split the iber wall improvements
- Queries
- All Stories
- Search
- Advanced Search
- Transactions
- Transaction Logs
Advanced Search
Jul 19 2023
Jul 18 2023
Jul 17 2023
In D5077#215876, @Stan wrote:
use correct function - the old one was deleted when the diffs were split
remove unnecessary array.from
@Freagarach good point. I just split the diffs yesterday without checking again.
Jul 16 2023
Not sure why the patch wont apply on the CI - works perfectly fine on my fresh svn
phab won't apply the stack. nvm I will rerun the CI when the other patches are committed.
May 29 2023
nice ~ about a 9% improvement on the placer itself for me.
Map generations works and looks the same.
May 9 2023
In D4990#212890, @phosit wrote:Does the description still fit? there are large herds of migrating deer.
In D4990#212890, @phosit wrote:What kind of weard do you mean?
Code side: Yes "fruitBush": "gaia/fauna_deer", is weard.
User side: There has to be some "weardness" otherwise all maps would be the same.Does the description still fit? there are large herds of migrating deer.
see D4948 ; and the old D4303
once the feature freeze is finally lifted I hope to work on this issue. So I don't think that this patch in particular is the right move for now; 1) because this is very much a feature 2) because it also makes it more work to do D4948 later (which would allow the easier integration of the placement options on many more maps) - sry for the work you put in (and that it takes such a long time to get such an feature into the game)
Yeah sure, why not. My original idea was to have the three biomes clearly differentiated via their resource availability (-> i.e. there are normally not so many berries in the winter), but "fruitBush": "gaia/fauna_deer", does indeed sound stupid looking back at it.
-> lgtm
Apr 11 2023
hopefully correctly rebase this time
In D4973#212046, @Nullus wrote:is there a way to extinguish a burning unit?
Mar 24 2023
Mar 23 2023
Mar 22 2023
I will probably redo this in a way which couples the resource supply with the health, instead of spawning the resource on death. Otherwise you would be able to burn down a forest with D4973 and still be able to collect the wood, which makes no sense.
get it out of the queue since it's WIP
Mar 19 2023
Mar 18 2023
I just tested this again I I can still say that I don't see *huge* problems emerging with these values. Units tend to push each other away from resources a bit more, but the normally find a better position quickly, so no endless loops.
This could be further reduced by increasing <MinimalForce>0.3</MinimalForce> up to <MinimalForce>0.35</MinimalForce> or even higher.
In D4971#211842, @wraitii wrote:I think you could probably bump to from 0.8 to 1.2 and it would look a little better, but this seems like a good change to me.
Mar 15 2023
Mar 13 2023
In D4970#211849, @wraitii wrote:For what it's worth I don't think you can completely fix the 'problem' _and_ have smooth pathfinding. There's some level of abstraction to an RTS that makes movement somewhat unrealistic by necessity.
Just as an example, there was a thread on reddit recently about how people don't accurately count units in Age of Empires 2, because the archer units can bunch up a lot more than you'd expect. That's part of the skill of that game, and you can't really "fix" it, there's not really a problem.
Doesn't mean we can't improve on current values, but something to be aware of.
I tested the unit_pushing demo and I think it looks better. Only when tasked to build, units took a bit longer to find a good position - but no endless loop as far as I could see.
In D4970#211833, @wraitii wrote:I think you're likely to break some things here, because you're bumping everything at once, and with somewhat large changes. I would recommend just changing one thing at a time with pushing, because movement literally affects everything in the game.
In D4971#211842, @wraitii wrote:(For what it's worth I remain convinced that we should give up on proper ship movement and just make them clip each other like Age of Empires does, or alternatively just prevent players from directly controlling ships or something.)
In D4740#211830, @Freagarach wrote:In D4740#211826, @marder wrote:Does this make sense gameplay wise? I occasionally do help my allies to build a forward cc for example.
Yeah, me too. So maybe the implementation should be changed, for it makes sense to have some unit that can only construct e.g. siege equipment.
In D4970#211819, @real_tabasco_sauce wrote:Well, currently the unit pushing values allow for large armies to condense into blobs. When this happens, it's hard to tell how many units you are up against, so I think the increased pushing will be good.
point taken
Does this make sense gameplay wise? I occasionally do help my allies to build a forward cc for example.
Mar 12 2023
up
In D4970#211790, @real_tabasco_sauce wrote:@marder thanks for making this patch. I think more pushing is a welcome change, as currently armies can squish together too much. I am not sure how much pushing is needed, but I am thinking that plenty of players might call it too much pushing. Perhaps 1.25 would be better for StaticExtension, but I have little familiarity with these values and I trust your judgement.
Mar 11 2023
In D4762#211768, @abian wrote:Please don't hate me for this, but I do find the "Trained by" useful.
Could you describe a bit more how specifically it's useful?
In D4762#211734, @Stan wrote:What if a unit is trained by a building you can't build, but you can capture?
In D4762#211731, @Stan wrote:This probably something that one won't look at in game, but maybe people do in the structure tree?
sooo ... any more opinions on this?
update heavy warship.
half the current modifier.
Adjust tootip to be very vague
works on windows as well. no more black spots.
Mar 6 2023
In D4961#211461, @chrstgtr wrote:In D4961#211460, @marder wrote:In D4961#211458, @real_tabasco_sauce wrote:In my opinion, features like this should have a particular set of strengths that make them interesting, rather than ALL of the possible strengths (my thoughts on han in general tbh).
also agreement on that
Separate it out to make it a new tech? For Han or another else. I don’t care, but I generally dislike cutting things instead of balancing them
Mar 5 2023
In D4961#211458, @real_tabasco_sauce wrote:In my opinion, features like this should have a particular set of strengths that make them interesting, rather than ALL of the possible strengths (my thoughts on han in general tbh).
How about we go for <BatchTimeModifier op="mul">0.8</BatchTimeModifier> / slightly worse then half the current effect
Mar 4 2023
sure might also be enough. I basically want to hear more input on this and just picked the removal as a discussion starter.
Feb 25 2023
In D4948#211280, @andy5995 wrote:In D4948#211278, @andy5995 wrote:In fact I was actually thinking about integrating some of these changes into the cm2 mod (since this patch won't be included until a28). If I could get the guts of this into cm2, that may mean more people would be able to test it. What do you think?
A more efficient use of my time might be to apply this patch directly to the AppImage builds. In effect, two releases, one regular (currently an svn snapshot), and a 2nd svn snapshot with this patch applied...
Feb 24 2023
Paraphrased comments from elexis:
There are two problem with the design of this patch:
- biome is a setting / component of random maps - this this patch intermingles the rm component with actor changes that are also present on other maps, which is not great.
- The patch uses the filenames of biomes to decide when to switch the actors/ textures - this is very bad from a mod perspective. E.g. if you want to make your own random map that uses a custom "winter" -like biome you can't easily use this feature. You would have to copy and change all the actors as well, which is major work.
Conclusion: Better to make this a clearly separated component/ mapsetting e.g. mapActorVariant that just matches a generic string instead of a filename. e.g. winter or winterVariant. Then a modder can just use that string in the map setting to get the benefits and doesn't have to copy + change all actors.
Other thought from me:
Are there any other potential variants besides winter?
Feb 20 2023
update:
- betterize the iber wall check: actually pass the positions of the other player and calculate if there is enough space
- very soft deprecate the rmgen2 base placement.
In D4948#210987, @Freagarach wrote:Some var -> let|const and let -> const are appropriate. ^^
more comments
Feb 19 2023
I forgot to mention the change from sortAllPlayers() to getPlayerIDs() IDs in some places.
see D4946 for the reasoning.
the cleanup in D4670 may still be done in the future
Feb 14 2023
Jan 25 2023
In D4910#209709, @Stan wrote:cc @marder,
Should I test it ?
Jan 9 2023
Dec 2 2022
general opinion seems to favor D4697
still think this is a fun idea, but probably better if done in a mod
need a better implementation from someone who knows more of UnitAI
abandon for now
Oct 25 2022
teasmPosition[i] leads to map generation failure, since you removed the for loop.
I think it could be solved by the inlines, but maybe you have a better idea?
Oct 24 2022
Oct 19 2022
I still very much like to include this (and last time I tried the map it looked great).
Oct 16 2022
something like this should fix the wrong assignment
I generally think it is good to move the function (and rewrite it/ I like the new pattern) but it fails at some points it seems.
Oct 14 2022
In D4271#204349, @Freagarach wrote:There is something to say for storing this in the civ.json (which ought to keep only gui data of a civ) as well.
Just for my personal knowledge: Is there a correct place to store non gui civ data? Or why is civ.json only for the gui?
Oct 13 2022
the last drafts in the forum look good (with columns sorted by function), but that would require much more work.