well, you will have to revert and update the intended patch @Stan or @phosit should know more, I would also look at phabricator documentation.
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Mon, Apr 15
by any chance have you @Cayleb-Ordo updated wrong patch?
Dec 10 2023
This is such a hugely important change, many thanks for working on it, this needs broader testing @wowgetoffyourcellphone @wraitii @phosit and others. Also, I suggest you post on forums like you did with testing Vulkan implementation. There is also one last thing I wanted to ask, you are implementing FSR 1.2, will you add FSR 2 or other similar implementations from Intel and Nvidia, I know theirs is bound to their hardware?
Aug 4 2023
Will this be in A27 or A28?
Jul 23 2023
The description is fine, I do not know whether engagement is good or not, maybe ask at the forum. @Freagarach you can also look at this.
Jul 18 2023
Jun 22 2023
@Freagarach I believe this could be committed as others expressed their agreements?
Jun 19 2023
@real_tabasco_sauce @Freagarach since the attack was changed from capture for next alpha I believe this is needed since few people would prefer it to be changed easily, I know it can be through hotkeys but unfortunately not many players, especially new ones do not know it, or it is not obvious enough for them.
@real_tabasco_sauce @borg- what is your opinion on this, I think that it is nice and useful addition for casual players like me a lot of other games have smth similar.
Jun 16 2023
Did you make a post on forums about this?
In D5048#214660, @vladislavbelov wrote:In D5048#214646, @wraitii wrote:We did
Do you have a particular commit to refer?
May 31 2023
cc @Langbart
May 10 2023
@Stan did you come to some conclusion about this?
Mar 24 2023
I second the Nifas suggestion.
I also like this as visual feedback.
Mar 8 2023
Feb 13 2023
Feb 6 2023
@Itms it would be nice if you look at this big patch too since this feature is on the list for decades.
Jan 26 2023
Jan 20 2023
Jan 11 2023
Jan 10 2023
Jan 9 2023
@trompetin17 will you look at this too?
@Freagarach what is your opinion here?
I still agree with this change that for new players it is actually better, what about the linter warnings?
Jan 6 2023
I believe it is fine now let's try to wait for smb from the balancing team.
From names and descriptions, I believe they are now acceptable, but it is bad that { "value": "Cost/BuildTime", for classes such as ships and siege engines it is not called in code "Cost/ConstructionTime". For balancing numbers I do not play so often so I cannot comment other than it works for me but that is subjective.
Jan 5 2023
Hi, many thanks for your patch, look at the inlines please, in general, we use American English according to this https://trac.wildfiregames.com/wiki/EnglishStyleGuide . Since I will then through Transifex translate this to other languages so that we have some cohesion.
needs to update years to 2023 now, @Stan @Freagarach care to review it again and maybe commit it to master?
Dec 9 2022
Dec 4 2022
Dec 2 2022
Any update on this, it would be nice to have it in the upcoming release?
I would argue that the ambush mechanic is the core mechanic and thus would benefit 0ad and mods. @Freagarach @Stan what are your opinions here?
It is unfortunate but I believe @bb or @Freagarach are more knowledgeable about this.
Nov 27 2022
from my point of view there are none. @Stan care to take a look?
Nov 22 2022
The code seems understandable to me and I do not find any problems, what about the balancing that @LetswaveaBook said in previous comments would it be in a separate patch or will it be included here?
Oct 15 2022
Oct 11 2022
I like this very much to be added.
maybe later the logs could be used as trap for armies as eg. in RTS game Bannermen.
could you look at forum thread recently updated by comment from @Lionkanzen which I agree with?
Oct 10 2022
any update on this? needs rebase
Oct 4 2022
Sep 25 2022
Sep 1 2022
Aug 5 2022
Jul 31 2022
@Stan do you want this to be committed for A26 or A27 ?
any update?
any update on this?
I believe this is a nice change I agree with, please correct the inlines which others mentioned.
I already voted on the forum for the version with the image on the right.
I also believe this patch goes in the right direction and could be committed so it could be tried in the next RC release.
Thank you @borg- for making this. There might be some reduction in armour maybe for Neomadodes.
I am ok with this.
Jul 29 2022
Jun 25 2022
Many thanks for working on this and yeah screen size responsive layouts are considered, recently in alpha 26 there is GUI setting now available inside a game that was previously in user.cfg where it would have to be written manually but @marder said that he would need full CSS support for it.
May 24 2022
Will there be an update on this, since it was committed for a minimap?
May 21 2022
Is this something we want also for the engine? Well maybe for campaigns and cinematics but we have smth similar in Atlas.
@wraitii @vladislavbelov I believe you two can review this.
May 19 2022
May 18 2022
In D4659#198150, @Langbart wrote::) no matches found for Han Chinese, only the single word Chinese still shows up in some files e.g. Chinese Fire Ship Alight , should it be called Chinese ... or Han ... / Han Dynasty ... ?
❯ rg '(Han)*Chinese' -g='!l10n' -g='!translators.json' --stats mods/public/simulation/templates/units/han/champion_chariot.xml 9: <GenericName>Chinese War Chariot</GenericName> mods/public/simulation/templates/special/players/han.xml 18: <History>The Han dynasty (206 BC – AD 220) was the second imperial dynasty of China, preceded by the Qin dynasty (221–207 BC) and succeeded by the Three Kingdoms period (AD 220–280). It is considered a golden age in Chinese history, and China made significant progress in arts and sciences during the Han period. The core of the Han empire was around the Wei River, and the Han capital was Chang'an, very close to the Qin capital Xianyang (both are now part of Xi'an, Shaanxi).</History> mods/public/simulation/data/technologies/crossbow_training.json 3: "description": "The Chinese had a tradition of fine archery and a penchant for using massed crossbowmen in battle.", mods/public/simulation/data/technologies/art_of_war.json 4: "description": "This famous and most important work of the Seven Military Classics teaches Chinese commanders everything about planning battles, maintaining armies, and defeating one's enemies.", mods/public/art/actors/structures/han/fishing_ship.xml 6: <variant name="Chinese Fishing Ship"> mods/public/art/actors/structures/han/fireship_fire.xml 6: <variant name="Chinese Fire Ship Alight"> mods/public/art/actors/structures/han/fireship.xml 6: <variant name="Chinese Fire Ship"> mods/public/art/actors/structures/han/merchant_ship.xml 6: <variant name="Chinese Merchant Ship"> mods/public/art/actors/structures/han/towership.xml 6: <variant name="Chinese Towership"> mods/public/art/actors/structures/han/bireme.xml 6: <variant name="Chinese Bireme"> mods/public/art/actors/structures/han/trireme.xml 6: <variant name="Chinese Trireme"> mods/public/art/actors/props/structures/han/civic_center_leaves.xml 5: <variant frequency="1" name="Chinese CC leaves"> mods/public/art/actors/props/structures/han/range_nature.xml 5: <variant frequency="1" name="Chinese range nature"> mods/public/art/actors/props/structures/han/bixie_nature.xml 5: <variant frequency="1" name="Chinese bixie nature"> mods/public/art/actors/props/structures/han/civic_center_nature.xml 5: <variant frequency="1" name="Chinese CC plants"> mods/public/art/actors/props/structures/han/civic_center_bixie_gold.xml 5: <variant frequency="1" name="Golden Chinese CC Bixie statues"> mods/public/art/actors/props/structures/han/civic_center_trunks.xml 5: <variant frequency="1" name="Chinese CC trunks"> mods/public/art/actors/props/structures/han/civic_center_bixie.xml 5: <variant frequency="1" name="Chinese CC Bixie statues"> mods/public/art/actors/props/structures/han/ministry_bixie.xml 5: <variant frequency="1" name="Chinese CC Bixie statues"> mods/public/art/actors/props/structures/han/bixie.xml 5: <variant frequency="1" name="Chinese Bixie"> mods/public/art/actors/props/structures/han/wonder_nature.xml 5: <variant frequency="1" name="Chinese wonder nature"> 21 matches 21 matched lines 21 files contained matches 26225 files searched 3008 bytes printed 1917303123 bytes searched 84.324502 seconds spent searching 10.780179 seconds
Langbart found some other not fixed matches, please fix those too. Thanks @Langbart
I agree, did you try to use grep?
It does make sense to me too.
May 2 2022
It could be considered a bugfix which ads GUI part too but that depends if @Stan @Silier @Freagarach agree that it can be committed.
Apr 29 2022
In D4621#196549, @Stan wrote:
In D4621#196517, @Stan wrote:Who should we credit here?
Apr 26 2022
Apr 25 2022
In D4619#196402, @Silier wrote:Agree siege shouldn't probably be affected especially rams, but non soldiers shouldn't be excluded.
That said, resources that means not alive entities should be excluded from aura.
I second that. (also agree)
I agree with this one
Mar 29 2022
Mar 20 2022
I think this is a nice improvement to continue to work on this but it would be nice if we ask @vladislavbelov if the bad ARB cases could be improved or limited.
Mar 5 2022
I believe this should go into A26 for debugging purposes.
Mar 4 2022
accepted by @asterix
accepted by @asterix
Mar 3 2022
Since feature freeze is on Sunday this week, I do not see it as realistic to see it included in A26, unfortunately.
In D4189#192764, @Stan wrote:Would give more time for translators, though.
Mar 2 2022
It would be nice if it can get before feature freeze A26.
Feb 23 2022
I agree. @marder @Freagarach @wowgetoffyourcellphone can you test this as well?
Feb 22 2022
In rP26462#56225, @Lionkanzen wrote:Why are you going to delete the princess tent?
Feb 21 2022
the problems and possible solutions are discussed here. https://wildfiregames.com/forum/topic/71578-feedbacks-from-a26-svn-tests/#comment-480686