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wraitii requested review of D3482: Fix chasing when the chaser ID is lower than the target ID..
Wed, Jan 27, 12:00 AM

Yesterday

Vulcan added a comment to D3230: Notify components of move succes andd fail on TurnStart instead MotionUpdate.

Build is green

Tue, Jan 26, 11:26 PM
wraitii updated the Trac tickets for D3230: Notify components of move succes andd fail on TurnStart instead MotionUpdate.
Tue, Jan 26, 11:22 PM
wraitii updated the diff for D3230: Notify components of move succes andd fail on TurnStart instead MotionUpdate.

Update. This adds a fix for a somewhat buggy hack/logic error. Compute Target Position accounted for twice the target movement, because pathing and one-at-a-
time motion didn't work with chasing otherwise. However, this led to issues when chasing slow units.
With this diff I can remove that particular hack and actually do the ID checking correctly, so that target positions are predicted correctly. This seems to improve chasing considerably in the test map I have (will upload tomorrow).

Tue, Jan 26, 11:17 PM
borg- updated the diff for D3458: Balance levy infantry/cavalry techs..

REBASE

Tue, Jan 26, 11:08 PM
genava55 added a comment to D2905: Use all variants of the war dog.

If there are evidences for dog armors, this is probably Roman and not Celtic.

Tue, Jan 26, 11:05 PM
genava55 added a comment to D2905: Use all variants of the war dog.

Britons did use body armor, chainmail is attested (Kirkburn).

Tue, Jan 26, 11:02 PM
Angen committed rP24795: Add private and public icons to the game list.
Add private and public icons to the game list
Tue, Jan 26, 9:30 PM
Angen closed D3480: Add private and public icons to the game list.
Tue, Jan 26, 9:30 PM
Angen committed rP24794: Limit possibility of brute force attacks when guessing password.
Limit possibility of brute force attacks when guessing password
Tue, Jan 26, 9:21 PM
Angen closed D3467: Limit possibility of brute force attacks when guessing password.
Tue, Jan 26, 9:21 PM
wraitii resigned from rP24034: Cheer after combat when no enemy units are in range.

Got fixed

Tue, Jan 26, 9:03 PM
Angen updated the Trac tickets for D3480: Add private and public icons to the game list.
Tue, Jan 26, 8:08 PM
Vulcan added a comment to D3467: Limit possibility of brute force attacks when guessing password.

Build is green

Tue, Jan 26, 7:58 PM
Angen updated the diff for D3467: Limit possibility of brute force attacks when guessing password.

make Stan happy

Tue, Jan 26, 7:51 PM
borg- added a comment to D3480: Add private and public icons to the game list.
In D3480#153505, @Stan wrote:

@ffffffff @borg- @nani @badosu thoughts on this?

Tue, Jan 26, 7:40 PM
Vulcan added a comment to D3480: Add private and public icons to the game list.

Build is green

Tue, Jan 26, 7:38 PM
Stan added a comment to D3480: Add private and public icons to the game list.

Looks alright and seems to work, I assume they should have a tooltip at some point.

Tue, Jan 26, 7:32 PM
Angen updated the diff for D3480: Add private and public icons to the game list.

update

Tue, Jan 26, 7:30 PM
Stan updated subscribers of D3480: Add private and public icons to the game list.

@ffffffff @borg- @nani @badosu thoughts on this?

Tue, Jan 26, 7:25 PM
Angen updated the summary of D3480: Add private and public icons to the game list.
Tue, Jan 26, 7:23 PM
Stan requested changes to D11: Implement Single-Player (SP) campaign interface.
ERROR: JavaScript error: gui/campaigns/default_menu/CampaignMenu.js line 26 MapCache is not defined CampaignMenu@gui/campaigns/default_menu/CampaignMenu.js:26:3 init@gui/campaigns/default_menu/CampaignMenu.js:161:19 createAndStartCampaign@gui/campaigns/new_modal/NewCampaignModal.js:30:10 @gui/campaigns/new_modal/NewCampaignModal.js:13:65
Tue, Jan 26, 6:56 PM
wraitii added inline comments to D11: Implement Single-Player (SP) campaign interface.
Tue, Jan 26, 6:41 PM
Stan added a comment to D3458: Balance levy infantry/cavalry techs..

Can't be committed because of String Freeze

Tue, Jan 26, 6:38 PM
Vulcan added a comment to D11: Implement Single-Player (SP) campaign interface.

Build is green

Tue, Jan 26, 6:33 PM
borg- updated subscribers of D3458: Balance levy infantry/cavalry techs..
Tue, Jan 26, 6:28 PM
borg- updated subscribers of D3458: Balance levy infantry/cavalry techs..

@Nescio opnion?

Tue, Jan 26, 6:28 PM
wraitii updated the diff for D11: Implement Single-Player (SP) campaign interface.

Quick rebase.

Tue, Jan 26, 6:25 PM
Stan added a comment to D3216: Speed up GetAvailableMods for archives..

Needs thorough testing on Windows because permission issues are common, and the game doesn't like anything touching its files. Actually, can we have a test for this?

Tue, Jan 26, 6:09 PM
wraitii planned changes to D3082: Do not show the un-randomised game settings when starting an MP game.

I think with D3243 it'll be possible to do this cleanly

Tue, Jan 26, 6:02 PM
wraitii added a comment to D3216: Speed up GetAvailableMods for archives..

I would like to merge this early in the release process of A25

Tue, Jan 26, 6:02 PM
Vulcan added a comment to D3473: Remove ipstamp module..

Build is green

Tue, Jan 26, 5:59 PM
wraitii updated the diff for D3473: Remove ipstamp module..

Comments.

Tue, Jan 26, 5:53 PM
wraitii abandoned D3182: Stop dodging arrows by Patrol - make UnitAI cleverer..

Superseded by other changes, not quite clever enough.

Tue, Jan 26, 5:52 PM
wraitii committed rP24793: Hotkey editor fix: don't modify hotkeys in place..
Hotkey editor fix: don't modify hotkeys in place.
Tue, Jan 26, 5:45 PM
wraitii closed D3481: Hotkey editor fix: don't modify hotkeys in place..
Tue, Jan 26, 5:45 PM
Nescio added a comment to rP24787: Alpha 24 name: Xšayaṛša.

Might be an oversight, but I've never seen it written with it, always a "normal" s.

No, I meant the first s in the transliteration, it has Xsayāršā [sic] instead of Xšayāršā.

Tue, Jan 26, 3:36 PM
Stan added a comment to rP24787: Alpha 24 name: Xšayaṛša.

(There is a typo in Xerxes' name, though, the s ought to be a š.)

Tue, Jan 26, 3:33 PM
Stan added a comment to D3481: Hotkey editor fix: don't modify hotkeys in place..

This patch addresses the issue AFAICS.

Tue, Jan 26, 3:32 PM
Nescio added a comment to rP24787: Alpha 24 name: Xšayaṛša.

Anyway, if someone ask you how to pronounce Xšayāršā, keep in mind:

  • x is pronounced as in Scottish /loch/ or German /ach/ (IPA /x/) and not as in expert (IPA /ks/)
  • š is pronounced as in English ship (IPA /ʃ/)
  • ā is twice as long as short a

@wraitii, another page from Pierre Lecoq Les inscriptions de la Perse achéménide (1997) with the French (generic) and transliterated (specific) names of the Achaemenids:

(There is a typo in Xerxes' name, though, the s ought to be a š.)

Tue, Jan 26, 3:29 PM
Nescio added a comment to rP24787: Alpha 24 name: Xšayaṛša.

grep -r Xšayāršā shows you need to look in the *.public-templates-units.po files to find out how various translations handle this specific name (though I guess most leave it untranslated).

Tue, Jan 26, 2:55 PM
Stan added a comment to rP24787: Alpha 24 name: Xšayaṛša.

I think it won't work because translations get one complete sentence for ALPHA XXIV: Xšayaṛša if they could be split then yes. eg

Tue, Jan 26, 2:42 PM
Nescio added a comment to rP24787: Alpha 24 name: Xšayaṛša.

(Also, the "AINames" in the pers.json file are an inconsistent mess. Something for the next alpha.)

Tue, Jan 26, 2:40 PM
Nescio added a comment to rP24787: Alpha 24 name: Xšayaṛša.

Couldn't you just use the specific name string from the hero_xerxes_i.xml template?

Tue, Jan 26, 2:37 PM
wraitii added a comment to rP24787: Alpha 24 name: Xšayaṛša.

(the fact that these are translated at all seems rather odd to me)

Keep in mind not all languages use the Latin script, e.g. Bulgarian, Serbian, Russian, Ukrainian use the Cyrillic alphabet.

Tue, Jan 26, 2:34 PM
Nescio added a comment to rP24787: Alpha 24 name: Xšayaṛša.

(the fact that these are translated at all seems rather odd to me)

Keep in mind not all languages use the Latin script, e.g. Bulgarian, Serbian, Russian, Ukrainian use the Cyrillic alphabet.

Tue, Jan 26, 2:31 PM
wraitii added a comment to rP24787: Alpha 24 name: Xšayaṛša.

Good! For all languages?

Tue, Jan 26, 2:22 PM
Nescio added a comment to rP24787: Alpha 24 name: Xšayaṛša.

Never blindly trust Wikipedia (or a forum post).

in particular I don't believe French uses it for Old Persian

Here's a page from Pierre Lecoq Les inscriptions de la Perse achéménide (1997):


As you can see this French publication clearly distinguishes between short a and long ā in Old Persian.

Anyways, the question of how this mistake was introduced is rather irrelevant, my point is that I will fix this manually after pulling the translations.

Good! For all languages?

Tue, Jan 26, 2:21 PM
borg- added a comment to D3476: [gameplay] A24 Cavalry speed reduction / build time increase.

Set champion cavalry build time to 30.

Tue, Jan 26, 2:20 PM
borg- added a comment to D3476: [gameplay] A24 Cavalry speed reduction / build time increase.

Reducing overall speed to 1.9 or 1.8 like first patch, still keeps melee cavalry proportionally faster than ranged.

Tue, Jan 26, 2:14 PM
wraitii added a comment to rP24787: Alpha 24 name: Xšayaṛša.

While it is true different transliteration conventions exist (e.g. x, kh, ch, ḥ, or h for 𐎧; or ā, â, å, or aa for 𐎠), the Old Persian cuneiform is quite clear, the last vowel is explicitly long:
𐎧𐏁𐎹𐎠𐎼𐏁𐎠

I agree, my point is that the transliteration of "long a" can vary between languages, and in particular I don't believe French uses it for Old Persian (I based this on the wikipedia pages for Xerxes and for "a macron"). I took the spelling from the suggestion thread (e.g. here) and I suppose my double-check took me to French wikipedia, and I incorrectly didn't assume that the English variant could differ. I should have checked better, admittedly, but it so happens that we were rushed for time since we had declared string freeze without picking the release name (an unfortunate mistake).

Tue, Jan 26, 2:03 PM
Nescio added a comment to rP24787: Alpha 24 name: Xšayaṛša.

While it is true different transliteration conventions exist (e.g. x, kh, ch, ḥ, or h for 𐎧; or ā, â, å, or aa for 𐎠), the Old Persian cuneiform is quite clear, the last vowel is explicitly long:
𐎧𐏁𐎹𐎠𐎼𐏁𐎠
x-š-y-a-r-š-a
Xšayaṛšā (or Xšayaạršā or Xšayāršā, depending on how you want to render the vocalic r)

Tue, Jan 26, 1:48 PM
wraitii added a comment to D3476: [gameplay] A24 Cavalry speed reduction / build time increase.
In D3476#153465, @borg- wrote:

So let's simplify, 1.9 to all cavalry, it's an interesting value and less risky.

Tue, Jan 26, 1:47 PM
borg- added a comment to D3476: [gameplay] A24 Cavalry speed reduction / build time increase.

So let's simplify, 1.9 to all cavalry, it's an interesting value and less risky.

Tue, Jan 26, 1:34 PM
wraitii added a comment to D3476: [gameplay] A24 Cavalry speed reduction / build time increase.

I believe the risk of ranged cavalry being OP is greater than the risk of making cav-rush not as viable, to be honest.

Tue, Jan 26, 1:00 PM
wraitii added a comment to rP24787: Alpha 24 name: Xšayaṛša.

Looked around, it does seem more accurate in the English transliteration, though it's apparently not used in every language.

Tue, Jan 26, 12:58 PM
borg- added a comment to D3476: [gameplay] A24 Cavalry speed reduction / build time increase.

I think that a change in speed at that moment is a little risky, we have little time to test, I would just be with the increase in the cost of tech and training time.

Tue, Jan 26, 12:41 PM
wraitii added a comment to D3476: [gameplay] A24 Cavalry speed reduction / build time increase.
In D3476#153460, @borg- wrote:

I would like to decrease melee too, maybe 19,0 melee and 16.5 ranged.

You've misread, the new values (with this patch) are 18 and 14.4.

Tue, Jan 26, 12:22 PM
Nescio added a comment to D3476: [gameplay] A24 Cavalry speed reduction / build time increase.

Updated the diff to not do "cavalry->subtype" changes but just change the subtypes explicitly.

As I wrote earlier, it's cleaner (lines in fewer files) to simply give template_*_cavalry.xml a 2× and only modify archers and javelineers afterwards.

Tue, Jan 26, 12:20 PM
Nescio raised a concern with rP24787: Alpha 24 name: Xšayaṛša.

While in xšāyaϑiya (king) the final a is short, in Xšayaṛšā (Xerxes) the last a is long: ā. Please correct.

Tue, Jan 26, 12:16 PM
Stan committed rP24792: Fix some icons issues..
Fix some icons issues.
Tue, Jan 26, 12:08 PM
borg- added a comment to D3476: [gameplay] A24 Cavalry speed reduction / build time increase.

I would like to decrease melee too, maybe 19,0 melee and 16.5 ranged.
Is the training time of champ cavalry adequate with the new citizen time?

Tue, Jan 26, 12:07 PM
myphotolighter updated myphotolighter.
Tue, Jan 26, 11:38 AM
wraitii requested review of D3481: Hotkey editor fix: don't modify hotkeys in place..
Tue, Jan 26, 10:54 AM
wraitii committed rP24791: Fix StandGround freezing units..
Fix StandGround freezing units.
Tue, Jan 26, 10:30 AM
wraitii closed D3463: Fix StandGround freezing units..
Tue, Jan 26, 10:29 AM
Freagarach accepted D3463: Fix StandGround freezing units..

Good!

Tue, Jan 26, 10:17 AM
Angen added a comment to D3478: Add "Invalid signature" reason to modio.

well, thing is, it is not exactly error while checking signature, it is just why mod is marked as invalid.

Tue, Jan 26, 9:46 AM
Vulcan added a comment to D3476: [gameplay] A24 Cavalry speed reduction / build time increase.

Build is green

Tue, Jan 26, 9:10 AM
wraitii added a comment to D3476: [gameplay] A24 Cavalry speed reduction / build time increase.

Updated the diff to not do "cavalry->subtype" changes but just change the subtypes explicitly. The result is that cavalry goes from 9*2*1.1 = 19.8 for melee and 9*2*0.9 = 16.2 for ranged (a delta of 3.6) to 18 and 14.4 (same absolute delta). Can maybe bump ranged to 1.65.

Tue, Jan 26, 9:08 AM
wraitii updated the diff for D3476: [gameplay] A24 Cavalry speed reduction / build time increase.
Tue, Jan 26, 9:05 AM
Vulcan added a comment to D3463: Fix StandGround freezing units..

Build is green

Tue, Jan 26, 8:55 AM
wraitii updated the summary of D3463: Fix StandGround freezing units..
Tue, Jan 26, 8:49 AM
wraitii updated the diff for D3463: Fix StandGround freezing units..

Instead make units not stop. Merging this soon.

Tue, Jan 26, 8:49 AM
wraitii added a comment to D3478: Add "Invalid signature" reason to modio.

This doesn't look particularly more correct to me, to be honest.

Tue, Jan 26, 8:46 AM
wraitii added a comment to D3480: Add private and public icons to the game list.

I think this is reasonably "bug fix" enough, to be honest, because if a lot of games are private it'll become frustrating. In fact, we probably will need to add an option to filter them out in the future.

Tue, Jan 26, 8:45 AM
wraitii added a comment to D3479: Add dynamic game balancing capability to RL endpoint.

(Have you seen D3385 by the way ?)

Tue, Jan 26, 8:42 AM
Stan added inline comments to D3478: Add "Invalid signature" reason to modio.
Tue, Jan 26, 8:26 AM
Stan added inline comments to D3480: Add private and public icons to the game list.
Tue, Jan 26, 8:25 AM
Freagarach added inline comments to D3480: Add private and public icons to the game list.
Tue, Jan 26, 7:49 AM
Freagarach added inline comments to D3478: Add "Invalid signature" reason to modio.
Tue, Jan 26, 7:40 AM
autobuild committed rP24790: [Windows] Automated build..
[Windows] Automated build.
Tue, Jan 26, 7:32 AM
Freagarach awarded D3474: Alpha 24 name: Xšayaṛša a Party Time token.
Tue, Jan 26, 7:27 AM
borg- added a comment to D3476: [gameplay] A24 Cavalry speed reduction / build time increase.

One of my fears is about champion cavalry, so the patch helps a little bit.
For me the changes are valid, I will wait @Feldfeld opnion.

Tue, Jan 26, 1:22 AM

Mon, Jan 25

wraitii added a comment to D3476: [gameplay] A24 Cavalry speed reduction / build time increase.

But if those weren't problematic in A23, then why must it be changed now?

Mon, Jan 25, 11:35 PM
Nescio added a comment to D3476: [gameplay] A24 Cavalry speed reduction / build time increase.

I misunderstood what you meant, sorry. You're suggesting removing the x2 from the cavalry template, and just doing it in the subclasses, correct? If so, I can agree.

No, I meant removing duplication of the lines in the children, e.g. https://code.wildfiregames.com/differential/diff/15701/

Sorry, I wasn't clear: the run-multiplier of units in formation, not the run-multiplier of formations themselves.

But if those weren't problematic in A23, then why must it be changed now?

Mon, Jan 25, 11:32 PM
wraitii added a comment to D3476: [gameplay] A24 Cavalry speed reduction / build time increase.

As you can read in the discussion of the patch that changed it, it was done to keep early cavalry raids a viable option.

Yes, but I believe it remains relatively viable (assuming a 10-12 cavalry raid, the difference is one cavalry-equivalent). Anyways.

Not really, ...

I misunderstood what you meant, sorry. You're suggesting removing the x2 from the cavalry template, and just doing it in the subclasses, correct? If so, I can agree.

Then why not lower those?

Sorry, I wasn't clear: the run-multiplier of units in formation, not the run-multiplier of formations themselves.

Mon, Jan 25, 11:28 PM
Nescio added a comment to D3476: [gameplay] A24 Cavalry speed reduction / build time increase.

I meant that infantry got a much larger increase in proportion. They went +20%, when cavalry went +6%. All in all, cavalry used to train 50% slower, now it trains 33% slower, and this remains a rather substantial buff.

As you can read in the discussion of the patch that changed it, it was done to keep early cavalry raids a viable option. I'm not opposed to making it 50% again across the board (i.e. citizen cavalry 18, champion cavalry 30).

You seem to be suggesting larger changes, which seems contradictory.

Not really, you're proposing 1.8×0.9=1.62 (ranged) and 1.8×1.1=1.98 (melee), I'm merely suggesting to have multipliers in fewer files to make it clearer what's going on, e.g. 1.6×1.2=1.92 (melee) and 1.6 (ranged) or 2×0.8=1.6 (ranged) and 2 (melee).

Formation run-multiplier benefits

Then why not lower those?

Mon, Jan 25, 11:22 PM
wraitii added a comment to D3476: [gameplay] A24 Cavalry speed reduction / build time increase.

Proportionally larger, yes, but “much larger” is an exaggeration: it used to be 10 and 15 in A23, now it's 12 and 16. This was intentional, see https://code.wildfiregames.com/D2866#122870

I meant that infantry got a much larger increase in proportion. They went +20%, when cavalry went +6%. All in all, cavalry used to train 50% slower, now it trains 33% slower, and this remains rather substantial.

Mon, Jan 25, 11:11 PM
Nescio added a comment to rP24779: Increase outpost base vision to 10.

Further, wall towers give vision, meaning in practice this isn't a problem at all.

Only for city walls, not for siege walls or palisades.

Mon, Jan 25, 10:57 PM
Nescio added a comment to D3476: [gameplay] A24 Cavalry speed reduction / build time increase.

Ah, right, I actually forgot to mention in my reply above that the ability to mass them is also a problem, thus the training time increase.

If massed cavalry is much more of a problem than massed infantry, then why not make cavalry cost 2 population?

As discussed above (please read it), while that is true, infantry has a proportionally much larger build time increase, meaning cavalry is relatively easier to mass. The barracks fact is correct, but stables are cheaper and faster to build, and it simply remains true that ranged cavalry is easy to mass as things stand.

Proportionally larger, yes, but “much larger” is an exaggeration: it used to be 10 and 15 in A23, now it's 12 and 16. This was intentional, see https://code.wildfiregames.com/D2866#122870 Also, if citizen cavalry time is raised, then champion time ought to be adjusted proportionally as well.

I don't really see how that would be much different in concept / what your problem with this diff is, to be honest. 1.5 is a much larger nerf.

Or 1.6 or something. It would allow removing the 0.9× introduced earlier from the archer and javelineer templates and the <RunMultiplier> can remain unchanged.

Mon, Jan 25, 10:56 PM
wraitii added a comment to rP24779: Increase outpost base vision to 10.

If 4 isn't enough for outposts, then it's probably not enough for walls, palisades, obelisks etc. either, therefore the correct template to change is template_structure.xml, not the outpost.

Disagreed. Players are not surprised that walls do not give vision, they are that outposts do not give vision. Further, wall towers give vision, meaning in practice this isn't a problem at all.

Mon, Jan 25, 10:44 PM
Nescio added a comment to rP24779: Increase outpost base vision to 10.

If 4 isn't enough for outposts, then it's probably not enough for walls, palisades, obelisks etc. either, therefore the correct template to change is template_structure.xml, not the outpost.

Mon, Jan 25, 10:42 PM
wraitii added a comment to D3476: [gameplay] A24 Cavalry speed reduction / build time increase.

Then only change that, not:

Ah, right, I actually forgot to mention in my reply above that the ability to mass them is also a problem, thus the training time increase.

Mon, Jan 25, 10:38 PM
wraitii added a comment to rP24779: Increase outpost base vision to 10.

Wasn't 4 enough? That's the tile size, isn't it?

Mon, Jan 25, 10:38 PM
Stan added a comment to rP24779: Increase outpost base vision to 10.

The problem was that they needed more when stuck between four different tiles which might look weird in some cases. Another Los issur

Mon, Jan 25, 10:37 PM
Stan added a comment to D3480: Add private and public icons to the game list.

Are you sure the incons are visible and not clutter the UI ?

Mon, Jan 25, 10:34 PM
Nescio added a comment to rP24779: Increase outpost base vision to 10.

Wasn't 4 enough? That's the tile size, isn't it?

Mon, Jan 25, 10:33 PM
Nescio added a comment to D3476: [gameplay] A24 Cavalry speed reduction / build time increase.

The problem is very high mobility, making it possible to kite damage. The solution is therefore less mobility, and less ability to kite damage.

Then only change that, not:

Specifically nerfs CS-ranged cavalry by +2 build time, reduced range compared to CS infantry, and increase the prepare time of ranged archer to above 1 MP turn.

Cavalry has a higher training time than it used to have in A23 and it can no longer be trained at the barracks.
How about simply <WalkSpeed op="mul">1.5</WalkSpeed> for template_*_cavalry.xml and 1.2 for *_axeman.xml etc., leaving the rest as is?

Mon, Jan 25, 10:32 PM
Vulcan added a comment to D3480: Add private and public icons to the game list.

Build is green

Mon, Jan 25, 10:31 PM