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Everything posted by Freagarach
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flare without comment often creates quarrels
Freagarach replied to seeh's topic in Gameplay Discussion
I would prepend the message with "Flared: "" or something like that. To let it stand out a bit over other chat. -
Modding and Game Design
Freagarach replied to myou5e's topic in Game Development & Technical Discussion
I guess we need more information than "reset every time". Do you mean when activating a mod? Aye, but they aren't active anymore. -
Create a ticket at https://trac.wildfiregames.com/ and upload the crashlog.txt and crashlog.dmp files to that ticket. But sharing the initial errors is useful too (either here or at that ticket). One can find them at the interestinglog.html in your log folder (see https://trac.wildfiregames.com/wiki/GameDataPaths).
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Feedbacks from A26 SVN tests
Freagarach replied to Yekaterina's topic in Game Development & Technical Discussion
It should all(TM) be fixed now. (At least in SVN.) -
Multiplayer Rejoining OoS Error
Freagarach replied to jprahman's topic in Game Development & Technical Discussion
Hey, there is work done towards that: - https://code.wildfiregames.com/D2573 - https://code.wildfiregames.com/D2625 - There are also tickets on trac (trac.wildfiregames.com/report/1). But feel free to take those patches over! -
Thanks, @wowgetoffyourcellphone, I guess I didn't recheck the last patch good enough,,, ;(
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Wolf - How to get it to run when attacking?
Freagarach replied to LordStark's topic in Game Modification
Hey, you'll need to mess around in the UnitAI.js component (https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js). Regarding the first question: UnitMotion deteremines the switch from walking to running, based on the units current speed. So you don't need extra work in the actor, but have to ensure in the above file that you want to run when approaching for attacks. E.g. in functions https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js#L1269 and https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js#L2057 you'll need to set the entity to running. And in functions https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js#L1282 and https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/components/UnitAI.js#L2071, respectively, you'll need to reset the speed multiplier to normal. One can take a look at how it's done for chasing (search for `"chasing":` in that file). -
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Obviously because the devs messed up. And obviously not because no-one proposed patches for them as "the devs" are usually not the ones with balancing knowledge. Sorry, but I feel mentioned every time someone says "the devs".
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Shooting through walls - how do I stop this?
Freagarach replied to LordStark's topic in Game Modification
I'm not sure about the terminology, but is what you mean that at every turn the former and current position of both entities is used to calculate whether an intersection occurs? Ignoring any entity dimensions here. ^^' -
Feedbacks from A26 SVN tests
Freagarach replied to Yekaterina's topic in Game Development & Technical Discussion
Fixed in r26993. -
Where are the slaves for Sparta? They are also known for those? (Although I'd rather have slaves for all civs who employed them and some bonus for some civs.) Nope, it isn't.
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Shooting through walls - how do I stop this?
Freagarach replied to LordStark's topic in Game Modification
And would be awesome. -
The "main" king can recruit its counterpart? (once, obviously)
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There is indeed.
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Please give them more resistance as well, they die so quickly.
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Kind of planned. If I read this correctly you want to have techs affect EntityLimits? Two exactly the same wonders doesn't sound nice by the way.
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