Results (71 - 80 of 166)
- #4804: defect: Sort rmgen functions by logic (closed: fixed)
- ... js` contains some frequently used elevation and entity placement helpers. * The filename is arbitrary and should be renamed before random unrelated code is added there. * It could be split to `terrain_helpers.js` and `placer_helpers.js` or similar. * Its tileClass ...
- By Oct 4, 2017, 4:18:16 PM —
- #4796: defect: broken mine placement on tiny maps (closed: fixed)
- On tiny maps, if the starting angle of the mine is aligned with the cc angle, there is not available room to position the starting mine (because the cc is already quite near the border of the map), leading to very unbalanced map like the o ...
- By Sep 27, 2017, 8:33:53 PM —
- #4725: defect: Issues with Unit AI and ranged units (new)
- ... (Building AI uses a parabolic query, plus towers have an elevation bonus, so on flat ground towers can attack beyond their vision range as long as some other unit can see the target.) This will cause some problems like (2) if we change to a parabolic query to fix (3), because we can find targets ...
- By Aug 17, 2017, 1:53:19 AM —
- Random_Map_Scripting_Functions: '''Version History''' * 25th July 2004 - Stuart - Indexed, OK. * ...
- ... uild methods to area * 27th July 2005 - Jeffrey - Changed Elevation and Depth from one int to a min/max range * 13th Aug 2005 - Jeffrey - Added Biomes specification * 13th Aug 2005 - Jeffrey - Replaced Settings object with a more extensive Sessions object. * 13th Aug 2005 - Jeffrey - Added 2 ...
- By Jun 12, 2017, 9:10:23 PM —
- Random_Map_Scripting_Interface: '''Note:''' The below is outdated, see [wiki:Random_Map_Generator] for ...
- ... It also sets the elevation of land from the parent area, or the depth of water. It can be implemented on any predefined area. [[BR]][[BR]] ==== Surface(area) ==== This is the constructor. It recieves the area the terrain references. ==== setTerrain(terr ...
- By Jun 12, 2017, 9:08:31 PM —
- #4600: defect: Berries inside mines (closed: fixed)
- A classic bug of 0AD. The initial resources are just placed randomly at a fixed distance to the CC, thus initial resources can collide. The correct way to fix this would be to add a retry loop and unify the berry placement in all maps. ...
- By May 29, 2017, 11:05:38 PM —
- #4599: defect: Indefinite attack range with Skirmish formation (closed: fixed)
- ... The attackers tooltip didn't show any abnormal value nor elevation bonus, but i guess that pikemen within formation stopped to move as if they were halted or if they reached the target. [[Image(https://trac.wildfiregames.com/raw-attachment/ticket/4599/slinger.jpg, 700px, center)]] Even thre ...
- By May 29, 2017, 6:07:11 PM —
- [19366]: Split the automatic aiming function of PerfomAttack for ranged ...
- ... Also use only the max range and not the elevation adapted one to scale the spread (which makes more sense and also avoid computation). Test Plan: send a javelin? Reviewers: O2 JS Simulation, wraitii, elexis Reviewed By: O2 JS Simulation, wraitii, elexis Subscribers: Vulcan, e ...
- By Apr 1, 2017, 9:16:46 AM —
- #4421: enhancement: [PATCH] Minimum attack distance and spread tooltip (closed: fixed)
- In case a unit (f.e. ranged siege, towers without murderholes) requires a minimum distance to attack enemies, this should be added to the attack tooltip (and avoided if 0). Furthermore in Alpha 21, the spread factor has become relevant ...
- By Dec 20, 2016, 3:08:01 PM —
- #4368: defect: Add another path placement method to rmgen lib (closed: fixed)
- The two maps Deep Forest and Schwarzwald both use the same path placement method. That method is much more irregular and allows path bended to either side as well as roughly straight paths. So it would be a nice addition to the much more ...
- By Nov 26, 2016, 8:31:21 PM —
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