In D4283#182540, @sera wrote:I'm not sure why you've mentioned implementing a command line parser. 0ad already has this.
A poor man solution only.
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Oct 14 2021
Oct 14 2021
andy5995 added a comment to D4305: Fix bug where scenario map was not loading as revealed when set to revealed..
In D4305#183373, @Freagarach wrote:In D4305#183351, @Langbart wrote:[Dropdown] Map state: Concealed, Explored, Revealed.
[Toggle] Allied viewGiven the rather minor impact of the bug fixed, and the (seemingly) large (code) readability improvements created, I'd say do that in this patch (which should also fix the bug this patch fixes now).
The AI should probably also not pick this as a target when planning an attack
Updating the description after comments from elexis and Langbart
marder retitled D4291: [gameplay] camouflaged ambush camp from stealth ambush camp to camouflaged ambush camp.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
trying to please the linter
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
forgot to add some stuff
also trying to fix the UnitAI test
Asking the question is answering it. ;P
mhh do I need to fix the test now?
Freagarach added a comment to D4305: Fix bug where scenario map was not loading as revealed when set to revealed..
In D4305#183351, @Langbart wrote:[Dropdown] Map state: Concealed, Explored, Revealed.
[Toggle] Allied view
Given the rather minor impact of the bug fixed, and the (seemingly) large (code) readability improvements created, I'd say do that in this patch (which should also fix the bug this patch fixes now).
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Fixed @Angen 's comments
I agree that the current names are confusing and should be renamed.
Oct 13 2021
Oct 13 2021
vladislavbelov added inline comments to D4305: Fix bug where scenario map was not loading as revealed when set to revealed..
Jammyjamjamman added inline comments to D4305: Fix bug where scenario map was not loading as revealed when set to revealed..
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Langbart retitled D4307: Renaming of map size options from Reduce the number of options for the map size to Renaming of map size options.
Keeping all existing sizes, as 384/448 are good for nautical maps and we don't want to limit the possibilities.
Only a renaming of the maps above "Normal" so that we can get rid of "Medium".
Langbart added a comment to D4305: Fix bug where scenario map was not loading as revealed when set to revealed..
In D4305#183348, @Jammyjamjamman wrote:Could be done. But there would end up being 5 options:
- Normal
- Explored
- Allied View
- Explored + Allied View
- Revealed
vladislavbelov added inline comments to D4305: Fix bug where scenario map was not loading as revealed when set to revealed..
Jammyjamjamman added a comment to D4305: Fix bug where scenario map was not loading as revealed when set to revealed..
Could be done. But there would end up being 5 options:
In D4303#183343, @andy5995 wrote:In D4303#183277, @Langbart wrote:Should the option appear if there are only two players? Better just disable and gray them out.
That would be a separate patch. The random option is also presented for the Frontier and Ambush map.
It seems the default when using "TeamPlacements" is to add that random option (not the randomGroup which is completely different); So any patch that changes the code to remove the random option would affect all maps that use TeamPlacements in the .json file.
In D4303#183276, @Langbart wrote:
In D4303#183277, @Langbart wrote:Should the option appear if there are only two players? Better just disable and gray them out.
@Stan not if we would remove the subpar maps :P
In D4307#183320, @Stan wrote:I'm not sure this declutters anything?
That ^ and why limit user choice needlessly? The Normal vs Medium discussion is one that has occured more often.
I'm not sure this declutters anything?
Yeah, but it might also give them a fake idea of the map quality in the game...
This also helps new players, because sometimes people ask on IRC how to change the number of AI players or the size of the map. Random maps allow this.
In D4303#183163, @Freagarach wrote:Teams together
:)
Freagarach added a comment to D4305: Fix bug where scenario map was not loading as revealed when set to revealed..
In D4305#183281, @Langbart wrote:Works, would you agree to put those 3 options under one dropdown menu?
Agreed.
The naming could be done better instead of Tight Arc/ Circle just call it Teams Together/ Equally distanced.
Twitch: AOE4 - Highlight: rank 1 rush king returns | best rusher(7/Oct/21)
Langbart accepted D4305: Fix bug where scenario map was not loading as revealed when set to revealed..
Works, would you agree to put those 3 options under one dropdown menu?
AOE HD calls it Reveal Map
Youtube: AGE OF EMPIRES HD how to play: Setting up a standard game against the computer (8/Nov/15)
maybe also as a general note: What I wrote about rams and @Langbart wrote about formations applies more generally. This basically makes all ranged units and especially buildings stronger (Don't have to move that often), while it at the same time makes melee units weaker (longer path, more stops and turns). So one might also want to think about re-balancing that when this stays in.
In D4303#183277, @Langbart wrote:Should the option appear if there are only two players? Better just disable and gray them out.
That seems something for a separate patch, but a good idea indeed.
Should the option appear if there are only two players? Better just disable and gray them out.
I would remove the Random option, players expect a certain type of team placement by default. There is no Random for the map size either.
andy5995 awarded D4305: Fix bug where scenario map was not loading as revealed when set to revealed. a Like token.
andy5995 set the repository for D4303: Copy TeamPlacement options from Frontier to rP 0 A.D. Public Repository.
andy5995 added a comment to D4305: Fix bug where scenario map was not loading as revealed when set to revealed..
LGTM!
In D4303#183237, @andy5995 wrote:I think it would be good to also add the "stronghold" formation that's used on the Frontier map. I haven't figured out how to implement it cleanly yet though.
Oct 12 2021
Oct 12 2021
Vulcan added a comment to D4290: Adjusting the position of the generic/specific name if only one is displayed.
Successful build - Chance fights ever on the side of the prudent.
Center generic/specific name if just one is given and hide the other
Works as advertised. Looks good (apart from a little rename I can do while committing)
Vulcan added a comment to D4290: Adjusting the position of the generic/specific name if only one is displayed.
Build failure - The Moirai have given mortals hearts that can endure.
Vulcan added a comment to D4290: Adjusting the position of the generic/specific name if only one is displayed.
Successful build - Chance fights ever on the side of the prudent.
Langbart updated the diff for D4290: Adjusting the position of the generic/specific name if only one is displayed.
Reduction of duplicate code via const hasSecondary = !secondaryName || primaryName == secondaryName;
Nice! Might be worth looking at other expensive math we might be doing on the js side :)
I think it would be good to also add the "stronghold" formation that's used on the Frontier map. I haven't figured out how to implement it cleanly yet though.
bb added a comment to D4290: Adjusting the position of the generic/specific name if only one is displayed.
The Ishtar Gate of Babylon has only one name and the name is always nicely centered.
XD I was testing stone mines... Works nevertheless
temporarily revert african_plains to original version
I always felt rams were much too mobile. But one may want to balance it with armour/health I guess.
andy5995 retitled D4303: Copy TeamPlacement options from Frontier from Adds maps that place teammates more closely together to Add options to Mainland and African Plains that place teammates more closely together.
remove unused tight_arc from g_PlayerbaseTypes (setup.js)
implemented TeamPlacement (per-map) settings similar to Frontier
this is my best attempt to measure the impact on rams
sad, but yes when the units just commit suicide its not a good idea
This works fine and reads correct.
In D4304#183219, @chrstgtr wrote:I would warn, however, this can create a real mess with pathfinding as units may inadvertently walk by these and get damaged. That would be neither realistic nor desirable from a gameplay perspective
Yes, you are right. The AI keeps sending cavalry units to the same place and the horses keep dying. There is no need to test this patch further.
Vulcan added a comment to D4290: Adjusting the position of the generic/specific name if only one is displayed.
Successful build - Chance fights ever on the side of the prudent.
This seems pretty different from a proximity damage (aka trampling). It’s basically just palasaides that deal dmg. I’m not crazy about turtling in general but I guess it’s fine if the stats (cost, build time, and dmg) are right. Otherwise this could really slow things down and limit Cavs’ ability to move around.
Langbart updated the diff for D4290: Adjusting the position of the generic/specific name if only one is displayed.
Redo the patch with the help of bb.
Looks better.
The Ishtar Gate of Babylon has only one name and the name is always nicely centered.
Vulcan added a comment to D4302: Also do a postMove update when the average speed over last turn isn't zero.
Build failure - The Moirai have given mortals hearts that can endure.
Vulcan added a comment to D4302: Also do a postMove update when the average speed over last turn isn't zero.
Build failure - The Moirai have given mortals hearts that can endure.
I really like the idea.
@Freagarach sure with proximity attack would be nicer, but one could still use this as a proxy for now and then use the proximity attack once that is in the game?
bb added a comment to D4290: Adjusting the position of the generic/specific name if only one is displayed.
Sorry, I think my second idea was better. Using the getTextSize is good in many occasions, but not ideal here. Sorry to put you one the wrong hook here. From a user perspective the proposed patch seems to work.
Freagarach accepted D4302: Also do a postMove update when the average speed over last turn isn't zero.
Fixes the issue, looks good.
Vulcan added a comment to D4302: Also do a postMove update when the average speed over last turn isn't zero.
Successful build - Chance fights ever on the side of the prudent.
Vulcan added a comment to D4302: Also do a postMove update when the average speed over last turn isn't zero.
Build failure - The Moirai have given mortals hearts that can endure.
bb updated the diff for D4302: Also do a postMove update when the average speed over last turn isn't zero.
Please don't introduce an OOS....
I noticed some issues indeed with the "ghosts" of the autotrain.
I guess this is quite safe now?
concern fixed by rP25914
marder awarded D4304: [Gameplay] - [WIP] Spartan spikes a Burninate token.
I'd rather have D1838 for this. ^^'
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Wildfire Games · Phabricator