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Gfnyt01 updated Gfnyt01.
Thu, Sep 21, 11:58 AM
vladislavbelov added inline comments to D4425: Use the threadpool for texture conversion.
Thu, Sep 21, 11:30 AM
vladislavbelov added inline comments to D4739: Return terrain reference from CWorld.
Thu, Sep 21, 11:10 AM
vladislavbelov added inline comments to D5001: Put the CMapGeneratorWorker completely inside the task.
Thu, Sep 21, 11:09 AM
vladislavbelov added a comment to D4705: Remove sys_generate_random_bytes.

I don't see how any value would be an argument against this diff.

Thu, Sep 21, 10:53 AM
wowgetoffyourcellphone added a comment to D5111: add Ancient Greek names for Iron Weapons and Cartography.

Is this the actual Koine Greek? (Doric Greek may be used for the Spartans, while Koine for the others)

Thu, Sep 21, 10:22 AM
wowgetoffyourcellphone accepted D5134: [Gameplay] Give the name of the civilization for the generic name of the relic.
Thu, Sep 21, 10:14 AM
chrstgtr added a comment to D5136: [Gameplay] bring back champion cavalry to temples and reduce cost of colonization tech..

Likes: Moving the Champ Cav back to the Temple & Reducing cost of Colonization

Suggestion: Perhaps give a better description to what "Civic Structures" are in the Colonization tech tooltip "(Civic Centers, Temples, and Houses).

Thu, Sep 21, 8:39 AM
wowgetoffyourcellphone awarded D5136: [Gameplay] bring back champion cavalry to temples and reduce cost of colonization tech. a Dat Boi token.
Thu, Sep 21, 8:14 AM
wowgetoffyourcellphone added a comment to D5136: [Gameplay] bring back champion cavalry to temples and reduce cost of colonization tech..

Likes: Moving the Champ Cav back to the Temple & Reducing cost of Colonization

Thu, Sep 21, 8:14 AM

Yesterday

phosit added a comment to D4705: Remove sys_generate_random_bytes.

Preliminary results for SVN: we have about 60% of users on macOS and 3% of users on Linux who has 0 for std::random_device{}.entropy().

I don't see how any value would be an argument against this diff.

Wed, Sep 20, 9:25 PM
phosit added inline comments to D4739: Return terrain reference from CWorld.
Wed, Sep 20, 8:28 PM
Vulcan added a comment to D5109: [Gameplay] Add legionaries, add tech for 'Marian Reforms' for Rome.

Build is unstable, some tests have failed - The Moirai have given mortals hearts that can endure.

Wed, Sep 20, 8:18 PM
phosit added inline comments to D5001: Put the CMapGeneratorWorker completely inside the task.
Wed, Sep 20, 8:10 PM
Vulcan added a comment to D5109: [Gameplay] Add legionaries, add tech for 'Marian Reforms' for Rome.

Build failure - The Moirai have given mortals hearts that can endure.

Wed, Sep 20, 7:37 PM
phosit added inline comments to D5128: Refactors models and materials #2.
Wed, Sep 20, 7:36 PM
Vulcan added a comment to D5109: [Gameplay] Add legionaries, add tech for 'Marian Reforms' for Rome.

Successful build - Chance fights ever on the side of the prudent.

Wed, Sep 20, 7:34 PM
Vulcan added a comment to D5114: [Gameplay] Add Onager for romans.

Successful build - Chance fights ever on the side of the prudent.

Wed, Sep 20, 7:30 PM
real_tabasco_sauce updated the diff for D5109: [Gameplay] Add legionaries, add tech for 'Marian Reforms' for Rome.

fix tooltip warning for legionary and centurion.

Wed, Sep 20, 7:29 PM
phosit added inline comments to D4425: Use the threadpool for texture conversion.
Wed, Sep 20, 7:29 PM
vladislavbelov committed rP27845: Fixes SPIRV compile script for newer versions of spirv-reflect..
Fixes SPIRV compile script for newer versions of spirv-reflect.
Wed, Sep 20, 7:26 PM
vladislavbelov closed D5123: Fixes SPIRV compile script for newer versions of spirv-reflect.
Wed, Sep 20, 7:26 PM
Vulcan added a comment to D5114: [Gameplay] Add Onager for romans.

Build failure - The Moirai have given mortals hearts that can endure.

Wed, Sep 20, 7:26 PM
real_tabasco_sauce updated the diff for D5114: [Gameplay] Add Onager for romans.

fix error in requirements for roman_siege.json
fix tooltip warnings.

Wed, Sep 20, 7:25 PM
vladislavbelov added inline comments to D5128: Refactors models and materials #2.
Wed, Sep 20, 6:47 PM
vladislavbelov added a comment to D4705: Remove sys_generate_random_bytes.

Preliminary results for SVN: we have about 60% of users on macOS and 3% of users on Linux who has 0 for std::random_device{}.entropy().

Wed, Sep 20, 6:41 PM
vladislavbelov added a comment to D4739: Return terrain reference from CWorld.

const to all terrain where it's not changed. Also years. The rest looks ok.

Wed, Sep 20, 6:39 PM
vladislavbelov accepted D4981: Don't assign to need_update.

IMO consistency isn't a goal on it's own but a tool for more readability

For me consistency and explicit links/relations (in the broadest sense) are the core things for programming in any language.

Wed, Sep 20, 6:31 PM
vladislavbelov added inline comments to D5001: Put the CMapGeneratorWorker completely inside the task.
Wed, Sep 20, 6:22 PM
vladislavbelov added inline comments to D5128: Refactors models and materials #2.
Wed, Sep 20, 6:20 PM
real_tabasco_sauce added a comment to D5109: [Gameplay] Add legionaries, add tech for 'Marian Reforms' for Rome.

Without looking at the specific templates, you may need to replace="" or remove (-) the previous tech requirement.

Wed, Sep 20, 5:40 PM
real_tabasco_sauce added a comment to D5136: [Gameplay] bring back champion cavalry to temples and reduce cost of colonization tech..

I'd say leave the temple cost the same. 300 stone is already prohibitive enough in my opinion. The idea is that you can start training them fairly quickly once in p3, but it will be very hard to mass them since its hard to get a lot of temples.

Wed, Sep 20, 5:38 PM
borg- requested review of D5136: [Gameplay] bring back champion cavalry to temples and reduce cost of colonization tech..
Wed, Sep 20, 4:43 PM
vladislavbelov added inline comments to D4425: Use the threadpool for texture conversion.
Wed, Sep 20, 4:22 PM
Vulcan added a comment to D5125: [Gameplay] Celtic woman.

Successful build - Chance fights ever on the side of the prudent.

Wed, Sep 20, 1:51 PM
Vulcan added a comment to D5125: [Gameplay] Celtic woman.

Build failure - The Moirai have given mortals hearts that can endure.

Wed, Sep 20, 1:48 PM
borg- updated the diff for D5125: [Gameplay] Celtic woman.

Correct parent
Boldica shield > correct shield of each civ
Attack 4 > 5 grain rate -30% > -25%

Wed, Sep 20, 1:47 PM
callescortgurgaon updated callescortgurgaon.
Wed, Sep 20, 12:36 PM
Vulcan added a comment to D5134: [Gameplay] Give the name of the civilization for the generic name of the relic.

Successful build - Chance fights ever on the side of the prudent.

Wed, Sep 20, 12:26 PM
borg- accepted D5118: [Gameplay] Reduce loom cost..

For me it's an improvement, because 200 food is really expensive at the beginning of the game and I don't research it myself. 150 is a safe number and an improvement anyway. If it's not enough, in the future we can reduce it a little more.

Wed, Sep 20, 12:25 PM
Vulcan added a comment to D5134: [Gameplay] Give the name of the civilization for the generic name of the relic.

Build failure - The Moirai have given mortals hearts that can endure.

Wed, Sep 20, 12:23 PM
borg- updated the diff for D5134: [Gameplay] Give the name of the civilization for the generic name of the relic.

Gaul > Gallic

Wed, Sep 20, 12:22 PM
wowgetoffyourcellphone awarded D5109: [Gameplay] Add legionaries, add tech for 'Marian Reforms' for Rome a Dat Boi token.
Wed, Sep 20, 8:14 AM
wowgetoffyourcellphone added a comment to D5109: [Gameplay] Add legionaries, add tech for 'Marian Reforms' for Rome.

Without looking at the specific templates, you may need to replace="" or remove (-) the previous tech requirement.

Wed, Sep 20, 8:13 AM
wowgetoffyourcellphone added a comment to rP27531: Don't error out on complex requirements without tooltip..

Without looking at the specific templates, you may need to replace="" or remove (-) the previous tech requirement.

Wed, Sep 20, 8:12 AM
wowgetoffyourcellphone added inline comments to D5134: [Gameplay] Give the name of the civilization for the generic name of the relic.
Wed, Sep 20, 7:52 AM
Vulcan added a comment to D5129: [Random Maps] New Migration map, rename old one to 'Land Grab'.

Successful build - Chance fights ever on the side of the prudent.

Wed, Sep 20, 6:40 AM
Vulcan added a comment to D5129: [Random Maps] New Migration map, rename old one to 'Land Grab'.

Build failure - The Moirai have given mortals hearts that can endure.

Wed, Sep 20, 6:37 AM
real_tabasco_sauce updated the diff for D5129: [Random Maps] New Migration map, rename old one to 'Land Grab'.

add rolling hills to central island, add map preview pic.

Wed, Sep 20, 6:36 AM
Vulcan added a comment to D5118: [Gameplay] Reduce loom cost..

Successful build - Chance fights ever on the side of the prudent.

Wed, Sep 20, 5:41 AM
Vulcan added a comment to D5118: [Gameplay] Reduce loom cost..

Build failure - The Moirai have given mortals hearts that can endure.

Wed, Sep 20, 5:36 AM
real_tabasco_sauce updated the diff for D5118: [Gameplay] Reduce loom cost..

150 food 20 sec

Wed, Sep 20, 5:35 AM
real_tabasco_sauce added a comment to D5118: [Gameplay] Reduce loom cost..
In D5118#218315, @borg- wrote:

It's a number I can accept but I always prefer safe numbers. 150 with 20 sec would be an improvement anyway. I'm afraid that his numbers make him a difficult and discouraging for rushes.

Wed, Sep 20, 2:19 AM

Tue, Sep 19

borg- added a comment to D5118: [Gameplay] Reduce loom cost..

It's a number I can accept but I always prefer safe numbers. 150 with 20 sec would be an improvement anyway. I'm afraid that his numbers make him a difficult and discouraging for rushes.

Tue, Sep 19, 9:30 PM
real_tabasco_sauce planned changes to D5118: [Gameplay] Reduce loom cost..
Tue, Sep 19, 7:56 PM
real_tabasco_sauce added a comment to D5118: [Gameplay] Reduce loom cost..

ok ill go with 100 food and 20 seconds. If the upgrade becomes ubiquitous (which I doubt), then we can revisit this later.

Tue, Sep 19, 7:56 PM
chrstgtr added a comment to D5118: [Gameplay] Reduce loom cost..
In D5118#218311, @borg- wrote:

Maybe safe numbers like food 150 and decrease research time to 20 or 30?

Tue, Sep 19, 6:04 PM
borg- added a comment to D5118: [Gameplay] Reduce loom cost..

Maybe safe numbers like food 150 and decrease research time to 20 or 30?

Tue, Sep 19, 4:11 PM
pavitrakher updated pavitrakher.
Tue, Sep 19, 2:55 PM
chrstgtr added a comment to D5125: [Gameplay] Celtic woman.
In D5125#218306, @borg- wrote:

I think i will increase the attack, +4 of must be better.

yeah, higher attack would be good. It has to be worth the -30% grain gather rate.

In D5125#218308, @borg- wrote:

@real_tabasco_sauce @chrstgtr must request loom tech?

If so, should be searchable in houses again or one technology in the house and another in CC not a problem for you?

I think this technology should certainly be researched from the cc. In that case, I think it would be fine to not require loom.

Tue, Sep 19, 12:04 AM

Mon, Sep 18

real_tabasco_sauce added a comment to D5125: [Gameplay] Celtic woman.
In D5125#218306, @borg- wrote:

I think i will increase the attack, +4 of must be better.

Mon, Sep 18, 11:36 PM
borg- added a comment to D5125: [Gameplay] Celtic woman.

@real_tabasco_sauce @chrstgtr must supersedes loom tech?

Mon, Sep 18, 10:48 PM
phosit added a comment to D5132: Make the sea ground height of Elephantine independent from the mapsize..

I know that i violate this rule

Mon, Sep 18, 10:00 PM
borg- added a comment to D5125: [Gameplay] Celtic woman.

I think i will increase the attack. +200%/6 must be better.

Mon, Sep 18, 9:57 PM
vladislavbelov requested review of D5135: [WIP] Adds VK_EXT_memory_budget to Vulkan backend.
Mon, Sep 18, 9:31 PM
sera added a comment to D5132: Make the sea ground height of Elephantine independent from the mapsize..

I'd say a map should try to preserve the feel across the different sizes. That isn't the same as blatantly scaling, in fact constructing counter examples isn't all that hard (eg, think of vertical range of ranged units). Also you already violate this supposed rule with your fix. I'd say a map author should go with the most sensible choice case by case.

Mon, Sep 18, 9:08 PM
Vulcan added a comment to D5130: Move the game loading out of the SavegameLoader.

Successful build - Chance fights ever on the side of the prudent.

Mon, Sep 18, 6:50 PM
Vulcan added a comment to D5130: Move the game loading out of the SavegameLoader.

Build failure - The Moirai have given mortals hearts that can endure.

Mon, Sep 18, 6:47 PM
phosit updated the diff for D5130: Move the game loading out of the SavegameLoader.
  • Add forgoten .bind(this)
  • Inline pData
Mon, Sep 18, 6:47 PM
phosit added a comment to D5132: Make the sea ground height of Elephantine independent from the mapsize..

According to elexis all heights should be scaled by the map size.
For me this makes sense for hills and mountains but definitly not for waves or shores.
I'm uncertain if the sea ground height should be scaled by the map size. Conceptualy it should be treated like hills but in practice a deep see ground hurts performance and isn't noticed by players.

Mon, Sep 18, 5:52 PM
real_tabasco_sauce added a comment to D4788: [Gameplay] A new suite of unit specific upgrades.

https://wildfiregames.com/forum/topic/93787-unit-specific-upgrades/?do=findComment&comment=543463
Well, the idea is that these upgrades will often fit right below the unit they affect. If they were all in the forge, the forge would be way too cluttered.
The general idea of these upgrades is that they are a decent bonus overall, simiilar in strength to the first two blacksmith upgrades, and that they push the unit a little further into its 'role'.
For instance, the clubmen and axmen sort of become more suitable for raiding because of their speed and the cavalry spearman becomes better at taking out cavalry and providing quick damage.

Mon, Sep 18, 5:33 PM
borg- requested review of D5134: [Gameplay] Give the name of the civilization for the generic name of the relic.
Mon, Sep 18, 5:17 PM
borg- added a comment to D4788: [Gameplay] A new suite of unit specific upgrades.

I see you thought about putting tehcns in the barracks and stables. What if we make it to the forge? I personally would find this much more interesting than the standard technologies we have today. A set of technologies, for spearman, another for skirmishrs etc.. I think it would be much more interesting for gameplay, for the player to be able to choose which units to give emphasis and priority.

Mon, Sep 18, 5:15 PM
borg- added a comment to D5120: [Gameplay] Stone tower brit bonus civ.

I think it's correct now @real_tabasco_sauce

Mon, Sep 18, 4:51 PM
real_tabasco_sauce added a comment to rP27531: Don't error out on complex requirements without tooltip..

I am seeing this warning all the time.

Define "all the time"? Since I don't get it al all. ^^

Mon, Sep 18, 4:34 PM
Rohit0 updated Rohit0.
Mon, Sep 18, 11:38 AM
mikasa added a comment to D4669: Use _SC_NPROCESSORS_ONLN to get available CPUs.

I encountered this issue while trying to use _SC_NPROCESSORS_ONLN to retrieve information about the available CPUs on the fnf system.

Mon, Sep 18, 9:36 AM
autobuild committed rP27844: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Mon, Sep 18, 9:32 AM
Freagarach accepted D5133: [Gameplay] Cavalry units created from a academy should be able to enter it.

Seems logical.

Mon, Sep 18, 9:09 AM
sera added inline comments to D5132: Make the sea ground height of Elephantine independent from the mapsize..
Mon, Sep 18, 9:07 AM
Freagarach added a comment to rP27531: Don't error out on complex requirements without tooltip..

I am seeing this warning all the time.

Define "all the time"? Since I don't get it al all. ^^

Mon, Sep 18, 9:00 AM
Freagarach added a comment to D5109: [Gameplay] Add legionaries, add tech for 'Marian Reforms' for Rome.

Could you send me your mainlog.txt file?

Please only ask for interestinglog.html. :) Since that contains the errors and warnings, but the mainlog also has private information.

Mon, Sep 18, 8:42 AM
wowgetoffyourcellphone added a comment to rP23781: Remove the briton kennel as it's not historically correct..

Bring it back.

Mon, Sep 18, 6:33 AM

Sun, Sep 17

real_tabasco_sauce added a comment to D5109: [Gameplay] Add legionaries, add tech for 'Marian Reforms' for Rome.
In D5109#218248, @borg- wrote:

Probably cuz new Roman civ bônus. Need rebase

Sun, Sep 17, 10:07 PM
borg- added a comment to D5109: [Gameplay] Add legionaries, add tech for 'Marian Reforms' for Rome.

Probably cuz new Roman civ bônus. Need rebase

Sun, Sep 17, 9:29 PM
real_tabasco_sauce added a comment to D5129: [Random Maps] New Migration map, rename old one to 'Land Grab'.

The "Water Level" switch(dropdown) would contain

No Water
Shallow (The current Flood)
Deep (The aoe-like Migration)
Rising

Well this sounds like features that should be part of a dedicated flood map. I think players that want to play migration will find the migration map and only want to play that, rather than selecting a sub-generation of a map that is all about flooding.
I like your plans for flood, so maybe we should just keep them separate.

Sun, Sep 17, 9:05 PM
phosit added a comment to D5129: [Random Maps] New Migration map, rename old one to 'Land Grab'.
  1. Add a switch to Flood and make Flood better.
  2. Make a new Migration, add a switch to the new Migration and then delete Flood because it's just a bad version of the new Migration.

It feels like 1. is less of a hurdle.

Well, the layouts are a bit different, mainly the tree placement and resource distribution.

"Different" isnt necesarily better or worse.

Also, I have already done the 'new migration' part : )

The bigger hurdle is decideing that we need a new map. *And* then deciding that we delete Flood.
Whereas deciding to change resource distribution of Flood is a trifle. (Adding a switch is a even smaller trifle.)

I think it might make sense to let migration stay as is written, but let the 'switch' be some probability that the water is shallow like flood (unless it could be set by the user, I'd need some help to do that).

That's exactly what I imagine: The passability should be selectable like the placements on other maps. I'd like (help) to implement the switch.

I like that flood has these kind of square hills and mountains. I am thinking about scrapping the little impassible cliffs on the current migration center island and adding in these set elevation hills.

I also hate flat mountains.

Sun, Sep 17, 7:43 PM
real_tabasco_sauce added a comment to D5129: [Random Maps] New Migration map, rename old one to 'Land Grab'.

its true that you would probably still 'migrate' if the water is shallow. Its just easier.

Sun, Sep 17, 6:14 PM
Vulcan added a comment to D5130: Move the game loading out of the SavegameLoader.

Successful build - Chance fights ever on the side of the prudent.

Sun, Sep 17, 6:04 PM
Vulcan added a comment to D5130: Move the game loading out of the SavegameLoader.

Build failure - The Moirai have given mortals hearts that can endure.

Sun, Sep 17, 5:59 PM
phosit updated the diff for D5130: Move the game loading out of the SavegameLoader.

Make it a member function in CampaignMenu.

Sun, Sep 17, 5:57 PM
real_tabasco_sauce added a comment to D5129: [Random Maps] New Migration map, rename old one to 'Land Grab'.
  1. Add a switch to Flood and make Flood better.
  2. Make a new Migration, add a switch to the new Migration and then delete Flood because it's just a bad version of the new Migration.

It feels like 1. is less of a hurdle.

Sun, Sep 17, 5:57 PM
real_tabasco_sauce updated the diff for D5109: [Gameplay] Add legionaries, add tech for 'Marian Reforms' for Rome.

fix javelin cavalry inheritance. This is probably not your error so i'd still like to see your mainlog if possible.

Sun, Sep 17, 5:11 PM
real_tabasco_sauce added a comment to D5109: [Gameplay] Add legionaries, add tech for 'Marian Reforms' for Rome.
In D5109#218225, @borg- wrote:

I got errors, probably civbonuses.

Sun, Sep 17, 4:54 PM
real_tabasco_sauce added a comment to D5120: [Gameplay] Stone tower brit bonus civ.

Do we want the empty towers to hold up against enemy territory? I think probably not.
In outpost.xml, this line seems to let them decay only to enemy territory, but I tried adding it to the tower template and it didn't work. I am not sure how to overwrite "neutral enemy" which is inherited from template_structure.

<TerritoryDecay>
  <Territory>enemy</Territory>
</TerritoryDecay>
Sun, Sep 17, 4:44 PM
Vulcan added a comment to D5120: [Gameplay] Stone tower brit bonus civ.

Successful build - Chance fights ever on the side of the prudent.

Sun, Sep 17, 4:26 PM
Vulcan added a comment to D5120: [Gameplay] Stone tower brit bonus civ.

Build failure - The Moirai have given mortals hearts that can endure.

Sun, Sep 17, 4:19 PM
borg- updated the diff for D5120: [Gameplay] Stone tower brit bonus civ.

Here is a version where the territory does not influence. If I increase it to 9 for example, a house can be built. 8 seems to turn off the influence of territory.

Sun, Sep 17, 4:17 PM
chrstgtr added a comment to D5120: [Gameplay] Stone tower brit bonus civ.
In D5120#218226, @borg- wrote:

Just remove the root territory, this way it will act as an outpost. What do you think is better, remove or leave the root territory? The territory of a stone tower is large, you can even build a fortress.
@real_tabasco_sauce @chrstgtr

Sun, Sep 17, 3:05 PM
borg- added a comment to D5120: [Gameplay] Stone tower brit bonus civ.

Just remove the root territory, this way it will act as an outpost. What do you think is better, remove or leave the root territory? The territory of a stone tower is large, you can even build a fortress.
@real_tabasco_sauce @chrstgtr

Sun, Sep 17, 3:00 PM