Paul {l Wrote}: if I have some new code which works , I don't care I just push it to development branch .
I really appologise, that;s because the FindSFML.cmake was obtruding my normal system work -- no SFML found
Also the Plugin.cfg seems to be traced by my git ...
Intendation broken , where do you see it ? , There is only new code added .
Useless spaces -- thats my style of marking that there would be additional work needed here , could stop that if it annoys you.
Bertram {l Wrote}:Most of the tech-demo todo list is actually working btw.
Bertram {l Wrote}:Making the AI attack? I guess it will come.
Tech Demo: Bertram (I think) {l Wrote}:Ranged Fighter (Units have a working range parameter mostly seen with wizards. But there aren't any projectiles.)
Does this mean they can attack from a distance?
And do thet keep obstructing objects in account?
A basic AI is listed (no specifications to what a basic AI is, though)
Bertam {l Wrote}: It depends on what you mean.
To put it easy; can they attack enemies from a distance (which is good) and if so, can they attack enemies behind walls (which is good for the player but bad for the game)?
Also, the fighter and worker are crossed off the list. Any preference to which worker and which fighter i should list? (they have to be working and present)
Bertram {l Wrote}:Kobold and BeetleGolems are workers, all the others are fighters. (You can also have a look at their job in the creatures.def file.)
Note that i addedf support so that creatures even not workers, with a dig rate higher than 0 can dig walls, but will prefer attacking than digging when possible.
Doc {l Wrote}:I mean, you must choose
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