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House cleanup
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Authored by temple on Jul 8 2017, 2:03 AM.

Details

Summary

In this patch:

  • Moved small house details to the civic_house template to avoid duplication.
  • Adjusted the obstructions of the houses to match the artwork, and made footprints +2m from that.

Particulars:

  • The Mauryan house had been using 20 territory radius instead of 16 like other small houses, that's fixed.
  • The Ptolemy house had been using the small template but I switched it to use the big template, and then adjusted the population bonus and garrison limit. I also changed the loot to zero wood, since it's free to build.
  • There's some buildings in the "other" folder that use the civic_house template, but they each define their own footprint and obstruction sizes, they don't use foundations (right?), and the territory influence change is very minor. So I don't think the changes to the template will hurt any of those buildings.
  • The Iberian house had been using 2x2 rubble while the other small houses used 3x3. I didn't think 2x2 looked great so I used 3x3 rubble for everything. (If this is changed to 2x2, then that would affect the buildings in the "other" folder.)
Test Plan

The demo map from D710 can help you test. Add the following line to only show houses.

	if (template.indexOf("_house") == -1)
		continue;

However, there are multiple house actors and this only shows one at a time. (Ptolemy is particluarly bad with differently sized houses.)

Diff Detail

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Event Timeline

temple created this revision.Jul 8 2017, 2:03 AM
bb added a subscriber: bb.Sep 7 2017, 3:27 PM

rebase mostly

binaries/data/mods/public/simulation/templates/structures/ptol_house.xml
2

choosing between 2 evils here, i did keep it the old way since then we need to change less (however the observation this house is bigger is true)

binaries/data/mods/public/simulation/templates/template_structure_civic_house.xml
72–73

this is different then most small houses had and maur was a mistake i guess, so add this number for big houses and change to old value for small ones

temple updated this revision to Diff 3672.Sep 15 2017, 10:06 PM

Update per bb. Thanks for looking at these.

temple marked 2 inline comments as done.Sep 15 2017, 10:07 PM
temple updated this revision to Diff 3724.Sep 19 2017, 4:51 PM

Added largest footprint sizes to skirmish structures.

bb added inline comments.Sep 22 2017, 9:12 PM
binaries/data/mods/public/simulation/templates/structures/brit_house.xml
5

?

binaries/data/mods/public/simulation/templates/structures/gaul_house.xml
12

seems like buildings can overlap a bit, can use a check

binaries/data/mods/public/simulation/templates/template_structure_civic_house.xml
31

These 3x3 look way to big, 2x2 is better imo

temple updated this revision to Diff 3755.Sep 22 2017, 10:30 PM
temple marked 2 inline comments as done.Sep 22 2017, 10:39 PM
temple added inline comments.
binaries/data/mods/public/simulation/templates/structures/brit_house.xml
5

When we replace we have to redefine all the elements. But it's better to instead disable the square.

binaries/data/mods/public/simulation/templates/structures/gaul_house.xml
12

Bumped up to 11x11 obstruction from the previous 10x10. (Ideally maybe D318 so players can't place buildings next to each other.)

bb accepted this revision.Sep 24 2017, 1:17 PM
bb added inline comments.
binaries/data/mods/public/simulation/templates/skirmish/structures/default_house_10.xml
3–12

these inherit from parent so removing (no need for new patch)

binaries/data/mods/public/simulation/templates/skirmish/structures/default_house_5.xml
16

wondering big time why this one is used, but out of scope

This revision is now accepted and ready to land.Sep 24 2017, 1:17 PM
bb added inline comments.Sep 24 2017, 1:22 PM
binaries/data/mods/public/simulation/templates/skirmish/structures/default_house_10.xml
3–12

They actually don't, so patch even more correct :P

bb added inline comments.Sep 24 2017, 1:25 PM
binaries/data/mods/public/simulation/templates/skirmish/structures/default_house_10.xml
3–12

But now got wondered why this template isn't a child of template_structure_civic_house_big...

temple marked an inline comment as done.Sep 24 2017, 5:18 PM
temple added inline comments.
binaries/data/mods/public/simulation/templates/skirmish/structures/default_house_10.xml
3–12

I wondered too, but didn't want to take time to explore, and didn't want to change anything in case that broke something.

But exploring now, I don't think it matters? Maybe it was just used for the footprint and obstructions (and other basic stuff every structure needs). Because the template's replaced (in SkirmishReplacer.js):

	if (templateName in replacementEntities)
		templateName = replacementEntities[templateName];
	else if (this.template && "general" in this.template)
		templateName = this.template.general;
	else
		templateName = "";

(I get errors in atlas when I play after changing the civ after I've placed units. Must be some recent commit, unless it's a problem on my end.)

temple updated this revision to Diff 3770.Sep 24 2017, 5:56 PM

default 10 big

bb accepted this revision.Sep 24 2017, 6:11 PM
This revision was automatically updated to reflect the committed changes.