dnqbob

Results 197 comments of dnqbob

You can force AI to build barrack by using condition

If you want to go further on color customisation, you can also: 1. Add `BlendMode` to Contrail. You need also add blendMode to `DrawLine` in `ContrailRendrable`. BlendMode default to `Alpha`(this...

I will then add the blendmode for contrail

I think it is ok to ignore the land units, for we also have an Autotarget can get target while the squad attack moving

I think it could be better that split commit "[Add helper methods to locate actors that can be reached via a path.](https://github.com/OpenRA/OpenRA/pull/20227/commits/3c5103a71fc2cce0c346b8e7fa82f5ab1ebb0f12)" into another PR and we merge that first....

> With only the first commit, AI navy won't attack any land units. This is because they can't path to them. That would probably be worse than the current behaviour...

But I think it is better than when situation happends like https://github.com/MustaphaTR/Romanovs-Vengeance/issues/88, which make the game almost unplayable when there is too many unit trying to attack unreachable. Add: for...

We also have one disync on actor fire a Bullet. But it may due to our 3D modification on muzzle bind on skelekton

I think I have a more performance friendly (maybe) and simple idea: (1). Leader won't change until its death. Therefore, we don't have to calculate group center every time. (2)....

Thanks. > IPaletteModifier trait - each render frame. (See WorldRendere.RefreshPalette). So this one seems to consume more cpu resource for there is 256 colors for each palette.