Some minor comments.
Patch is overall working as expected.
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Jul 18 2021
Or use another notation which means and among classes
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Separate baseless base.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Thanks @Angen and @Freagarach for your feedback. I've (finally) applied your suggested changes.
- Add option to enable cartography at start of game
- Apply changes suggested by Angen and Freagarach (see points below).
- Remove changes to translation files (not needed).
- Add comments to translations.
- Fix wrong function in MapExploration.js.
- Tidy + simplify code in InitGame.js.
Jul 17 2021
yes i do
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
I agree, that base is special, so it can also be treated special.
Can I conclude that you agree to the concept?
Fix PetraAI building Siege Towers now (which she doesn't understand how to use).
Thanks for this. It shows that I should use better naming.
Jul 16 2021
My regex filter ignores sheeps and goats. i could ignore zebus too.
For ruins I'm not sure since it's basically stone they have no other purpose like an aura.
Some of these, such as cattle and sheep, were intentional. Player Tigers, notsmuch.
Jul 15 2021
Jul 14 2021
Jul 13 2021
Crap, i need to go back to float.
I broke scale when starting the game.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
update with timeout
Works for me.
Now I actually even see selected colour in dropdown.
However PlayerColor.js should be rewriten at some point. It should not update list and selection on every render call.
Index: Daytime.js =================================================================== --- Daytime.js (revision 25824) +++ Daytime.js (working copy) @@ -2,8 +2,7 @@ { init() { - this.data = undefined; - this.value = undefined; + this.setDataValueHelper(undefined, undefined); this.settings.map.watch(() => this.onMapChange(), ["map"]); }
Jul 12 2021
It's a good change for a start.
A26 plz
Jul 11 2021
In D4188#178168, @Stan wrote:@Freagarach @Angen @Langbart @wraitii can someone test this so it can be committed?
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Added corrections
I have investigated the problem for ticket #6201 and I think it starts with this changeset version.
@Freagarach @Angen @Langbart @wraitii can someone test this so it can be committed?
I have one general remark into this.
If we are going to separate it into another class, I would suggest to not access data of that class directly.
For cases where only base at index 0 is used I would create specific geter for that matter and return that base directly maybe something like getPrimaryBase so it would be more cleaner to reader why asking for index 0 without need to read somewhere in comments what base on index 0 means.
Solution looks ok for now
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
- Address @Angen's comment.
- const
- Moved some functionality to basesManager.
Jul 10 2021
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Use build order name.
One may want to push this order to the front (to go back to gathering when finished) so I think it is worth to check whether that route can be implemented.
Some code comments. I haven't tested this yet, but thanks for the patch already!
Jul 9 2021
Jul 7 2021
@marder thanks for the feedback about the images. I'd like a few more opinions before making changes though and then go for the middle ground.
Thanks for working on this. There are indeed so many important tips missing atm.
Are you gonna commit it ?
Are you gonna commit it ?
Jul 6 2021
Me and @Jammyjamjamman just tested it with an Internet game; no problems.
Jul 5 2021
I didn't get any warnings or errors while patching.
Jul 4 2021
Start 0ad -> single player -> matches. (This should work multiplayer too, if other players have this patch applied.)
Ok
Create a game with 4 players including yourself. Set yourself and another player to team 1. Set the rest to team 2.
Ok, tested it as well with some different map types/maps/ number of players. Works.
It also shows correctly the territory of newly gained allies after the start of the game when you use diplomacy to make an enemy an ally.
Under the "map" tab, there's a new option "allied view". Enable it and start the game.
Yes.
A game should start and you can see your allies.
Yes
Exit and start a new game, with settings in step 2. Select "Revealed map". Allied map should now be selected too. Deselecting Allied map should deselect revealed map.
Yes, works.
Deselect Revealed map. Select Explored map and allied view. Start a game. You should see what your allies see and the rest of the map. But you shouldn't see what your enemies see
Yes.
Jul 3 2021
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Added new tips, adjusted some based on @Freagarach comments. More to come.
Thanks. I hadn't seen that conversation. It seems like the conversation didn't end up with a consensus.
The json files added in this commit might make it easier if we ever make it part of biome files. But as it is said in that diff it might be a bit too specific for the biomes for they might be used in mods without such civs. Maybe the farm animals could be though.