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Apr 1 2018

mimo updated the diff for D1420: Fix rotation of promoted turrets.

updated patch

Apr 1 2018, 10:35 AM

Mar 31 2018

mimo updated the diff for D1420: Fix rotation of promoted turrets.

Rewritten (and extended) patch which now also allow to set the angle of turrets from the xml. There is still a problem with walls whose in and out directions is not clear and for them, we use the direction of the move to garrison as it is most often from inside to outward.

Mar 31 2018, 10:56 AM

Mar 29 2018

mimo added a comment to D1420: Fix rotation of promoted turrets.
In D1420#58215, @temple wrote:

I think it's better to set when setting the turrent parent, as you suggested earlier.

Mar 29 2018, 10:48 PM

Mar 28 2018

mimo updated the diff for D1420: Fix rotation of promoted turrets.

add a comment

Mar 28 2018, 10:40 PM
mimo created D1420: Fix rotation of promoted turrets.
Mar 28 2018, 10:37 PM
mimo added a comment to D1403: Set isGarrisoned when unit is autogarrisoned, remove autogarrison state.
In D1403#58155, @temple wrote:
In D1403#57928, @mimo wrote:

And while testing, there is nonetheless a problem with promotion (not linked to the patch) which is that promoted units don't face towards the same direction as the initial one (usually the opposite direction, i don't understand why). The following patch would fix it. But it is maybe better to add the angle in CCmpPosition:SetTurrentParent?

From CCmpPosition.cpp: "when the entity is a turret, only m_RotY is used, and this is the rotation relative to the parent entity". I can see why that's useful, but it causes some problems here. Units sometimes do a weird twirl when they first garrison, I'm guessing related to interpolation and that change in m_RotY meaning.

Mar 28 2018, 8:20 PM
mimo added a comment to rP17154: fix obstruction of target entity not taken into account in short pathfinder….

I did some tests with your patch, and also could not reproduce #3539, nor seeing any bad side-effect.

Mar 28 2018, 8:04 PM
mimo accepted D1419: Add Patrol check to IsWalkingAndFighting.

Yes, agree with the patch.
Maybe changing the name of the function IsWalkingAndFighting to indicate that it is not restricted to WalkAndFight would help? but i've not found good proposition.

Mar 28 2018, 7:36 PM
mimo added a comment to rP21108: Set victory conditions for autostart games..

@mimo The conquest default as is is a problem, because it prevents endless games on random and skirmish maps.
So I (or you if you prefer) can either:

  • remove the default Conquest and just have it log the loaded victory conditions (to inform the user that it's an endless game),
  • or implement an --endless argument which would set an empty vector to victoryConditions (even if other victory conditions are passed)
Mar 28 2018, 7:30 PM

Mar 27 2018

mimo added inline comments to rP17154: fix obstruction of target entity not taken into account in short pathfinder….
Mar 27 2018, 8:54 PM
mimo committed rP21630: Fix UnitAI behaviour inconsistent with its stance for packed units and set….
Fix UnitAI behaviour inconsistent with its stance for packed units and set…
Mar 27 2018, 7:57 PM
mimo closed D1413: Fix UnitAI behaviour inconsistent with its stance for packed units.
Mar 27 2018, 7:57 PM
mimo added a comment to rP17154: fix obstruction of target entity not taken into account in short pathfinder….

@mimo When debugging the issue in the gif of #4473 (easily reproduce by trying to garrison a wall turret in a bad angle of the iberian starting walls), I observed that CCmpUnitMotion::TryGoingStraightToTargetEntity returns true, because it ignores the wallpiece as it has the controlgroup of the wall turret. But the unit can never reach the garrison range of the turret because the entity does collide with the wall and that is detected later.

In comment:4 of #3539 you had described an inconsistency which sounds identical to the one found here.

Maybe the shortrange pathfinder was changed to not ignore the target obstruction anymore and TryGoingStraightToTargetEntity was forgotton to be adapted for this?

(After performing the mentioned revert and the revert of rP17146, I still can't reproduce #3530 anymore.)

Mar 27 2018, 7:49 PM

Mar 26 2018

mimo accepted D1403: Set isGarrisoned when unit is autogarrisoned, remove autogarrison state.

Patch is good (including the removal of AutoGarrison state) and works as expected in my tests.
There is nonetheless a remaining test on AutoGarrison in gui/session.js which should now be removed.

Mar 26 2018, 8:26 PM
mimo added inline comments to D1413: Fix UnitAI behaviour inconsistent with its stance for packed units.
Mar 26 2018, 7:57 PM
mimo updated the diff for D1413: Fix UnitAI behaviour inconsistent with its stance for packed units.

update patch

Mar 26 2018, 7:53 PM

Mar 25 2018

mimo committed rP21619: petra: fix field placement broken in r20399 because of overflows, and improve….
petra: fix field placement broken in r20399 because of overflows, and improve…
Mar 25 2018, 9:48 PM
mimo committed rP21618: no need to transfer the full entity to the ai when destroyed.
no need to transfer the full entity to the ai when destroyed
Mar 25 2018, 9:17 PM

Mar 24 2018

mimo committed rP21614: petra: use standground stance for packable units as default.
petra: use standground stance for packable units as default
Mar 24 2018, 3:01 PM
mimo created D1413: Fix UnitAI behaviour inconsistent with its stance for packed units.
Mar 24 2018, 2:53 PM

Mar 22 2018

mimo added a comment to D1403: Set isGarrisoned when unit is autogarrisoned, remove autogarrison state.

Ok now i see the problem when promoting. The visible garrison is only set when messages are processed (EntityRenamed) and thus UnitAI IsTurret is false when the cheer order is processed, and the order is thus killed by line 4851 of UnitAI.
With your approach, this works as IsGarrisoned is also only set when messages are processed. So let's go for it.

Mar 22 2018, 10:48 PM
mimo added a comment to D1403: Set isGarrisoned when unit is autogarrisoned, remove autogarrison state.
In D1403#57908, @temple wrote:
In D1403#57845, @mimo wrote:

For A23, the two changes i described above (moving one line in UnitAI and fixing the InitGarrison stuff) are all we need.

That doesn't fix the first issue, units promoted on walls.

Mar 22 2018, 7:11 PM
mimo added a comment to D1403: Set isGarrisoned when unit is autogarrisoned, remove autogarrison state.
In D1403#57820, @temple wrote:
In D1403#57819, @mimo wrote:

As far as I can tell, the point of this.IsGarrisoned is to say whether the unit is currently garrisoned inside some garrison holder. As far as I can tell, the only way for that to happen is for the unit to go through Garrison in GarrisonHolder. If that's the case, then it makes perfect sense to set this.isGarrisoned there and nowhere else.

Mar 22 2018, 8:32 AM

Mar 21 2018

mimo added a comment to D1403: Set isGarrisoned when unit is autogarrisoned, remove autogarrison state.
In D1403#57815, @temple wrote:
In D1403#57814, @mimo wrote:

And i also repeat myself :) isGarrisoned in an internal UnitAI flag, it does not say that the entity is garrisoned, but that it is in the GARRISON unitAI state,

That's wrong, turrets have this.isGarrisoned = true and are in the IDLE state (or COMBAT.ATTACKING or whatever else they can do while being a turret).

Mar 21 2018, 7:37 PM
mimo committed rP21599: petra: remove a useless leftover test.
petra: remove a useless leftover test
Mar 21 2018, 7:07 PM
mimo added a comment to D1403: Set isGarrisoned when unit is autogarrisoned, remove autogarrison state.

And i also repeat myself :) isGarrisoned in an internal UnitAI flag, it does not say that the entity is garrisoned, but that it is in the GARRISON unitAI state, and why would GarrisonHolder have anything to say about the internal guts of UnitAI.
For your specific case, i think it is enough to move the line 3012 of UnitAI (this.isGarrisoned = true) to just after line 747.

Mar 21 2018, 6:33 PM
mimo added a comment to D1403: Set isGarrisoned when unit is autogarrisoned, remove autogarrison state.

What bothers me is that isGarrisoned is a UnitAI flag, which says that the unit is either in a GARRISON or AUTOGARRISON FSM state, which implies two things: the current order is Garrison or AutoGarrison and the holder is the target of that order. Setting it elsewhere without giving also the Garrison or the Autogarrison order may (and certainly will) result in a weird state. And if we need this (Auto)Garrison order, why not set the flag when entering this order as is done currently.

Mar 21 2018, 12:09 AM

Mar 20 2018

mimo committed rP21594: Fix infinite UnitAI loop when units are moved out of world (after promotion).
Fix infinite UnitAI loop when units are moved out of world (after promotion)
Mar 20 2018, 7:21 PM
mimo closed D1406: Fix infinite UnitAI loop when units are moved out of world (after promotion).
Mar 20 2018, 7:21 PM
mimo added a comment to D1406: Fix infinite UnitAI loop when units are moved out of world (after promotion).
In D1406#57692, @bb wrote:

(Still thinking "moving out of range if killed" is a hack as noticed in that old revision meh)

Mar 20 2018, 6:57 PM

Mar 19 2018

mimo updated the diff for D1406: Fix infinite UnitAI loop when units are moved out of world (after promotion).

upload the right version of the patch (taking garrisoning into account)

Mar 19 2018, 8:01 PM
elexis awarded D1406: Fix infinite UnitAI loop when units are moved out of world (after promotion) a Like token.
Mar 19 2018, 7:46 PM
mimo created D1406: Fix infinite UnitAI loop when units are moved out of world (after promotion).
Mar 19 2018, 7:45 PM
mimo added a comment to D1403: Set isGarrisoned when unit is autogarrisoned, remove autogarrison state.

isGarrisoned is a UnitAI internal flag, set when entering in the INDIVIDUAL.GARRISON or INDIVIDUAL.AUTOGARRISON state. Thus that would look strange to me to have it set from inside GarrisonHolder. In the cases reported, i suspect that the units were not set in the proper UnitAI state: they should have undergone either a Garrison or an AutoGarrison order and not rely on GarrisonHolder to define their state.

Mar 19 2018, 7:09 PM

Mar 18 2018

mimo added a comment to D1280: Print an error message in autostart if the player forgot the numplayer arguments when it was mandatory.
In D1280#57363, @elexis wrote:

AI, AI-Difficulty, Teams, Civ do extend the playerData array and those seem to be all player commandline options.
@mimo do you recall how you reproduced an issue originally or can imagine a way how it could be achieved?
The only thing I can think of is maybe passing player 1 and player 3 but not player 2.

Mar 18 2018, 1:48 PM
mimo committed rP21580: petra: cache some computations which are done quite often on a few turns and….
petra: cache some computations which are done quite often on a few turns and…
Mar 18 2018, 1:06 PM

Mar 17 2018

mimo added a comment to D1245: Experience trickle.

Maybe we can just implement the ability and delay adding it into gameplay.

Mar 17 2018, 5:38 PM

Mar 16 2018

mimo committed rP21570: petra: decrease the need for transport ships in naval maps by canceling….
petra: decrease the need for transport ships in naval maps by canceling…
Mar 16 2018, 8:26 PM
mimo accepted rP21564: Allow TriggerHelper SpawnGarrisonedUnits to spawn units on visible garrison….

OK thanks for the explanations.
Maybe preventing GarrisonHolder::Garrison to MoveOutOfWorld if already out would be cleaner, but does not seems really necessary if that does not trigger warning messages.

Mar 16 2018, 8:23 PM
mimo committed rP21569: petra: do not impose anymore a specific base for fields/corrals.
petra: do not impose anymore a specific base for fields/corrals
Mar 16 2018, 8:01 PM
mimo added inline comments to rP21564: Allow TriggerHelper SpawnGarrisonedUnits to spawn units on visible garrison….
Mar 16 2018, 7:39 PM
mimo added inline comments to rP21564: Allow TriggerHelper SpawnGarrisonedUnits to spawn units on visible garrison….
Mar 16 2018, 7:25 PM
mimo awarded rP21560: Set a relicCount from autostart, so the triggerscripts actually will spawn… a Like token.
Mar 16 2018, 7:18 PM
mimo accepted rP21474: Implement combine victory conditions.

Sorry, i thought it had worked. But i must have been confused by some non-autostart games.
and thanks for D1393

Mar 16 2018, 7:17 PM
mimo raised a concern with rP21564: Allow TriggerHelper SpawnGarrisonedUnits to spawn units on visible garrison….
Mar 16 2018, 7:08 PM

Mar 15 2018

mimo added a comment to D1390: Defense wall gate HP.

And sorry, i was focalised on gate and did not pay attention to the rest: i understand that in reality, making a hole in a wall does not depend on its length, but here, we are not only making a hole but the whole wall is destroyed. So having smaller health had some sense.
I've no strong opinion on it, so let's see if other people have some input.

Mar 15 2018, 8:51 PM
mimo added a comment to D1390: Defense wall gate HP.

I still don't get what you mean: do you really think it is crucial for gameplay that the ratio gate/wall = 5/6 and that 0.8 or even 0.85 would be a poor choice?
The only problem i see with mul is aesthetic, we prefer to have nice round max health in the gui. But even that is an argument for using mul as if the resulting health of gate happen to be a weird number when somebody changes the wall health, it will be noticed immediately. While with absolute numbers, it may take some time before somebody notice that the gate was forgotten in the change.

Mar 15 2018, 8:26 PM
mimo added a comment to D1390: Defense wall gate HP.

yes, it can be 0.83 or whatever (it's rater arbitrary as is 2500, and i don't care). But my point was with a mul, you would not have to fix it again in some months from now when somebody will decrease a bit the health of walls.

Mar 15 2018, 7:25 PM
mimo added inline comments to D1390: Defense wall gate HP.
Mar 15 2018, 7:18 PM
mimo raised a concern with rP21474: Implement combine victory conditions.

I've not tried to check if this patch is really the faulty one, but i guess so. In autostart, the "-autostart-victory="capture_the_relic" does not anymore spawn any relics.

Mar 15 2018, 7:00 PM

Mar 14 2018

mimo committed rP21549: petra: add a missing check on exhausted resource.
petra: add a missing check on exhausted resource
Mar 14 2018, 8:13 PM

Mar 13 2018

mimo added a comment to rP21537: Remedy typo in r21101 identified by temple.
In rP21537#29524, @Angen wrote:

Scenarios looks ok
Skirmish gets error

Mar 13 2018, 10:12 PM
mimo added a comment to rP21537: Remedy typo in r21101 identified by temple.

Same problem here, but curiously only starting docks give error. On islands map, we get

Mar 13 2018, 10:03 PM
mimo committed rP21538: petra: some fixes when deciding if an enemy army is a threat or not.
petra: some fixes when deciding if an enemy army is a threat or not
Mar 13 2018, 8:21 PM
mimo accepted rP19519: RangeVisualization component and use it to visualize Aura ranges..

ok looks good (although i have not tested it in game)

Mar 13 2018, 7:01 PM

Mar 12 2018

mimo committed rP21533: petra fixes to reduce cases of traffic jams on naval maps.
petra fixes to reduce cases of traffic jams on naval maps
Mar 12 2018, 10:51 PM
mimo added a comment to D1265: Mark tribute messages for plural translation.

See D1382 for a way to display all AI messages.

Mar 12 2018, 7:09 PM
mimo created D1382: Petra: add a function to test AI chats.
Mar 12 2018, 7:08 PM

Mar 11 2018

mimo committed rP21515: petra: destroy unprotected docks about to be captured.
petra: destroy unprotected docks about to be captured
Mar 11 2018, 11:25 PM
mimo committed rP21514: petra: take docks into account when positionning storehouses.
petra: take docks into account when positionning storehouses
Mar 11 2018, 11:22 PM
mimo added a comment to D1375: Add an option to show countdown timers.

Although i stressed in the discussion you linked that such a change would be useful, i'm wondering if adding such a specific option (countdown timers) is really what is needed. We should take the time of thinking about what we want and how: my view was to design two ways of displaying information, one most aimed at competitive players and one for others. Countdown are certainly part of it, but there may be other displayed information which could benefit from such an option.

Mar 11 2018, 2:39 PM
mimo accepted rP21480: Fix compiler warnings on VS 2015, refs #3439, refs #5069..

Thanks for the fix

Mar 11 2018, 1:22 PM
mimo accepted D1374: Have gather information take precedence over repair.

Thnaks for the patch

Mar 11 2018, 1:21 PM

Mar 10 2018

mimo committed rP21495: petra: use null stance from r21494 for ship transports.
petra: use null stance from r21494 for ship transports
Mar 10 2018, 8:20 PM
mimo committed rP21494: Add a null stance in UnitAI to be used by the AI or trigger scripts.
Add a null stance in UnitAI to be used by the AI or trigger scripts
Mar 10 2018, 8:12 PM
mimo closed D1367: Add a null stance in UnitAI to be used by the AI.
Mar 10 2018, 8:12 PM
mimo added inline comments to D1367: Add a null stance in UnitAI to be used by the AI.
Mar 10 2018, 8:03 PM
mimo added a comment to D1373: Fix maps after kush temple rename.
In D1373#56564, @bb wrote:

grepping yields:
./binaries/data/mods/public/simulation/ai/petra/headquarters.js: if (this.canBuild(gameState, "structures/{civ}_temple_apedemak"))
./binaries/data/mods/public/simulation/ai/petra/headquarters.js: templateName = "structures/{civ}_temple_apedemak";

Mar 10 2018, 5:54 PM
mimo added a comment to rP21121: Add a repair time tooltip.

I'm not saying it's not something to "fix", I'm explaining the situation. There's two things that should be displayed but right now we only show one of them at a time. In a22 the repair status had precedence, so if you were repairing and gathering from a field at the same time, it would show the repairer number rather than the gatherer number. In svn we also show the repair icon when there's no builders but the structure is at less than 100% health, so that's what's done with the field here.

Should the gatherers have precedence instead? Should there be a special case when no repairers to instead show the gatherers? Should we try to find a way to show both?
I'd be fine with making the gatherers have precedence, if that's an acceptable solution to you.

Mar 10 2018, 5:45 PM
mimo updated the diff for D1367: Add a null stance in UnitAI to be used by the AI.

update patch following elexis suggestions

Mar 10 2018, 4:48 PM
mimo added a comment to rP21121: Add a repair time tooltip.
In rP21121#29216, @mimo wrote:

When a field has not 100% health, we can no more see the number of gatherers, even when no builders because the test on numBuilders > 0 has been removed from line 247.

That was noticed, but you can give arguments both ways, whether the repair status or resource status should have precedence, and it was only relevant to fields (besides mods of course), so I said meh.

Mar 10 2018, 4:09 PM
mimo raised a concern with rP21480: Fix compiler warnings on VS 2015, refs #3439, refs #5069..

With that patch, the game crashes

Mar 10 2018, 12:18 PM
mimo raised a concern with rP21121: Add a repair time tooltip.

When a field has not 100% health, we can no more see the number of gatherers, even when no builders because the test on numBuilders > 0 has been removed from line 247.

Mar 10 2018, 10:54 AM

Mar 9 2018

mimo created D1367: Add a null stance in UnitAI to be used by the AI.
Mar 9 2018, 9:11 PM
mimo added a comment to D1343: Kushite tweaks and balancing.

Looks good.

Mar 9 2018, 8:02 PM

Mar 8 2018

mimo committed rP21470: petra: be less restrictive for building a cc in islands with a dock.
petra: be less restrictive for building a cc in islands with a dock
Mar 8 2018, 10:18 PM
mimo committed rP21469: petra: fixes in choice of best defenders when several islands + some cleanups.
petra: fixes in choice of best defenders when several islands + some cleanups
Mar 8 2018, 10:09 PM
mimo accepted rP21434: Remove some redundant random map logger ellipses..
Mar 8 2018, 8:57 PM
mimo added a comment to D1343: Kushite tweaks and balancing.

I don't know what tells you what is a "regularly played map" unless you mean on the lobby which is quite a heavily biased sample.
Usually, "on most maps", once you've built all the other structures that you need, you've no more room for the amun temple (except if you are already winning and control most of the territory). Specially that one temple is already allowed without the choice, so you'd have to find room for two such temples!
So the choice is about choosing amun to have a tech healer but being certainly unable to build other temples, or choosing apademak which allows more temples? i would not hesitate a second.

Mar 8 2018, 8:04 PM
mimo raised a concern with rP21434: Remove some redundant random map logger ellipses..
Mar 8 2018, 7:40 PM
mimo added a comment to D1343: Kushite tweaks and balancing.

While i'd like to see more pair techs in the game, i'm far from convinced by this temple one. I don't think anybody will ever want to build more than one amun temple (and even zero in most cases just because there is no room for it in most of our maps). And a pseudo-choice where you always choose the same output looks rather like an annoyance to me.

Mar 8 2018, 9:09 AM

Mar 7 2018

elexis awarded rP21461: petra: make the ai able to build docks in islands in which it has no cc, and… a Like token.
Mar 7 2018, 7:49 PM
mimo committed rP21461: petra: make the ai able to build docks in islands in which it has no cc, and….
petra: make the ai able to build docks in islands in which it has no cc, and…
Mar 7 2018, 7:45 PM
mimo committed rP21460: more petra cleanup following eslint.
more petra cleanup following eslint
Mar 7 2018, 7:42 PM

Mar 6 2018

mimo committed rP21452: petra: cleanup following eslint continuation.
petra: cleanup following eslint continuation
Mar 6 2018, 8:39 PM
mimo committed rP21451: petra: more cleanups following eslint.
petra: more cleanups following eslint
Mar 6 2018, 8:15 PM
mimo committed rP21448: petra (partial) cleanup following eslint.
petra (partial) cleanup following eslint
Mar 6 2018, 7:47 PM
mimo committed rP21447: ai: cleanup of common-api following eslint.
ai: cleanup of common-api following eslint
Mar 6 2018, 7:35 PM
mimo abandoned D1357: Protect a rare case when a garrison order can be issued the same turn a previous garrison order is executed. .

Right :) i completely forgot rP19900 which was a better and more general fix. I must be losing my memory!

Mar 6 2018, 7:28 PM
mimo accepted D1356: Enable the Kushite mercenary camps.

Patch is good.

Mar 6 2018, 7:14 PM
mimo created D1357: Protect a rare case when a garrison order can be issued the same turn a previous garrison order is executed. .
Mar 6 2018, 7:02 PM

Mar 5 2018

mimo added a comment to D1356: Enable the Kushite mercenary camps.

You may want to add these two templates in ai/petra/config.js line 60. These are templates for which petra has not (yet?) any strategy to build, and are thus only built in phase_3 when enough resources (in the order given in that list).

Mar 5 2018, 6:51 PM
mimo added a comment to rP20810: fix leftover in rP20804.

Should the _unpacked postfix be removed, since Pack is disabled and we don't have a _packed file? (It's the only file having this property and apparently not referenced by any template)

Mar 5 2018, 6:45 PM

Mar 4 2018

mimo committed rP21435: petra: refactor the base management to allow further extensions.
petra: refactor the base management to allow further extensions
Mar 4 2018, 11:32 PM
mimo added inline comments to rP21431: petra: fix computation of accessibility for cart super_dock.
Mar 4 2018, 3:22 PM
mimo committed rP21431: petra: fix computation of accessibility for cart super_dock.
petra: fix computation of accessibility for cart super_dock
Mar 4 2018, 2:42 PM
mimo committed rP21430: petra: fix some (rare) cases where the ai would not build a market.
petra: fix some (rare) cases where the ai would not build a market
Mar 4 2018, 2:27 PM

Mar 3 2018

mimo committed rP21428: petra: fix land attacks targeting ships.
petra: fix land attacks targeting ships
Mar 3 2018, 7:46 PM
mimo committed rP21427: update the petra description following rP21423, as suggested by imarok.
update the petra description following rP21423, as suggested by imarok
Mar 3 2018, 7:37 PM
mimo added a comment to rP21423: Add a time multiplier for AI levels.
In rP21423#28996, @mimo wrote:

I think it would be good to update the description in binaries/data/mods/public/simulation/ai/petra/data.json which currently says:
"The AI has a bonus/penalty on resource stockpiling (either gathering rate or trade gain) varying from -60% for Sandbox to +60% for Very Hard (Medium 0%). In addition, the Sandbox level does not expand nor attack."

Agree, i didn't do it because i had no good sentence.
"In addition, the Sandbox level does not expand nor attack and the easiest levels have an increased production and building time." ?

What about:
"The AI has a bonus/penalty on resource stockpiling (either gathering rate or trade gain) varying from -60% for Sandbox to +60% for Very Hard (Medium 0%) and the easiest levels have a slower production and building rate. In addition, the Sandbox level does not expand nor attack."

Mar 3 2018, 11:40 AM