Stan` Posted August 9, 2022 Author Report Share Posted August 9, 2022 On 09/08/2022 at 3:59 PM, wowgetoffyourcellphone said: I've already said that the tech descriptions are too sparse. Not descriptive enough. Thanks Nescio. Expand Can't let you blame him for that 0ad/long_walls.json at f314b5b9d2be852a4d25f4b9ef40ab4acf4f2002 · 0ad/0ad (github.com) You are actually responsible for that tooltip :p 0ad/special_long_walls.json at 41850b576087f973ea647140dc0a055ed922872c · 0ad/0ad (github.com) Adds "Long Walls" tech for Athenians. · 0ad/0ad@474a19a (github.com) Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 9, 2022 Report Share Posted August 9, 2022 On 09/08/2022 at 5:30 PM, Stan` said: Can't let you blame him for that 0ad/long_walls.json at f314b5b9d2be852a4d25f4b9ef40ab4acf4f2002 · 0ad/0ad (github.com) You are actually responsible for that tooltip :p 0ad/special_long_walls.json at 41850b576087f973ea647140dc0a055ed922872c · 0ad/0ad (github.com) Adds "Long Walls" tech for Athenians. · 0ad/0ad@474a19a (github.com) Expand I don't see the commit when it was I who changed it to its current tooltip. Original (Dec 8, 2012): "Build stone walls in neutral territory. Stone walls -50% build time." Then (Jul 20, 2013): "Build stone walls in neutral territory." Then (Jan 15, 2021): "Build Walls in own or neutral territory." Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 9, 2022 Report Share Posted August 9, 2022 Long Walls "Allow the Athenians to build their Stone Walls in neutral territory." This is spicier^ 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 9, 2022 Author Report Share Posted August 9, 2022 On 09/08/2022 at 10:02 PM, wowgetoffyourcellphone said: I don't see the commit when it was I who changed it to its current toolt Expand I mean it was still bland before own was added for completeness ^^ Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted August 9, 2022 Report Share Posted August 9, 2022 (edited) On 09/08/2022 at 10:54 PM, Stan` said: completeness Expand tbh I see it more as being redundant than complete. Since those friggin fences and benches have an owner, why aren't they capture-able? I really wish they would just decay to me so I could delete them, instead of having to get a team to destroy them. Isn't that also avoidable micro and thus against the design document? Edit: Oh, I guess the benches are capture-able: So please, do something about those fences. Edited August 9, 2022 by Gurken Khan Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 10, 2022 Author Report Share Posted August 10, 2022 @maroder On 09/08/2022 at 11:19 PM, Gurken Khan said: tbh I see it more as being redundant than complete. Expand No strong feeling. Given that some building can only be built in neutra territory it seems to me like it might be useful to some people not used to the game. Quote Link to comment Share on other sites More sharing options...
Player of 0AD Posted August 11, 2022 Report Share Posted August 11, 2022 Kushites cannot train or unlock champions in captured Han stables. I think this is not consistent and it doesnt only apply only for kushites. Maybe same also for barracks. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 11, 2022 Author Report Share Posted August 11, 2022 On 11/08/2022 at 5:24 PM, Player of 0AD said: Kushites cannot train or unlock champions in captured Han stables. I think this is not consistent and it doesnt only apply only for kushites. Maybe same also for barracks. Expand @maroder (I'm sorry) On 09/08/2022 at 11:19 PM, Gurken Khan said: So please, do something about those fences. Expand [Diffusion] rP27043 (wildfiregames.com) 2 Quote Link to comment Share on other sites More sharing options...
maroder Posted August 11, 2022 Report Share Posted August 11, 2022 On 11/08/2022 at 5:24 PM, Player of 0AD said: Kushites cannot train or unlock champions in captured Han stables. I think this is not consistent and it doesnt only apply only for kushites. Maybe same also for barracks. Expand https://code.wildfiregames.com/rP27046 1 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 11, 2022 Report Share Posted August 11, 2022 "Note that this also deletes the Han swordsman templates, as they are unused right now." So many problems arise from the capture mechanic. Quote Link to comment Share on other sites More sharing options...
maroder Posted August 11, 2022 Report Share Posted August 11, 2022 On 11/08/2022 at 11:10 PM, wowgetoffyourcellphone said: Note that this also deletes the Han swordsman templates Expand the other option would be to keep them with a different name, but having random templates with an "_unused" suffix or another random name seemed also bad imo. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 11, 2022 Report Share Posted August 11, 2022 On 11/08/2022 at 11:21 PM, maroder said: the other option would be to keep them with a different name, but having random templates with an "_unused" suffix or another random name seemed also bad imo. Expand It's just that these civs all had swords and it's a bummer that they at least can't have these units for Atlas. 1 Quote Link to comment Share on other sites More sharing options...
maroder Posted August 11, 2022 Report Share Posted August 11, 2022 by all means we can give them a different name and bring them back e.g. infantry_special_swordsman_b Just the standard naming makes problems 1 Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted August 12, 2022 Report Share Posted August 12, 2022 Could we maybe get a different icon/portrait for the Harmya? That pair doesn't really tell me anything like palace/royalty. @wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
Archon Posted August 13, 2022 Report Share Posted August 13, 2022 Anyone have trouble getting the download past windows smart screen? Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted August 13, 2022 Report Share Posted August 13, 2022 (edited) On 13/08/2022 at 12:24 PM, Archon said: Anyone have trouble getting the download past windows smart screen? Expand Do you mean installing? There's an inconspicuous "Details", if you click on that you can install regardless. (0AD is not signed by MS.) Edited August 13, 2022 by Gurken Khan Quote Link to comment Share on other sites More sharing options...
Gurken Khan Posted August 13, 2022 Report Share Posted August 13, 2022 Jebel Barka threw a bunch of placement errors, but I wasn't quick enough to catch them and they don't seem to go into the logs? Quote Link to comment Share on other sites More sharing options...
Player of 0AD Posted August 14, 2022 Report Share Posted August 14, 2022 Small but annoying bug: Athenian Gymnasion doesn't count as town building but as city building! Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 14, 2022 Author Report Share Posted August 14, 2022 On 14/08/2022 at 7:59 AM, Player of 0AD said: Small but annoying bug: Athenian Gymnasion doesn't count as town building but as city building! Expand [Diffusion] rP27051 (wildfiregames.com) Quote Link to comment Share on other sites More sharing options...
Grapjas Posted August 14, 2022 Report Share Posted August 14, 2022 (edited) On 13/08/2022 at 10:42 PM, Gurken Khan said: Jebel Barka threw a bunch of placement errors, but I wasn't quick enough to catch them and they don't seem to go into the logs? Expand You can also open the console with `F9` and scroll with `PAGE UP` and `PAGE DOWN`. EDIT: Also good to see players actually testing instead of just talking about it on the forum. Edited August 14, 2022 by Grapjas 2 Quote Link to comment Share on other sites More sharing options...
maroder Posted August 14, 2022 Report Share Posted August 14, 2022 On 13/08/2022 at 10:42 PM, Gurken Khan said: Jebel Barka threw a bunch of placement errors, but I wasn't quick enough to catch them and they don't seem to go into the logs? Expand https://code.wildfiregames.com/rP27052 2 Quote Link to comment Share on other sites More sharing options...
Philip the Swaggerless Posted August 15, 2022 Report Share Posted August 15, 2022 (edited) Things I saw while playing today: Cartography and Diaspora icons are swapped. Persian Immortals can move while upgrading changing weapons but have no animation. So they don't run they just slide across the screen. Running units do not round corners. When making turns that are not even sharp they slow down and begin accelerating again. Edited August 15, 2022 by Philip the Swaggerless Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 15, 2022 Author Report Share Posted August 15, 2022 On 15/08/2022 at 2:54 AM, Philip the Swaggerless said: Things I saw while playing today: Cartography and Diaspora icons are swapped. Persian Immortals can move while upgrading changing weapons but have no animation. So they don't run they just slide across the screen. Running units do not round corners. When making turns that are not even sharp they slow down and begin accelerating again. Expand People felt icons were better swapped. @maroder @Freagarach Not sure we can fix the last one. I once had a patch that prevented upgrading units from moving. [Differential] D2772 Prevent Upgrading units from moving (wildfiregames.com) Quote Link to comment Share on other sites More sharing options...
maroder Posted August 15, 2022 Report Share Posted August 15, 2022 imo the should be moving while switching weapons (in the best case with an animation ofc). The question is if units should be moving while upgrading in general and if we are just misusing the upgrade mechanic in this case since we have no other option for weapon switching right now. On 15/08/2022 at 2:54 AM, Philip the Swaggerless said: Running units do not round corners. When making turns that are not even sharp they slow down and begin accelerating again. Expand Running units did never round corners? It has always been straight lines and sharp turns. And yes that the accelerate now is actually a feature. Quote Link to comment Share on other sites More sharing options...
Philip the Swaggerless Posted August 15, 2022 Report Share Posted August 15, 2022 On 15/08/2022 at 8:24 AM, maroder said: Running units did never round corners? It has always been straight lines and sharp turns. And yes that the accelerate now is actually a feature. Expand Yes, but since there was no reduction in speed before it didn't feel wrong. It feels wrong to me now but maybe rounding of corners is out of the scope of these tests. Quote Link to comment Share on other sites More sharing options...
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