maroder Posted September 2, 2021 Report Share Posted September 2, 2021 (edited) 15 hours ago, Gurken Khan said: Is that Petra behavior intended? afaik: yes, because Petra relies on having those resources, which is why she protects them even from ally's. Edited September 2, 2021 by maroder 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted September 2, 2021 Report Share Posted September 2, 2021 3 hours ago, maroder said: afaik: yes, because Petra relies on having those resources, which is why she protects them even from ally's. But I need that stuff too! (I was a bit salty because I had no extra metal, there was none available in the free terrain, my nearest enemy's territory had no extra deposit; so I felt forced to research Diaspora and go to my ally and then find out I can't use the CC...) 1 1 Quote Link to comment Share on other sites More sharing options...
davidsrsb Posted September 3, 2021 Report Share Posted September 3, 2021 My impression is that elephants are far to strong against infantry. They are not tanks and in historical reality very vulnerable to spear and pole weapon men 2 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 4, 2021 Report Share Posted September 4, 2021 On 31/08/2021 at 11:31 AM, nwtour said: String "%(unit)s can't be controlled.", patch on my local machine to fix missing translation (if I guessed the place of issue correctly): - "message": sprintf(markForTranslation("%(unit)s can't be controlled."), { - "unit": cmpIdentity.GetGenericName() - }), + "message": markForTranslation("%(unit)s can't be controlled."), + "parameters": {"unit": cmpIdentity.GetGenericName()}, + "translateParameters": ["unit"], Commands.js starts with this: // Setting this to true will display some warnings when commands // are likely to fail, which may be useful for debugging AIs var g_DebugCommands = false; Does this mean that the message I saw and which @nwtour kindly provided in the screenshot above, only appears if g_DebugCommands = true? It's set to false on my end, so I wonder why I saw this message at all. Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 4, 2021 Report Share Posted September 4, 2021 @nwtour Would you mind that I provide your patch in https://code.wildfiregames.com? See below (not full context): /** * Sends a GUI notification about entities that can't be controlled. * @param {number} player - The player-ID of the player that needs to receive this message. */ function notifyOrderFailure(entity, player) { let cmpIdentity = Engine.QueryInterface(entity, IID_Identity); if (!cmpIdentity) return; let cmpGUIInterface = Engine.QueryInterface(SYSTEM_ENTITY, IID_GuiInterface); cmpGUIInterface.PushNotification({ "type": "text", "players": [player], - "message": sprintf(markForTranslation("%(unit)s can't be controlled."), { - "unit": cmpIdentity.GetGenericName() - }), + "message": markForTranslation("%(unit)s can't be controlled."), + "parameters": {"unit": cmpIdentity.GetGenericName()}, + "translateParameters": ["unit"], "translateMessage": true }); } Currently, I don't know, though, how to test it. I would need to have a unit that cannot be controlled - for whatever reason. Thanks for sharing further thoughts from your end. Quote Link to comment Share on other sites More sharing options...
nwtour Posted September 4, 2021 Report Share Posted September 4, 2021 1 hour ago, Ceres said: Would you mind that I provide your patch in https://code.wildfiregames.com? See below (not full context): Yes, sure. I wrote it for this. 1 hour ago, Ceres said: Currently, I don't know, though, how to test it. I would need to have a unit that cannot be controlled - for whatever reason. Thanks for sharing further thoughts from your end. Try comment 1786 line: - if (!canBeControlled) + //if (!canBeControlled) notifyOrderFailure(entity, player); and all buildings will lose control... 1 Quote Link to comment Share on other sites More sharing options...
nwtour Posted September 4, 2021 Report Share Posted September 4, 2021 1 hour ago, Ceres said: It's set to false on my end, so I wonder why I saw this message at all. Debug messages look different. Most likely you are in a situation when the territory under your building is captured at the moment when the building is selected. In the center, it is messages related to the game and not debugging that appear. 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 4, 2021 Report Share Posted September 4, 2021 (edited) Thanks for the nice trick with commenting that line - works like a charm, i.e. the text is translated. And thanks as well for the explanation about the debug messages. Oh my, I learned so much today. Edited September 4, 2021 by Ceres Should be "nice trick" and not "nice try" - sorry 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 4, 2021 Report Share Posted September 4, 2021 (edited) PS: How can I create the diff restricted to this patch, i.e. to the changes in '/binaries/data/mods/public/simulation/helpers/Commands.js'? I don't want to include the previous changes in '/binaries/data/mods/mod/gui/modmod/modmod.xml'. If I diff now, the patch includes both changes. Do I have to undo the other changes first, or is there another way? Edited September 4, 2021 by Ceres Quote Link to comment Share on other sites More sharing options...
Freagarach Posted September 5, 2021 Report Share Posted September 5, 2021 8 hours ago, Ceres said: Do I have to undo the other changes first Yes. 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 5, 2021 Report Share Posted September 5, 2021 (edited) How do you guys revert other changes for a diff/patch? I did a manual wget <the other changed file> to revert it to its original state from SVN, but maybe there are easier solutions via SVN? The patch is ready for review - credits go to @nwtour - thank you! https://code.wildfiregames.com/D4254 @nwtour Is the greenbox in your screenshots just to focus readers to the most important content, or do you use it also for in-game testing, where background does not matter? How do you do this? Edited September 5, 2021 by Ceres Quote Link to comment Share on other sites More sharing options...
Silier Posted September 5, 2021 Report Share Posted September 5, 2021 In root folder to discard all changes svn revert --depth=infinity or 1 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 5, 2021 Report Share Posted September 5, 2021 (edited) Hm, I got this on Debian 11: user@Debian:~/0ad$ svn revert --depth=infinity svn: E205001: Versuchen Sie »svn help revert« für weitere Informationen svn: E205001: Nicht genügend Parameter angegeben (referring me to svn help revert and telling that not enough parameters have been provided) Oops, it's because of the missing period (current root folder). This way, it works for me: user@Debian:~/0ad$ svn revert -R . Rückgängig gemacht: »binaries/data/mods/public/simulation/helpers/Commands.js« Edited September 5, 2021 by Ceres Quote Link to comment Share on other sites More sharing options...
nwtour Posted September 5, 2021 Report Share Posted September 5, 2021 9 hours ago, Ceres said: The patch is ready for review Cool. Step by step and soon it will be possible to play without a TOEFL diploma 9 hours ago, Ceres said: Is the greenbox in your screenshots just to focus readers to the most important content, or do you use it also for in-game testing, where background does not matter? How do you do this? This is for performance and fast loads. Monotonous textures look ugly, but the smallest in size 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 5, 2021 Report Share Posted September 5, 2021 (edited) Very clever! Thank you! And no, we non-English native speakers should not need a TOEFL or aequivalents of. I like the translation stuff of 0 A.D. and would be happy if that could be possible for the editor as well. But that's another story for another thread... @Stan` Is it possible in the forum to save single posts for later reference? Edited September 5, 2021 by Ceres Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 5, 2021 Report Share Posted September 5, 2021 2 hours ago, Ceres said: Very clever! Thank you! And no, we non-English native speakers should not need a TOEFL or aequivalents of. I like the translation stuff of 0 A.D. and would be happy if that could be possible for the editor as well. But that's another story for another thread... @Stan` Is it possible in the forum to save single posts for later reference? I suppose you can bookmark the link it gives you when you try to share said post ? 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 6, 2021 Report Share Posted September 6, 2021 On 05/09/2021 at 7:55 AM, Ceres said: The patch is ready for review - credits go to @nwtour - thank you! https://code.wildfiregames.com/D4254 There was a minor update: https://code.wildfiregames.com/D4254?id=18576 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 9, 2021 Report Share Posted September 9, 2021 (edited) Patch D4254 shows as "Accepted". Is there anything more for me to do? Like "Close Revision" or something else? Thank you! Edited September 9, 2021 by Ceres Quote Link to comment Share on other sites More sharing options...
Freagarach Posted September 9, 2021 Report Share Posted September 9, 2021 9 minutes ago, Ceres said: Patch D4254 shows as "Accepted". Is there anything more for me to do? Like "Close Revision" or something else? Thank you! You'll just have to wait untill the reviewer has the time to commit your work (or asks another team member to do it on their behalf). 1 Quote Link to comment Share on other sites More sharing options...
Ceres Posted September 9, 2021 Report Share Posted September 9, 2021 Oh, sorry - no hurries meant! Thank you. I was just not sure how this works (should join on IRC about these things ). Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted September 9, 2021 Report Share Posted September 9, 2021 (edited) Don't know what's happening, but at the marked area flashes emanate that sometimes go over the whole screen. Edit: the units must be selected to see the effect. Guess sth with the ridge. It happened again that after uploading the save it was unreadable for the game. (I then have to dl the save and overwrite my local save...) savegame-0225.0adsave Edited September 9, 2021 by Gurken Khan Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted October 21, 2021 Report Share Posted October 21, 2021 I don't know who screwed up what, but Wild Lake in a25 just sucks. Is anybody actually enjoying the 'feature' that you can't build anything around your CC? With the India biome it was so terrible that I abandoned the game. With the Agean-Anatolian biome I hoped it would be better, but it still is terrible. Not only is it still a pain in the averywhere to build anything, but it also somehow breaks the AI. Repeatedly I had workers like this one neither being idle nor clearing the terrain but just standing around. THE HECK??!? (Wild Lake never was nor is balanced, just given the distribution of treasures and Gaia units.) 1 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 22, 2021 Report Share Posted October 22, 2021 8 hours ago, Gurken Khan said: Is anybody actually enjoying the 'feature' that you can't build anything around your CC? I just tried Wild Lake, and it's hilariously messed up. I can say that the new biome work didn't touch the random map scripts, at least on my end. There really needs to be a function in the scripts that puts a "civic space" around the starting CC with no resources or trees inside this area. I've crowed for years now that the random map scripts need to do this, it's just extra pronounced on Wild Lake, but it really also applies to all of the others too. 2 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted October 22, 2021 Report Share Posted October 22, 2021 I abandoned the game because I couldn't place a marketplace. Screw that. I doubt that I could have produced Egyptian units from the military colony as advertised, but since I won't capture it I won't know for sure. 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted November 13, 2021 Report Share Posted November 13, 2021 lol, I know silhouettes aren't flawless, but this is a first for me: The rider is visible, but not the mount! 1 1 Quote Link to comment Share on other sites More sharing options...
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