Stan` Posted May 19 Author Report Share Posted May 19 It's a tech you need no? Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted May 19 Report Share Posted May 19 3 hours ago, Stan` said: It's a tech you need no? And which tech would that be? No, normally every temple has a healing aura for own units (you can see the green crosses) and allies. In that game my temple didn't sprinkle happiness on allied units either; I'm certain it's a "Fortress" "quirk". For whatever reasons that map is "special" in a lot of ways. Quote Link to comment Share on other sites More sharing options...
alre Posted May 19 Report Share Posted May 19 17 minutes ago, Gurken Khan said: and allies that's not the case for a26, don't know about a27. it would be very strange a map like fortress changed auras behavior, did you test this in other maps? Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted May 19 Report Share Posted May 19 (edited) 1 hour ago, alre said: that's not the case for a26 Are you sure? I'll keep an eye open for it on other maps. Edit: I guess I stand corrected: my temple doesn't shine on my ally on another map. I could've sworn... 1 hour ago, alre said: it would be very strange a map like fortress changed auras behavior It changes decay (I lose my buildings in allied territory), so I wouldn't be surprised by anything on that map. Edited May 19 by Gurken Khan Quote Link to comment Share on other sites More sharing options...
WarBeast Posted May 20 Report Share Posted May 20 Are there any plans to fix/improve corral mechanics for a27? Currently, there are 4 types of animals, but it is impractical to mix them for production. You are forced to produce only goats, only sheep, etc., because units remember only one type. This leads to either locking a lot of food resources during the transition from one type to another and wasting time, or "suffering" from unnecessary micromanagement. I suggest moving all domestic animals to one group and leaving the original behavior for the others. 1 Quote Link to comment Share on other sites More sharing options...
Grautvornix Posted May 21 Report Share Posted May 21 It would be even better if all domesticated animals could have a special marker causing own hunters to prefer them regardless of actual species. Then they could start top down (from best to lowest yield animal, searching along the tree of domestic animals possible for that specific civ). This solution is probably a bit complicated. Here is probably one that seems to be easier to implement: Establish a pasture area element (cost of wood at least due to the fence) with similar size to a field, where a rallye point of animal production can be set. The pasture would have a max capacity of, say 10 domestic animals (any kind), and would keep them within boundaries. Any own hunter would be able to kill the within boundaries and collect food from the pasture. Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted May 21 Report Share Posted May 21 3 hours ago, Grautvornix said: It would be even better if all domesticated animals could have a special marker causing own hunters to prefer them regardless of actual species. I agree with this part. The rest seems to me like an unnecessary over-complication. Especially regarding the yield: once out of the corral the yield is determined by the gather rates of the used units, so it doesn't matter which animal they go for in which order. 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted May 30 Report Share Posted May 30 On 31/12/2023 at 7:14 AM, wowgetoffyourcellphone said: I noticed the Humpback Wale currently also has a less-then-fitting portrait: Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted May 30 Report Share Posted May 30 9 hours ago, Gurken Khan said: I noticed the Humpback Wale currently also has a less-then-fitting portrait: Not as of 1 year ago almost exactly. https://trac.wildfiregames.com/changeset/27680 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted May 30 Report Share Posted May 30 4 minutes ago, wowgetoffyourcellphone said: Not as of 1 year ago almost exactly. Ah. Well I blame you for me not catching that, because you only included one whale in the post I quoted above. 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted June 2 Report Share Posted June 2 Wouldn't have thought it possible to build while the giraffe was there. (Was still there when the CC was built, eventually wandered off.) Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted June 8 Report Share Posted June 8 I was thinking a hotkey for upgrading units/towers would be great. Example applications: hotkeys for siege pack/unpack, scout tower upgrades and carth house upgrades to apartment, weapon switching with immortals, promotion to centurion. 1 Quote Link to comment Share on other sites More sharing options...
Dunedan Posted June 9 Report Share Posted June 9 I just noticed that there is an additional "Isthmus of Corinth" map in Alpha 27. That means we now have four different ones of these maps: Corinthian Isthmus Corinthian Isthmus (2) Corinthian Isthmus (4) Isthmus of Corinth (2) Can we somehow consolidate or rename them, so we don't have these name collisions? There are surely other Isthmen to name maps after. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 9 Report Share Posted June 9 3 minutes ago, Dunedan said: I just noticed that there is an additional "Isthmus of Corinth" map in Alpha 27. That means we now have four different ones of these maps: Corinthian Isthmus Corinthian Isthmus (2) Corinthian Isthmus (4) Isthmus of Corinth (2) Can we somehow consolidate or rename them, so we don't have these name collisions? There are surely other Isthmen to name maps after. Well, the new one was gonna replace the old one, but I was given the request to not do that. Quote Link to comment Share on other sites More sharing options...
Dunedan Posted June 11 Report Share Posted June 11 The headline "Welcome to the 0 A.D. tutorial." shown at the beginning of the tutorial is broken in Alpha 27 and not being translated. Seems to caused by the introduction of non-breaking white spaces. Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 11 Author Report Share Posted June 11 59 minutes ago, Dunedan said: The headline "Welcome to the 0 A.D. tutorial." shown at the beginning of the tutorial is broken in Alpha 27 and not being translated. Seems to caused by the introduction of non-breaking white spaces. It's the same issue than the Github PR because the character should be escaped. https://github.com/0ad/0ad/pull/44 1 Quote Link to comment Share on other sites More sharing options...
Dunedan Posted June 12 Report Share Posted June 12 When deselecting the "Filter compatible saved games" checkbox in the load game screen a JavaScript error is printed, no matter if saved games exist or not: ERROR: JavaScript error: gui/common/l10n.js line 69 Script value conversion check failed: v.isString() || v.isNumber() || v.isBoolean() (got type undefined) translate@gui/common/l10n.js:69:36 updateSavegameList/list<@gui/loadgame/SavegameList.js:134:35 updateSavegameList@gui/loadgame/SavegameList.js:129:38 SavegameList/this.compatibilityFilter.onPress@gui/loadgame/SavegameList.js:27:51 ERROR: Errors executing script event "Press Quote Link to comment Share on other sites More sharing options...
Dunedan Posted June 12 Report Share Posted June 12 The "Demo campaign - new maps" campaign doesn't include a single scenario and is therefore unplayable. Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 12 Author Report Share Posted June 12 52 minutes ago, Dunedan said: The "Demo campaign - new maps" campaign doesn't include a single scenario and is therefore unplayable. Yeah usually it's the maps that changed in the release. Once @wowgetoffyourcellphone changes one in theory it should be put in there. 1 hour ago, Dunedan said: When deselecting the "Filter compatible saved games" checkbox in the load game screen a JavaScript error is printed, no matter if saved games exist or not: ERROR: JavaScript error: gui/common/l10n.js line 69 Script value conversion check failed: v.isString() || v.isNumber() || v.isBoolean() (got type undefined) translate@gui/common/l10n.js:69:36 updateSavegameList/list<@gui/loadgame/SavegameList.js:134:35 updateSavegameList@gui/loadgame/SavegameList.js:129:38 SavegameList/this.compatibilityFilter.onPress@gui/loadgame/SavegameList.js:27:51 ERROR: Errors executing script event "Press @phosit ? Quote Link to comment Share on other sites More sharing options...
Dunedan Posted June 12 Report Share Posted June 12 21 hours ago, Stan` said: It's the same issue than the Github PR because the character should be escaped. https://github.com/0ad/0ad/pull/44 This is fixed now. If you don't mind, could you please close the PR on Github (or grant me the necessary permissions)? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 12 Report Share Posted June 12 5 hours ago, Stan` said: Yeah usually it's the maps that changed in the release. Once @wowgetoffyourcellphone changes one in theory it should be put in there. I'll probably take a look on Friday Quote Link to comment Share on other sites More sharing options...
phosit Posted June 12 Report Share Posted June 12 7 hours ago, Stan` said: 8 hours ago, Dunedan said: When deselecting the "Filter compatible saved games" checkbox in the load game screen a JavaScript error is printed, no matter if saved games exist or not: ERROR: JavaScript error: gui/common/l10n.js line 69 Script value conversion check failed: v.isString() || v.isNumber() || v.isBoolean() (got type undefined) translate@gui/common/l10n.js:69:36 updateSavegameList/list<@gui/loadgame/SavegameList.js:134:35 updateSavegameList@gui/loadgame/SavegameList.js:129:38 SavegameList/this.compatibilityFilter.onPress@gui/loadgame/SavegameList.js:27:51 ERROR: Errors executing script event "Press Expand @phosit ? I can't reproduce it on svn. Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 12 Author Report Share Posted June 12 20 minutes ago, phosit said: I can't reproduce it on svn. Old savegames maybe @Dunedan ? We don't discriminate savegames per version (we should) Quote Link to comment Share on other sites More sharing options...
real_tabasco_sauce Posted June 12 Report Share Posted June 12 8 hours ago, Stan` said: Yeah usually it's the maps that changed in the release. Once @wowgetoffyourcellphone changes one in theory it should be put in there. including random maps? Quote Link to comment Share on other sites More sharing options...
Dunedan Posted June 12 Report Share Posted June 12 1 hour ago, Stan` said: Old savegames maybe @Dunedan ? We don't discriminate savegames per version (we should) I just checked and yes, it's caused by an old save game from 2019. Also no new behavior with Alpha 27/svn, but happens with Alpha 26 already as well. Quote Link to comment Share on other sites More sharing options...
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