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Posts posted by Freagarach
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1 hour ago, BreakfastBurrito_007 said:
I think this could be a valuable capability to have to be honest. I could see many other buildings or even defensive structures where you could change the "mode" for different purposes.
Correct, but:
5 hours ago, borg- said:(no features not yet implemented)
and:
5 hours ago, borg- said:I also ask that you do not deviate from the objective of the topic which is to focus on Persian civilization
;P
(So you can ask it in another thread and I might respond it is on my gigantic ToDo-list already. )
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3 hours ago, borg- said:
a new technology where it can be turned on and off
Such technologies do not exist yet.
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4 hours ago, Stan` said:
I wonder if they could apply status effects to themselves, granting them an aura, or give a status effect to surrounding entities with a timer @wraitii @Freagarach not sure how hard that is, probably needs a new component to handle the cooldown.
Probably aura's/techs actually being JS functions.
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3 hours ago, chrstgtr said:
But is anyone excited about trumpeters?
Yes. o/
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11 hours ago, Stan` said:
Feel free to make patches
I remember @Nescio fixing the dash stuff but maybe he used a longer dash for techs.
They didn't stay long enough to fix everything. Also patches thereafter were not always too correct.
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Attack.prototype.GetBestAttackAgainst
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8 hours ago, m7600 said:
Will your life be over?
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Nothing. ^^
(Not yet: https://trac.wildfiregames.com/ticket/3523)
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5 hours ago, Stan` said:
I'd like to put emphasis on the amount of work vs the velocity of what remains of the team. balancing is like 5% of the work of the project.
You have sysadmin work done by me @implodedok @user1 @Dunedan you have art that's done by me and @wackyserious you've got sound done by @Samulis and @OmriLahav you've got the simulation work done by @wraitii @bb_ and @Freagarach you've got random map work done by @maroder and @smiley you have other maps to maintain, writing the announcement, doing the trailers, answering the community, being at events, you've got the AI which is done by now retired @Silier and by hopefully @JCWasmx86 in the future. You've got the reinforcement learning interface done by @irishninja You also get all the graphic features improvements, fixes and cleanups, and maybe sometime soon Vulkan support done by @vladislavbelov then you have to update maintain fix, patch all the libraries on BSD, macOS, Windows and all the crazy amount of Linux flavour, when they get deprecated or lost to make sure you can still run the game which goes will all the work on the lowlevel part of the engine. You've got the tests to ensure we're breaking everything, you've got mod technical support which I try to do with @Lopess @The Undying Nephalim @wowgetoffyourcellphone etc. Probably forgot to mention Networking with getting the game to work on most configurations all the Devops scripts to automate building, all the python script for various tasks such as updating mods checking for dependencies getting Translations, all the work done in all those languages and the code behind it. And making sure they don't crash the game when they are wrong. When I say there are many full time jobs, I'm not kidding. And some of us only have one hour per week Which can be spent catching up, writing long posts or actually working on the game. So sure for certain people it's just a fun toy. But for others it's much more than this. It's an opportunity, to learn to do better, to give back, to provide fun.
I must say you're missing one very important person here: @Langbart, who tests our game very frequently and thouroughly and reports (and bisects) many many bugs.
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10 hours ago, LetswaveaBook said:
then I would say that you would need to create a ¨(semi) progressive mod¨ for A26 that features changes and make it the standard.
Again: C++ changes offsetting balance?
We have autobuilds for M$ W[7,8,10] so I would encourage players to try SVN, that is the most "progressive mod" you'll get. (We've also got some pretty clear documentation about how to compile on *nix and moreover there is a Snap that gets updated to trunk quite often.)
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1 minute ago, Stan` said:
How about having custom techs that get applied on match start ?
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What version of the game do you use?
This is the condition that fires:
if (data.Identity.Civ != this.DefaultCiv && civCode != this.DefaultCiv && data.Identity.Civ != civCode)
What I see in your civ.json is that you use spaces in your codes, while in the templates you use underscores for the civ codes. That may be the problem?
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4 hours ago, Sevda said:
Does my idea sound reasonable?
Sorry, but it sounds hard. Changes to the pathfinder made cavalry very strong, so engine changes would affect both mods. Also, we'd need to maintain both mods, two times the work and duplication.
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19 hours ago, Edwarf said:
I like the idea, but it would be great is the bushes didn't diseapear when the resources reach 0. The food collect will be a madness to optimise.
Because even when they don't disappear it will be annoying to micro. The point isn't to micro it. Just some nice touch to them.
19 hours ago, Edwarf said:Fire damage is nice but there is no upgrade for it.
Also no armour for it, so it is more effective than the stated DPS. Also FC can hit and run whilst still doing damage.
19 hours ago, Edwarf said:Firstly were they really called "Han Chinese" ?
19 hours ago, Edwarf said:Thank you for the work done !
You are welcome! Thanks for the feedback.
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5 hours ago, Mastoras said:
Run say 10000 games, 1v1 all civs against all civs with same AI.
More like a trillion games with machine learning, as @ChronA kind of points out.
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5 hours ago, Sevda said:
Smaller batch size negates the batch training bonus, however, workers begin their task much earlier than they would do in a batch train, so the total resources gathered will be greater. These additional resources can then be invested in technologies and more barracks for faster unit production.
See discussion here:
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Hotspot? Transfer your patch to your phone via other means?
We can't wait two months for your patch.
Please!
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Just play http://aoe3wol.com/, |0|
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5 hours ago, gameboy said:
my network had a problem that would take two months to recover, at which point I could upload the demo video.
Luckily patches are much smaller and can still be uploaded.
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19 hours ago, wraitii said:
Healing rate is expressed as a % of health instead of a fixed HP rate
Not for healing in structures, idle healing and healing by healers?
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5 minutes ago, Sevda said:
feature
There are no bugs, merely features. ^^
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Modding Tutorials - I'm having difficulty following them.
in Game Modification
Posted
Your mod is a user mod.
The indentation doesn't really matter, but you'll need to embed the resource cost in a "resources" tag, like can be seen in other templates.
(And mind capitalisation.)