Akira Kurosawa Posted March 4, 2023 Report Share Posted March 4, 2023 (edited) I found another bug. If a priest who is in the process of healing another unit is forced to guard any unit from the squad, the priest stops healing at all. Spoiler But as soon as the guard is removed, the priest resumes the treatment. Edited March 4, 2023 by Akira Kurosawa 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 4, 2023 Report Share Posted March 4, 2023 that is a problem with escort mode. Ideally, there should be a follow mode, which allows it to only follow and not focus on a single unit. 1 Quote Link to comment Share on other sites More sharing options...
Akira Kurosawa Posted March 4, 2023 Author Report Share Posted March 4, 2023 (edited) 12 minutes ago, Lion.Kanzen said: that is a problem with escort mode. Ideally, there should be a follow mode, which allows it to only follow and not focus on a single unit. That's funny. It turns out that even a soldier stops reacting to the enemy if he is guarding someone. Secondly, the security and patrol button has disappeared somewhere. Some units have buttons from others and vice versa. I pressed G as a military unit and he began to defend. How to remove protection now if there is no button or hotkey? Edited March 4, 2023 by Akira Kurosawa Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 4, 2023 Report Share Posted March 4, 2023 2 minutes ago, Akira Kurosawa said: That's funny. It turns out that even a soldier stops reacting to the enemy if he is guarding someone. Secondly, the security and patrol button has disappeared somewhere. Some units have buttons from others and vice versa. That is another problem we already talked about increasing the rows of visible icons. Just now, Lion.Kanzen said: That is another problem we already talked about increasing the rows of visible icons. @maroder @Freagarach @Silier Are there tickets for these issues? 1 Quote Link to comment Share on other sites More sharing options...
Silier Posted March 5, 2023 Report Share Posted March 5, 2023 https://code.wildfiregames.com/D1269 2 Quote Link to comment Share on other sites More sharing options...
Akira Kurosawa Posted March 11, 2023 Author Report Share Posted March 11, 2023 On 04/03/2023 at 8:55 PM, Lion.Kanzen said: That is another problem we already talked about increasing the rows of visible icons. Forgot to ask. What is the point of making two icons for the same command? Is it essentially the same thing? Quote Link to comment Share on other sites More sharing options...
Silier Posted March 11, 2023 Report Share Posted March 11, 2023 They are slightly different. One is visible garrisoning and one not. Maybe they could be merged. I am not sure about that. @Freagarach 2 1 Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted March 11, 2023 Report Share Posted March 11, 2023 1 hour ago, Akira Kurosawa said: Forgot to ask. What is the point of making two icons for the same command? Is it essentially the same thing? One is inside building and the other is jump onto a wall Quote Link to comment Share on other sites More sharing options...
Akira Kurosawa Posted March 11, 2023 Author Report Share Posted March 11, 2023 9 minutes ago, Yekaterina said: One is inside building and the other is jump onto a wall Is it possible to enter inside the wall? You can only be on the wall. In my opinion, this division only introduces confusion. Quote Link to comment Share on other sites More sharing options...
Yekaterina Posted March 11, 2023 Report Share Posted March 11, 2023 The reason why we have 2 different garrisons is because they correspond to completely different codes. The garrison inside removes the unit entities and increased the garrison counter of the building by one, so there is no way you can hurt the units inside since they don't physically exist anymore. The jump garrison just fixes the units' position at some given coordinate. It prevents the units from chasing or running away. The units entities themselves are not deleted so they can be hurt. When you just select a group of units, the game can't guess whether you want to jump garrison or garrison inside, so there are 2 buttons for you to choose. Note that in vanilla 0ad buildings either allow just garrison inside or jump ontp a wall, but in some mods there are additional things where you can either jump onto them or garrison inside. One such mod was my naval mod for A24 where you could choose to jump archers onto a ship's deck but garrison spearman inside the ships' cavity. 1 Quote Link to comment Share on other sites More sharing options...
Akira Kurosawa Posted March 13, 2023 Author Report Share Posted March 13, 2023 On 11/03/2023 at 3:45 PM, Yekaterina said: The reason why we have 2 different garrisons is because they correspond to completely different codes. The garrison inside removes the unit entities and increased the garrison counter of the building by one, so there is no way you can hurt the units inside since they don't physically exist anymore. The jump garrison just fixes the units' position at some given coordinate. It prevents the units from chasing or running away. The units entities themselves are not deleted so they can be hurt. When you just select a group of units, the game can't guess whether you want to jump garrison or garrison inside, so there are 2 buttons for you to choose. Note that in vanilla 0ad buildings either allow just garrison inside or jump ontp a wall, but in some mods there are additional things where you can either jump onto them or garrison inside. One such mod was my naval mod for A24 where you could choose to jump archers onto a ship's deck but garrison spearman inside the ships' cavity. I hope there will be a mission in the "tutorial" about this? I doubt that the average player would even know about this feature. Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted March 14, 2023 Report Share Posted March 14, 2023 8 hours ago, Akira Kurosawa said: I hope there will be a mission in the "tutorial" about this? I doubt that the average player would even know about this feature. The UI explains it well enough imo. If you want, you can just bind them both to the same hotkey. Quote Link to comment Share on other sites More sharing options...
Player of 0AD Posted March 14, 2023 Report Share Posted March 14, 2023 (edited) On 04/03/2023 at 7:41 PM, Lion.Kanzen said: that is a problem with escort mode. Ideally, there should be a follow mode, which allows it to only follow and not focus on a single unit. Not sure if i can agree. Afaik, a priest doesnt even heal the unit which he is "protecting" Edit: Maybe because protecting units never count as idle? That might explain why they dont have a reason to automatically heal. Edited March 14, 2023 by Player of 0AD Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 14, 2023 Report Share Posted March 14, 2023 33 minutes ago, Player of 0AD said: Not sure if i can agree. Afaik, a priest doesnt even heal the unit which he is "protecting" Edit: Maybe because protecting units never count as idle? That might explain why they dont have a reason to automatically heal. In theory the priest in scort/guard mode should only heal the unit it protects. Ideally not, but there should be another command that only focuses on following the designated unit and performs according to its stance. Many of those commands in the panel are my idea(I make a post years ago). Yet they have implemented it as they saw fit. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 14, 2023 Report Share Posted March 14, 2023 Quote Link to comment Share on other sites More sharing options...
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