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Posts
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Everything posted by Freagarach
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27
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Rethinking bribing & counterintelligence feature
Freagarach replied to Darkcity's topic in General Discussion
I like the implementation of @Grapjas more, to be honest. It makes the stats of your enemy units invisible, until you research espionage. I'm not sure what to do with bribing itself then. But I guess that is what this topic is about. -
Yes. My sibling plays on M$ W11.
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With some manual work one can combine the replays of different sections into one functioning replay. Each section has its own replay file (https://trac.wildfiregames.com/wiki/GameDataPaths). Maybe there already is some script to combine replays, else I can write one.
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Deathmatch is a nice feature for A27.
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Formation glitche - Stuck in formation while attaking
Freagarach replied to Darkcity's topic in Gameplay Discussion
Is this the on RC of A26? -
This is already the case.
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What makes you think this, @chrstgtr?
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MACEDONIANS (Maybe Romans): Training Mercs from captured CC's.
Freagarach replied to Dizaka's topic in Bug reports
Non-gameplay expert here. To me it seams that the expected behaviour is that entities specific to the civilisation (civic soldiers, champions) are only to be trained by that civ. Mercenaries however can be bought (not trained) by whoever controls the structure. We can give it (back) to @wowgetoffyourcellphone? -
I guess their poses weren't cool enough to be able to withstand the pyroclastic flow.
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Good catch. The reason is that technologies are (still) in JSON and not retrieved the same manner as e.g. units. In the structure tree the default values are used, whereas in the selection panel there is a call to the simulation what the technology _actually_ costs (including any modifications). Unfortunately I don't have a quick solution. (Only a long-term one.)
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Alt + Double left-click not working as expected
Freagarach replied to andy5995's topic in Bug reports
Ah, so I'm not the only one! I thought it was my laptop degrading even further. ^^' -
This reminds me of some old RA2 maps. Pinging @maroder and @smiley for their interest in maps.
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How to make your Units run instead of walk?
Freagarach replied to Frederick_1's topic in General Discussion
I guess I'm one of the "quality control" guys here, so I'll put in my dime. Units start running when they start fleeing, as described here: https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js#L2003. They also run when chasing an enemy that flees (https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js#L2310), but only after they've been attacking them before (legacy, don't ask me why; okay, since you do ask me, it is because running immediately would allow you to run accross the whole map to get somewhere quickly). Searching that file for "this.SetSpeedMultiplier(this.GetRunMultiplier());" reveals those are the _only_ occurances (of something that should be called "this.Run()"; I feel a patch boiling up). I do have to note that there are "cheats" to allow units to run besides this, but I'll leave that to the interested reader. -
(This partly could be mitigated by allowing CS to construct siege on the battlefield.)
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Loot when destroying a building in Construction-Phase
Freagarach replied to Frederick_1's topic in Gameplay Discussion
Aye. The highest construction percentage is already stored, so 1, 2, 3 (all to destroying player, just like all other loot), 4, 7, 8, 9 are good. Regarding 5: when P3 destroys the H1 of gaia, they'll get loot. Ergo, the highest percentage of construction finished should be used to calculate the loot, just like with finished structures (100% finished, so 100% loot). -
Option "auto-share" for team games
Freagarach replied to Player of 0AD's topic in Gameplay Discussion
Do you consider population a resource?