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Everything posted by Freagarach
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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.
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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.
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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
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Glad to be of service I saw in your requested features at git that you want to have capturable foundations: see here.
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D2056. That one is not too hard: In "Armour.js"-component, line 53 (in TakeDamage) you could add "* randFloat(0.5, 1.5)".
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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`.
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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
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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.
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Okay, I tested stuff (moving towards idle units) without this patch: it gave 10/10 times a segfault. With the patch 0/5 segfaults.
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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.
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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.
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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
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Is this with DE (or another mod) enabled? Is it reproducible? Attaching the interesting.log might help
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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.
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Thank you for reporting! There are some problems regarding movement on SVN (see here), it is work in progress.
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(D1961)
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I understand that you did not mean that code should hacky, my choice of words was off, sorry about that. I meant that if something is expandable, the dev's usually want that done as well (D1960)
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That is not fully true, I learnt. When changing stuff, one can better be thorough in the first run, that is the lesson I learnt over the last few weeks The team won't (and they're right!) accept partial, quick and dirty solutions. When I've got the time later today I can create a diff, but rest assured, it will take some time to be implemented.
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Improper coding on my side. It does *not* trigger a leave when returning early.
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Yes, they can go very wild. I always loved in Rome TW the Germanic Berserkers rage through the battlefield. In 0AD however, there is a problem: if I would let units attack anything it triggers leaving the berserk state to get in the combat.approaching-state (thus reacting to orders again). So I either have to copy the code from the approaching-state to berserk.approaching (which would increase duplicity) or pospone that for now
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Yes (well, not *all*), but that is on the order-side of things. That would already trigger a "leave" in the state.
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Regarding 59.: I discarded the idea to make a unit unselectable, but I now let it ignore all orders. However, for this I need to set (in UnitAI.js) // Ignore orders. "Order.Attack": function(){ }, "Order.Move": function(){ }, for every order that can be given and for every stance that needs it (e.g. broken, amok, berserk), which is bad in my opinion. Is there, to anyones knowledge, a more general way of ignoring all orders? And if there is, could one point me in that direction?
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Running, charging, stamina and stances (with a bit of formations)
Freagarach replied to Karamel's topic in General Discussion
I changed the "ComputeMotionParameters" function to include a check whether "run" is called, to remove duplication But that is not on SVN, so I probably need to use your code in the future -
Running, charging, stamina and stances (with a bit of formations)
Freagarach replied to Karamel's topic in General Discussion
Well it does not really matter, as I just saw that in Formation.js "ComputeMotionParameters" only uses the walking speed. So I'll need to tinker with that