Freagarach Posted March 3, 2021 Report Share Posted March 3, 2021 6 hours ago, wowgetoffyourcellphone said: Can I advocate once again for an "aggression range" that is separate from vision range? It's the range by which a unit will actively attack another unit or structure. It can be a separate number or a percentage of vision range (kinda like the relationship between walk speed and run speed). Stances would then adjust this range. So, Aggressive would be at 90% of vision range, Defensive would be at 50% of vision range. Point would be to make units easier to control and act less maniacally. This is already how it works in-game? Just that violent and aggressive is 100% vision range, but violent will keep chasing when the player still sees the adversary. Defensive has a query range of 50% of the vision range That being said, improvements can be done for sure. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 3, 2021 Report Share Posted March 3, 2021 17 minutes ago, Freagarach said: This is already how it works in-game? Just that violent and aggressive is 100% vision range, but violent will keep chasing when the player still sees the adversary. Defensive has a query range of 50% of the vision range That being said, improvements can be done for sure. Is there somewhere where I can edit aggressive to 90% vision range? Quote Link to comment Share on other sites More sharing options...
Freagarach Posted March 3, 2021 Report Share Posted March 3, 2021 UnitAI \o/ Spoiler Include a file in your components folder, called UnitAI_DE.js (or something alike), with the following content: Spoiler UnitAI.prototype.GetQueryRange = function(iid) { let ret = { "min": 0, "max": 0 }; let cmpVision = Engine.QueryInterface(this.entity, IID_Vision); if (!cmpVision) return ret; let visionRange = cmpVision.GetRange(); if (iid === IID_Vision) { ret.max = visionRange; return ret; } if (this.GetStance().respondStandGround) { let range = this.GetRange(iid); if (!range) return ret; ret.min = range.min; ret.max = Math.min(range.max, visionRange); } else if (this.GetStance().respondChase) ret.max = visionRange * 0.9; // << This has changed. else if (this.GetStance().respondHoldGround) { let range = this.GetRange(iid); if (!range) return ret; ret.max = Math.min(range.max + visionRange / 2, visionRange); } // We probably have stance 'passive' and we wouldn't have a range, // but as it is the default for healers we need to set it to something sane. else if (iid === IID_Heal) ret.max = visionRange; return ret; }; Note this also affects violent stance. 1 Quote Link to comment Share on other sites More sharing options...
Freagarach Posted March 3, 2021 Report Share Posted March 3, 2021 On 22/02/2021 at 1:48 PM, faction02 said: Woodcutting behavior is sometimes "weird". IT seems that when a tree is depleted, the units are searching for the next nearest tree to the spot where the last tree was rather than the most efficient one (the nearest tree to the dropsite). As a result, units are sometimes drawn far away from the forest by a couple of isolated trees. Fixed in SVN (so for A25).(For fun: it was commit r25000.) 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted March 3, 2021 Report Share Posted March 3, 2021 8 minutes ago, Freagarach said: Fixed in SVN (so for A25).(For fun: it was commit r25000.) Nice1 Another thing I noticed was that woodcutters tend to stick to the exact same species or type of tree. For instance if they are tasked to chop a bush, they will stick to bushes instead of going then next to the nearest tree. Anyone else see this too? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 3, 2021 Report Share Posted March 3, 2021 7 minutes ago, wowgetoffyourcellphone said: Nice1 Another thing I noticed was that woodcutters tend to stick to the exact same species or type of tree. For instance if they are tasked to chop a bush, they will stick to bushes instead of going then next to the nearest tree. Anyone else see this too? I have not noticed it as you are describing it, but I have seen that they go to places far away for reasons that I do not yet understand. Quote Link to comment Share on other sites More sharing options...
faction02 Posted March 3, 2021 Report Share Posted March 3, 2021 1 hour ago, Freagarach said: Fixed in SVN (so for A25).(For fun: it was commit r25000.) I tested it, it seems to work very well. Great job! Quote Link to comment Share on other sites More sharing options...
Player of 0AD Posted March 11, 2021 Report Share Posted March 11, 2021 The German translations are now poor, while they have been decent in A23. Quote Link to comment Share on other sites More sharing options...
Freagarach Posted March 11, 2021 Report Share Posted March 11, 2021 (edited) 16 hours ago, Player of 0AD said: The German translations are now poor, while they have been decent in A23. Feel free to improve them: https://trac.wildfiregames.com/wiki/Localization. Edited March 12, 2021 by Freagarach Link. 1 Quote Link to comment Share on other sites More sharing options...
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