Jump to content

Alpha 27 Pre-release/Release Candidate Build Testing


Recommended Posts

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.

Link to comment
Share on other sites

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?

Link to comment
Share on other sites

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 by Gurken Khan
Link to comment
Share on other sites

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.

  • Like 1
Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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.

  • Like 1
Link to comment
Share on other sites

  • 2 weeks later...

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. :)

Link to comment
Share on other sites

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. 

Link to comment
Share on other sites

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.

screenshot-tutorial-headline.png

Link to comment
Share on other sites

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.

screenshot-tutorial-headline.png

It's the same issue than the Github PR because the character should be escaped.

https://github.com/0ad/0ad/pull/44

 

  • Like 1
Link to comment
Share on other sites

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

 

Link to comment
Share on other sites

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 ?

 

Link to comment
Share on other sites

7 hours ago, Stan&#x60; 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.

Link to comment
Share on other sites

1 hour ago, Stan&#x60; 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.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

 Share

×
×
  • Create New...