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real_tabasco_sauce

0 A.D. Gameplay Team
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Everything posted by real_tabasco_sauce

  1. Press X to doubt. Geriatrix was the first player I have ever seen take a game hostage like this. I've never seen the equivalent behavior before. I think you're in the wrong discussion pal. Also you are massively exaggerating and contorting the truth again here. Simple discussion of your mod with players that are acting superstitious is not harassment. You only hate me and @BreakfastBurrito_007 because we make good arguments against your mod that you cannot refute. If your ethos here was genuine, you would be going after those that relentlessly insulted you with actual insults like Geriatrix himself.
  2. I don't think so @wackyserious These look really cool!
  3. That's actually laughable that you would contort the truth like that, so I'd like to hear evidence. My only recollection tells me that he encouraged hosts to mandate that you turn the autotrainer off in order to play. I think I did so once too. Only one common host has forced you to turn it off. That's a little bit different than griefing an entire game AFTER it has started, actually even 15 or 20 minutes in. And he tried to do it every time I join a game he is in as spec. One time he literally left and never came back so they had to re. And the grass is blue. Why do you feel the need to defend Geriatrix to the point you will lie like this.
  4. He says "lier breaking 0AD". He and a couple of other players are mistakenly convinced that @BreakfastBurrito_007 is developing the game or at least the community mod.
  5. yeah I think this would be really helpful for Han crossbows in particular. When 50+ crossbows all shoot 1 unit because its a tiny bit closer than the others, its effectively almost 4 seconds of no damage dealt by the crossbows. I'm looking forward to porting it over to the gitea
  6. Hmm, I ran across that earlier as well. However, I did find some nice bells and whistles in VS that seem to streamline the workflow well! So I'll be able to start adding my existing patches as PRs.
  7. So we will fetch upstream and rebase each time we want to make a change? It seems like a bit of a chore compared to svn and I'm sure I will mess that up frequently. Although, maybe i'll get used to it. Is there really no way to just automatically update the our fork with 0ad/0ad?
  8. How do you suggest we keep our forks up to date? Syncing? make it a mirror? I can't seem to set up a push mirror.
  9. Yes, this became pretty apparent to me when I went back and looked at alphas 8 - 12.
  10. I see our phabricator accounts are registered, as I tried to sign in. Are we allowed to sign in yet? If so, I think I locked myself out XD. Btw, it looks super clean and organized. Well done @Itms and others!!
  11. Yeah I think its just a matter of where to place said if check. I'll raise an 'issue' or however it will be done on the git instance.
  12. Haha no, I'd like to think that. It was actually working after all, its just the Aura tooltip is there whether or not the aura is actually in effect.
  13. @wowgetoffyourcellphone and I have been working on some player facing stuff: https://gitlab.com/real_tabasco_sauce/cimbri-refinement
  14. Screen Recording 2024-08-18 112629.mp4 I had seen this behavior before in multiplayer games but never thought to test it. It seems when using large selections of units, some amount of them cannot fluidly get the new path. They pause very briefly while the rest smoothly get the new instructions. So if you spam click, those affected units never move. What is interesting is that after re-selecting all the units, its the same 10 -15 units that pause. Maybe not all the unit's instructions are calculated by the end of the turn so they have to be done on the next turn? It affects both a26 and svn. i'll make a ticket too unless there is a duplicate. So players, if you are upset some units aren't moving, don't spam new orders!
  15. Well, I added the text just to this particular aura description since its the only one that requires a tech in the game. I tried for a bit to come up with a lasting solution to no avail.
  16. The shields the enactment soldiers use in this book look pretty nice: https://books.google.com/books?hl=en&lr=&id=7aBGEAAAQBAJ&oi=fnd&pg=PT7&dq=teutobod&ots=bJbD6ZUQYm&sig=F_tjU-wjjn3xLHFOG7HyG4niQEU#v=onepage&q=teutobod&f=false
  17. <p class="warning">WARNING: there is a required technology</p> <p class="warning">WARNING: there is a required technology</p> <p class="warning">WARNING: false</p> <p class="warning">WARNING: there is a required technology</p> <p class="warning">WARNING: true</p> Ok, so it does work, its just the tooltips that are not accounted for. So I think the solution at least for now is to just use some text to indicate that a tech is needed for the aura to take effect.
  18. "affects": [ "Human" ], "affectedPlayers": [ "Enemy" ], "requiredTechnology": "healer_aura", "modifications": [ { letting the aura require 'healer_aura', a tech for this particular unit, does not work. No errors are thrown. It just fails to limit the aura until after researching the tech.
  19. I think a lot of players are happy with what the base game provides and don't find it worth it to get mods.
  20. I am trying to get a technology to enable an aura in the project @wowgetoffyourcellphone and I are working on. I see in (https://code.wildfiregames.com/D962?id=3889#change-h6zNMxpe2m5x) that a technology could enable an aura. However it looks like this no longer works: https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/globalscripts/Templates.js#:~:text=rP24290-,/**,},-rP18733 https://code.wildfiregames.com/D4093#:~:text=// Auras don't have,.reqs) Am I missing something, or was this capability lost in the efforts to reorganize aura and technology simulation? Any ideas on what it would take to bring it back? At the same time, we have got this which seems to indicate auras do support required technologies: https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/components/Auras.js#:~:text=Auras.prototype.CanApply,}%3B
  21. So you mean when a P exists, unitAI.js should call a separate query setup/activation function(s) in Rangemanager and use a separate EntityDistanceOrdering? Or do you mean using the function to re-sort an existing set of targets within UnitAI.js?
  22. Hmm, well the rough sort is a new function. If no P value is used in the template, then the regular full-precision sorting is used.
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