I can't stand people being wrong as a consequence of my actions
  22. You're doing it again ;) I'm quite busy the coming weeks, but it seems like a welcome addition to me.
  23. Is this with DE (or another mod) enabled? Is it reproducible? Attaching the interesting.log might help
  24. For now you can try to move your units closer to the ship while not trying to board (as close as they can get, also move the ship closer to the shore if you have to) and then try to board, that should work.
  25. Thank you for reporting! There are some problems regarding movement on SVN (see here), it is work in progress.
×
×
  • Create New...