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Oct 11 2022

marder added a comment to D4271: Civ backgrounds for minimap..

Looks good and cleaner as the version before. Only thing is that this is now civ-specific data that is not stored alongside the other civ-specific data, but rather in the naming convention.
On the other hand the civ data is already not stored in one place. Not sure if @Freagarach has a strong opinion on what the right place to store such information would be.

Oct 11 2022, 10:23 PM
marder added inline comments to D4697: [Gameplay] Switch default behavior from capture to attack.
Oct 11 2022, 5:41 PM
marder committed rP27144: [Fix] Remove the remnants of the Han rice resource.
[Fix] Remove the remnants of the Han rice resource
Oct 11 2022, 5:29 PM
marder closed D4791: remove the remnants of the rice resource.
Oct 11 2022, 5:29 PM
marder added a comment to D4697: [Gameplay] Switch default behavior from capture to attack.

As everyone here seems to like this change: I will look at this again in the next time and see if it is a good idea to commit it as it is now (or if it needs more work)

Oct 11 2022, 10:16 AM
marder added a comment to D4791: remove the remnants of the rice resource.
In D4791#204313, @Stan wrote:

Not sure why you need to remove the variant from the actors but not the actual variant?

Oct 11 2022, 10:11 AM

Oct 5 2022

marder added a comment to D4598: [GUI] fancy endgame message.

now that we have rP27122 (which do look really good btw!)
@wowgetoffyourcellphone should we revisit this idea but with civ specific designs?
Or do you want to commit the designs you made?

Oct 5 2022, 11:06 AM

Sep 28 2022

marder added a comment to D4791: remove the remnants of the rice resource.

alright, build looks better now.

  • reminder to myself: delete the approach variants on commit
Sep 28 2022, 5:44 PM
marder updated the diff for D4791: remove the remnants of the rice resource.

fix the tooltips

Sep 28 2022, 5:32 PM

Sep 27 2022

marder planned changes to D4791: remove the remnants of the rice resource.

checkrefs

Sep 27 2022, 10:05 PM
marder requested review of D4791: remove the remnants of the rice resource.
Sep 27 2022, 9:38 PM

Sep 1 2022

marder added a comment to D4771: [WIP] Tree falling.

Just leave gif here:

Sep 1 2022, 6:02 PM

Aug 31 2022

wowgetoffyourcellphone awarded D4771: [WIP] Tree falling a Dat Boi token.
Aug 31 2022, 8:28 PM

Aug 29 2022

marder added a comment to D3995: Allow biomes to supply more information to the map creation script + new map to test that.

I would say it is a precursor to that

Aug 29 2022, 10:44 AM
Lionkanzen awarded D3995: Allow biomes to supply more information to the map creation script + new map to test that a Love token.
Aug 29 2022, 10:31 AM

Aug 22 2022

marder added a comment to D4769: [WIP] unsync attacking / make attacking look more natural.

yes and no. It does not help when you one shot a unit, but from what I've seen it looks a bit better when two larger groups of units fight against each other (as UnitAI normally also tends to target the same unit) or when you attack/ capture a building.

Aug 22 2022, 1:21 PM

Aug 21 2022

marder updated the diff for D4769: [WIP] unsync attacking / make attacking look more natural.

problem: changing the prepare time leads to bad animation glitches.
The only way to get nice looking animations (without changing the c++ part) is adding the delay to the repeat time, as there the animation is correctly adjusted to the time.
This means that the units would attack at the same time at first, but then slowly get out of clock (until they find a new target).

Aug 21 2022, 8:40 PM
marder planned changes to D4769: [WIP] unsync attacking / make attacking look more natural.

idea seems good, just doesn't work like this

Aug 21 2022, 6:20 PM
marder added a comment to D4771: [WIP] Tree falling.

yeah, as the description says, it's an old patch and WIP.
Just wanted to get opinions if that (trees heaving health an using the sinking animation) is something worth to pursue.

Aug 21 2022, 4:23 PM
mbusy awarded D4771: [WIP] Tree falling a Love token.
Aug 21 2022, 3:38 PM
marder added a comment to D4771: [WIP] Tree falling.

A random thought: Does this mean trees lose health when hit by stray arrows?

Aug 21 2022, 1:27 PM
marder committed rP27066: [Maps] Enable Napata citizen cavalry on Jebel barkal again.
[Maps] Enable Napata citizen cavalry on Jebel barkal again
Aug 21 2022, 10:04 AM
marder added inline comments to D4769: [WIP] unsync attacking / make attacking look more natural.
Aug 21 2022, 9:58 AM
marder added a comment to D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.

We might first want to design what we want it to look like?

Aug 21 2022, 9:45 AM

Aug 20 2022

marder added a comment to D4769: [WIP] unsync attacking / make attacking look more natural.

EDIT: You probably mean they are stuck with that value as opposed to randomized each attack. Well, that is a choice indeed.

Aug 20 2022, 3:22 PM
marder added a comment to D4769: [WIP] unsync attacking / make attacking look more natural.

This idea is kind of growing on me tbh. You could also set the PrepareTime once on unit creation. I kind of dig the idea that not every soldier has the same reaction time.

Aug 20 2022, 2:34 PM
marder added a comment to D4753: Fix VS2022 build.

works successfully with the inlines

Aug 20 2022, 2:29 PM
marder added a comment to D4771: [WIP] Tree falling.
In D4771#203118, @Stan wrote:

Maybe it would make more sense to do it in the ResourceSupply component, like the damage levels used for the Carthaginian buildings.

Aug 20 2022, 2:28 PM
Grapjas awarded D4771: [WIP] Tree falling a Love token.
Aug 20 2022, 1:41 PM
marder requested review of D4771: [WIP] Tree falling.
Aug 20 2022, 1:40 PM
marder awarded D4770: Multiplayer saved games a Like token.
Aug 20 2022, 1:30 PM
marder updated the diff for D4769: [WIP] unsync attacking / make attacking look more natural.

@Grapjas is correct, just changing the prepare time is enough.
Therefore no need to change the timers every time their called.

Aug 20 2022, 8:46 AM
marder added a comment to D4769: [WIP] unsync attacking / make attacking look more natural.

afaik PrepareTime is only used on the initial attack, didnt fact check though it's off the top of my head. In that case i think you can achieve the same result by making that gap for randomnization wider and leave the RepeatTime unaltered. Not sure about all the OOS stuff so i leave that to someone else.

Aug 20 2022, 8:08 AM

Aug 19 2022

marder updated the diff for D4769: [WIP] unsync attacking / make attacking look more natural.

just some experiments as I couldn't stop thinking about it.

Aug 19 2022, 6:03 PM
marder added a comment to D4769: [WIP] unsync attacking / make attacking look more natural.

This will totally break simulation

Aug 19 2022, 12:29 PM

Aug 18 2022

marder added a comment to D4769: [WIP] unsync attacking / make attacking look more natural.
In D4769#203019, @Stan wrote:

Mmmh won't that break all the balancing by changing DPS?
Also gotta be pretty confident to do random in the core of the sim should be tested in MP

Aug 18 2022, 9:37 PM
marder added a comment to D3995: Allow biomes to supply more information to the map creation script + new map to test that.

yeah, I still plan to continue this and get it done for a27

Aug 18 2022, 9:33 PM
marder added a comment to D4735: Move all buildings to the builder mixin.

true. I will update it once we have settled on the order

Aug 18 2022, 9:32 PM
wowgetoffyourcellphone awarded D3995: Allow biomes to supply more information to the map creation script + new map to test that a Dat Boi token.
Aug 18 2022, 9:24 PM
marder requested review of D4769: [WIP] unsync attacking / make attacking look more natural.
Aug 18 2022, 8:41 PM
marder committed rP27061: [Gameplay] - Small nerf to CS crossbows.
[Gameplay] - Small nerf to CS crossbows
Aug 18 2022, 8:28 PM
marder closed D4754: [Gameplay] - Small nerf to CS crossbows.
Aug 18 2022, 8:28 PM

Aug 17 2022

marder added a comment to D4767: Fix placement errors on river_archipelago, latium and danubius.
In D4767#202915, @lyv wrote:

Pompeii and Empires is also problematic.

The "too little space" errors have been present since the maps were introduced, so I don't think we should particularly rush without checking for completeness.

As per the PM, maybe better to just go through all maps and fix them all in one go.

What do you think?

Aug 17 2022, 12:03 AM

Aug 16 2022

marder updated the summary of D4767: Fix placement errors on river_archipelago, latium and danubius.
Aug 16 2022, 11:41 PM
marder updated the diff for D4767: Fix placement errors on river_archipelago, latium and danubius.
Aug 16 2022, 11:40 PM
marder requested review of D4767: Fix placement errors on river_archipelago, latium and danubius.
Aug 16 2022, 11:03 PM
marder added a comment to D4754: [Gameplay] - Small nerf to CS crossbows.

any more opinions on this from anyone?

Aug 16 2022, 6:02 PM
marder abandoned D4750: possible hotfix for wrong tech tooltips and structure tree.

In favor of rP27042

Aug 16 2022, 6:00 PM

Aug 15 2022

marder added a comment to rP27052: [Maps] Fix Jebel barkal after rP26955.

Ah I messed that sentence up in all ways possible.
Should be: since only infantry can garrison in barracks now.

Aug 15 2022, 10:06 AM

Aug 14 2022

marder added a comment to D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.

Another question is if this should also remove these functions itself as well, to not stack dead code

Aug 14 2022, 7:14 PM
marder requested review of D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.
Aug 14 2022, 6:39 PM
marder committed rP27052: [Maps] Fix Jebel barkal after rP26955.
[Maps] Fix Jebel barkal after rP26955
Aug 14 2022, 5:06 PM

Aug 13 2022

marder committed rP27048: Add in rP27046 removed Han swordsman templates back in under a different name.
Add in rP27046 removed Han swordsman templates back in under a different name
Aug 13 2022, 11:20 AM
marder awarded D4758: Rearrange GC scheduling for reduced lag a Party Time token.
Aug 13 2022, 11:01 AM

Aug 11 2022

marder committed rP27046: [Gameplay] Enable other civ's to train champions in Han barracks and stables.
[Gameplay] Enable other civ's to train champions in Han barracks and stables
Aug 11 2022, 10:31 PM
marder accepted D4757: Workaround main menu buttons to be able to exit for low resolutions.

better than the current situation.
Everything seem to work.

Aug 11 2022, 8:13 PM
marder committed rP27043: [Gameplay] Make fences capturable.
[Gameplay] Make fences capturable
Aug 11 2022, 12:16 AM

Aug 10 2022

marder committed rP27042: [Fix] Patch globalscripts technology template helper after rP26015 and the….
[Fix] Patch globalscripts technology template helper after rP26015 and the…
Aug 10 2022, 11:49 PM
marder closed D4755: Patch globalscripts.js to fix wrong tooltips.
Aug 10 2022, 11:49 PM
marder updated the diff for D4755: Patch globalscripts.js to fix wrong tooltips.

let -> const

Aug 10 2022, 11:14 PM
marder added inline comments to D4755: Patch globalscripts.js to fix wrong tooltips.
Aug 10 2022, 11:12 PM

Aug 9 2022

marder requested review of D4755: Patch globalscripts.js to fix wrong tooltips.
Aug 9 2022, 6:10 PM
wowgetoffyourcellphone awarded rP27040: [Gameplay] Disable training han crossbow cavalry in other civ's barracks a Dat Boi token.
Aug 9 2022, 5:26 PM

Aug 8 2022

marder committed rP27040: [Gameplay] Disable training han crossbow cavalry in other civ's barracks.
[Gameplay] Disable training han crossbow cavalry in other civ's barracks
Aug 8 2022, 11:33 PM
marder committed rP27039: [maps] Adjust playerPlacementRiver to group teams on the same side in most cases.
[maps] Adjust playerPlacementRiver to group teams on the same side in most cases
Aug 8 2022, 10:53 PM
marder closed D4747: Adjust playerPlacementRiver to group teams on the same side for the most part.
Aug 8 2022, 10:52 PM
marder committed rP27038: [Gameplay] Disable training persian champions in other civ's barracks.
[Gameplay] Disable training persian champions in other civ's barracks
Aug 8 2022, 10:41 PM
marder committed rP27037: [Gameplay] Disable loot for trainable animals.
[Gameplay] Disable loot for trainable animals
Aug 8 2022, 8:17 PM
marder added a comment to D4750: possible hotfix for wrong tech tooltips and structure tree.

A globalscript fix would be [...] way more work with added chances of breakage.

Indeed it was (and is): P282

I haven't exhaustively tested it; by all means leave it until after A26 gets out the door.

Aug 8 2022, 7:31 PM
marder added a comment to rP26956: Make formations respond as one to threats..

ah that's what you meant.
Yeah what Stan said, same button, just accept again if its ok.

Aug 8 2022, 7:22 PM
marder added a comment to rP26956: Make formations respond as one to threats..

What is expected from "This commit now requires verification by auditors."?

Aug 8 2022, 6:57 PM
marder added a comment to D4697: [Gameplay] Switch default behavior from capture to attack.

thx for the acceptance, but I still think this part of the summary has to be done to complete the change:
Building stats (health & capture points) will probably need to be adjusted to accommodate this.

This would probably require quite a bit of testing and would be facilitated better if the patch was committed.

Aug 8 2022, 6:55 PM
wowgetoffyourcellphone awarded D4735: Move all buildings to the builder mixin a Dat Boi token.
Aug 8 2022, 5:15 PM
wowgetoffyourcellphone awarded D4750: possible hotfix for wrong tech tooltips and structure tree a Dat Boi token.
Aug 8 2022, 5:06 PM

Aug 4 2022

marder added a comment to D4750: possible hotfix for wrong tech tooltips and structure tree.

P277 complains as well. (There should be more template files listed, but after the first entry it stops.)
@s0600204 is the one who wrote the structure tree and recommends to do the fix via globalscripts.

Well that was what I tried at the beginning, but I got an annoying error that ApplyValueModificationsToTemplate() is not a function and had no time to investigate further.

Aug 4 2022, 10:13 AM
marder added inline comments to D4750: possible hotfix for wrong tech tooltips and structure tree.
Aug 4 2022, 1:26 AM
marder added a comment to D4750: possible hotfix for wrong tech tooltips and structure tree.

Note that: python checkrefs.py -tax still gives me locally the following error:

Aug 4 2022, 1:07 AM
marder updated the diff for D4750: possible hotfix for wrong tech tooltips and structure tree.

checkrefs was complaining again:

Aug 4 2022, 1:01 AM

Aug 3 2022

marder updated the summary of D4750: possible hotfix for wrong tech tooltips and structure tree.
Aug 3 2022, 10:29 PM
marder requested review of D4750: possible hotfix for wrong tech tooltips and structure tree.
Aug 3 2022, 10:26 PM

Aug 2 2022

marder added a comment to D4187: Citizen soldiers attack gaia animals without provocation.

nice idea! sound good

Aug 2 2022, 3:52 PM

Aug 1 2022

marder committed rP27025: [Fix] Adjust position of ice house and ministry in the building panel.
[Fix] Adjust position of ice house and ministry in the building panel
Aug 1 2022, 8:57 PM
marder closed D4746: Smaller adjustments to the building order.
Aug 1 2022, 8:57 PM

Jul 31 2022

marder added inline comments to rP27022: [Alpha 26] [Fix] [Persians] Remove the "City" class from the Persian Ice House..
Jul 31 2022, 11:15 PM
marder committed rP27023: [Fix] Add missing loot to the Han minister.
[Fix] Add missing loot to the Han minister
Jul 31 2022, 11:05 PM
marder added a comment to D4598: [GUI] fancy endgame message.

planned for a27. but no further update right now.
Mostly a question of what artwork we want to use.

Jul 31 2022, 10:45 PM
marder added a comment to D4690: [GUI] rename minimap idle worker -> idle citizens.

nah not really

Jul 31 2022, 10:43 PM
marder added a comment to D4746: Smaller adjustments to the building order.
In D4746#202048, @Stan wrote:

Sounds safer indeed. Sometimes I wonder if special buildings should not just all be named special_01 or something to remove duplication

Jul 31 2022, 10:43 PM
marder planned changes to D4697: [Gameplay] Switch default behavior from capture to attack.

thx for the acceptance, but I still think this part of the summary has to be done to complete the change:
Building stats (health & capture points) will probably need to be adjusted to accommodate this.

Jul 31 2022, 10:41 PM
asterix awarded D4747: Adjust playerPlacementRiver to group teams on the same side for the most part a Like token.
Jul 31 2022, 9:44 PM
andy5995 awarded D4747: Adjust playerPlacementRiver to group teams on the same side for the most part a Like token.
Jul 31 2022, 9:43 PM
marder added inline comments to D4747: Adjust playerPlacementRiver to group teams on the same side for the most part.
Jul 31 2022, 8:54 PM
marder requested review of D4747: Adjust playerPlacementRiver to group teams on the same side for the most part.
Jul 31 2022, 7:43 PM
marder requested review of D4746: Smaller adjustments to the building order.
Jul 31 2022, 6:39 PM
marder added inline comments to D4736: [Gameplay] Differentiating Sparta.
Jul 31 2022, 1:29 PM · Balancing
marder committed rP27021: [Gameplay] Rebalancing of the Gaul fanatic.
[Gameplay] Rebalancing of the Gaul fanatic
Jul 31 2022, 1:15 PM
marder closed D4722: Balance Fanatic.
Jul 31 2022, 1:14 PM
marder added a comment to D4722: Balance Fanatic.

I am ok to try it as it is right now.
If it's not ok you can blame me and ping me to make a hotfix/ last minute adjustments.

Jul 31 2022, 1:01 PM
marder added a comment to D4736: [Gameplay] Differentiating Sparta.
In D4736#201963, @borg- wrote:

Yes, they really are units that scare the enemy now, but we must remember that to reach this level it is necessary to sacrifice some of the javelineer training time, and also need time to promote them in the barracks, and maybe spend a little more resources on "tradition hoplite" if you want this promotion faster. The cost of 2 pop seems to me enough to stop a possible "op unit" that breaks the balance.

Jul 31 2022, 12:54 PM · Balancing

Jul 30 2022

marder added a comment to D4736: [Gameplay] Differentiating Sparta.

I finally had time to test this so here are my comments:

Jul 30 2022, 7:28 PM · Balancing