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Nescio added inline comments to D2863: [gameplay] deprecate stoas and stoa champions.
Sat, Aug 15, 7:35 PM
Nescio updated the diff for D2863: [gameplay] deprecate stoas and stoa champions.
  • rebased and updated, smaller patch, as requested by @wraitii
Sat, Aug 15, 7:34 PM
Itms added members for Balancing: badosu, ValihrAnt, Feldfeld, Stockfish0ad, borg-.
Sat, Aug 15, 6:58 PM
phabadmin created Balancing.
Sat, Aug 15, 6:57 PM
borg- requested review of D2955: [gameplay] more realistic cavalry speed.
Sat, Aug 15, 6:13 PM
Nescio updated the Trac tickets for D2953: move various values to specific fauna files.
Sat, Aug 15, 5:17 PM
Nescio updated the diff for D2953: move various values to specific fauna files.
  • <MaxGatherers>
Sat, Aug 15, 5:08 PM
Nescio updated the summary of D2882: update credits.
Sat, Aug 15, 4:43 PM
Nescio abandoned D2498: [gameplay]: cavalry can no longer gather (meat).
Sat, Aug 15, 4:34 PM
borg- requested review of D2954: [gameplay] Fix persian axeman cavalry.
Sat, Aug 15, 4:29 PM
Nescio added inline comments to D2953: move various values to specific fauna files.
Sat, Aug 15, 4:16 PM
Nescio updated the diff for D2953: move various values to specific fauna files.
  • simplify fauna_shark.xml by changing parent to the very similar template_unit_fauna_hunt_whale.xml
Sat, Aug 15, 4:13 PM
Nescio updated the diff for D2953: move various values to specific fauna files.
  • also include <Attack> node
Sat, Aug 15, 4:00 PM
Nescio requested review of D2953: move various values to specific fauna files.
Sat, Aug 15, 3:32 PM
Nescio abandoned D529: improved footprint sizes for various animals..

This patch is outdated, incomplete, and superfluous because of the more recent D2721/rP23930.

Sat, Aug 15, 3:27 PM
vladislavbelov raised a concern with rP8130: # Add -archivebuild mode to generate .zip files for releases, with automatic….
Sat, Aug 15, 2:33 PM
Nescio added a comment to D2951: [gameplay] merge wonder population auras.

I don't understand why this is an absolute number instead of a fraction of the max pop cap, e.g. 25% (for 200 pop baseline) or 16.6% (for 300 pop baseline)

The "add": 50 could be replaced with e.g. "multiply": 1.2 (i.e. 20%), if you think that's better. However, the effect would be exponential, i.e. with a population cap of 250 the first wonder would add 50, the second 60, the third 72, andsoforth, so I guess that's why a flat addition rather than a multification was chosen in the past. I have no strong opinion on this specifically.

Sat, Aug 15, 11:01 AM
badosu added a comment to D2951: [gameplay] merge wonder population auras.

I don't understand why this is an absolute number instead of a fraction of the max pop cap, e.g. 25% (for 200 pop baseline) or 16.6% (for 300 pop baseline)

Sat, Aug 15, 10:49 AM
Nescio updated the diff for D2951: [gameplay] merge wonder population auras.
Sat, Aug 15, 10:48 AM
Nescio added a comment to D2951: [gameplay] merge wonder population auras.

I have nothing against it either, if "stackable" is taken out, hardly anyone converts it into a wonder.

What do you mean exactly? The wonder auras are actually stackable, this patch does not change that. As are the library, theatre, and kush temple of amun auras. Or are you of the opinion structure auras shouldn't be stackable?

Sat, Aug 15, 10:43 AM
Nescio added a comment to D2950: [gameplay] keep population for houses.

I like the idea of the patch, but I'm not sure about Iber / Brit / Gaul.
I think fortress and tower should be removed for iber.
PopulationBonus op="add">2, seems useless, a higher value like 5-10 is preferable.

That (i.e. iber +5, gaul +2) is basically what they have right now.
Personally I wouldn't mind removing all those <PopulationBonus> from the brit, gaul, iber structures; I didn't do it here, to limit overlap with D2841.

Sat, Aug 15, 10:37 AM
Nescio added a comment to D2952: Move {civ}_*.xml → {civ}/*.xml in templates..

Interesting that I didn't encounter that when playtesting ^^' (A closer inspection suggests techs need no change.)
Any suggestion how the auras can be handled in the script? To me it seems they have to be fixed manually. (One could, of course, put the aura files also in a civ-dir ^^ )

There are not that many, just six in the public mod, so I suppose you could restore them manually. Luckily hero aura lines are unaffected, I guess because they have an additional folder step, e.g. units/heroes/athen_hero_pericles_1. However, this is something to be aware of when fixing other mods.

Palisades could go into a structures/common folder, at least until palisade models can be created on a per civ basis (if ever; largely a palisade is a palisade, not much culturally happening there, so I imagine the Palisades objects being common amonfg multiple civs for quite a while longer).

It's possible to introduce structures/gaia/ and units/gaia/ subfolders for all entities belonging to <Civ>gaia</Civ> (e.g. common, merc, other, shared, special are less suitable). For palisades, it's not impossible someone at some point decides to introduce {civ} palisade files, which are identical to and inherit from the current palisades, except that they have a different <Civ> and <SpecificName>.

Sat, Aug 15, 10:29 AM
Angen accepted D2941: Move TargetKilled from Attacking.js-helper to cmpHealth..
Sat, Aug 15, 10:13 AM
Freagarach committed rP23963: Remove some redundant lines from ship templates..
Remove some redundant lines from ship templates.
Sat, Aug 15, 8:06 AM
Freagarach closed D2744: remove unnecessary lines from ship templates.
Sat, Aug 15, 8:06 AM
Harbormaster failed to build B12880: rP23962: Use mercenaries in scenarios instead of mace_* duplicates. for rP23962: Use mercenaries in scenarios instead of mace_* duplicates.!
Sat, Aug 15, 7:59 AM
Freagarach committed rP23962: Use mercenaries in scenarios instead of mace_* duplicates..
Use mercenaries in scenarios instead of mace_* duplicates.
Sat, Aug 15, 7:54 AM
wowgetoffyourcellphone added a comment to D2952: Move {civ}_*.xml → {civ}/*.xml in templates..

Palisades could go into a structures/common folder, at least until palisade models can be created on a per civ basis (if ever; largely a palisade is a palisade, not much culturally happening there, so I imagine the Palisades objects being common amonfg multiple civs for quite a while longer).

Sat, Aug 15, 7:54 AM
Freagarach closed D2873: [maps] use merc_ instead of mace_ for stoa champions.
Sat, Aug 15, 7:54 AM
Freagarach added inline comments to D2951: [gameplay] merge wonder population auras.
Sat, Aug 15, 7:28 AM
Freagarach updated subscribers of D2952: Move {civ}_*.xml → {civ}/*.xml in templates..

Pinging @FeXoR over wall_builder.js.

Sat, Aug 15, 7:23 AM
borg- added a comment to D2950: [gameplay] keep population for houses.

I like the idea of the patch, but I'm not sure about Iber / Brit / Gaul.

Sat, Aug 15, 12:00 AM

Yesterday

borg- added a comment to D2951: [gameplay] merge wonder population auras.

I can agree with that. It's a bit confusing as it is now and really + 10 pop makes almost no difference. I have nothing against it either, if "stackable" is taken out, hardly anyone converts it into a wonder.

Fri, Aug 14, 11:56 PM
Nescio added inline comments to D2952: Move {civ}_*.xml → {civ}/*.xml in templates..
Fri, Aug 14, 9:39 PM
Freagarach added inline comments to D2952: Move {civ}_*.xml → {civ}/*.xml in templates..
Fri, Aug 14, 9:11 PM
Freagarach updated the test plan for D2952: Move {civ}_*.xml → {civ}/*.xml in templates..
Fri, Aug 14, 9:07 PM
Nescio requested changes to D2952: Move {civ}_*.xml → {civ}/*.xml in templates..

Sure, no problem.

(Also, there are just three merc* units and only one merc* structure.)

Run P225 and apply this patch on top.

To make it work I had to insert a line at the beginning:

cd binaries/data/mods/public/

and another at the end:

cd ../../../../

I suppose the test plan meant to say to run it inside the public/ folder?

The script works, is, as far as I currently know, correct and complete.

Neither technology nor aura lines in templates should be altered:

ERROR: File 'simulation/data/auras/structures/cart/super_dock_repair.json' does not exist
Fri, Aug 14, 9:04 PM
Vulcan added a comment to D2952: Move {civ}_*.xml → {civ}/*.xml in templates..

Build failure - The Moirai have given mortals hearts that can endure.

Fri, Aug 14, 8:16 PM
Vulcan added a comment to D2952: Move {civ}_*.xml → {civ}/*.xml in templates..

Build failure - The Moirai have given mortals hearts that can endure.

Fri, Aug 14, 8:16 PM
Vulcan added a comment to D2952: Move {civ}_*.xml → {civ}/*.xml in templates..

Build failure - The Moirai have given mortals hearts that can endure.

Fri, Aug 14, 8:15 PM
Freagarach updated the summary of D2952: Move {civ}_*.xml → {civ}/*.xml in templates..
Fri, Aug 14, 8:15 PM
Freagarach updated the diff for D2952: Move {civ}_*.xml → {civ}/*.xml in templates..

Fix mapgen.

Fri, Aug 14, 8:13 PM
Freagarach added a comment to D2952: Move {civ}_*.xml → {civ}/*.xml in templates..

The script works, is, as far as I currently know, correct and complete.

Fri, Aug 14, 7:37 PM
Freagarach updated the test plan for D2952: Move {civ}_*.xml → {civ}/*.xml in templates..
Fri, Aug 14, 7:25 PM
Freagarach added a comment to D2952: Move {civ}_*.xml → {civ}/*.xml in templates..

Template folders after the script and this patch:

Units
athen
brit
cart
gaul
iber
kush
mace
maur
merc
noldor_ship_bireme.xml
pers
plane.xml
ptol
rome
samnite_skirmisher.xml
samnite_spearman.xml
samnite_swordsman.xml
sele
spart
thebes_sacred_band_hoplitai.xml
theb_siege_fireraiser.xml
thespian_melanochitones.xml
viking_longship.xml
Fri, Aug 14, 7:22 PM
Freagarach requested review of D2952: Move {civ}_*.xml → {civ}/*.xml in templates..
Fri, Aug 14, 7:14 PM
Freagarach added a comment to D2646: Remove special Animal state..

Why the rename?

For I can image there are mods that like to be able to bring elephants into musth periodically.

Fri, Aug 14, 2:56 PM
Nescio added a comment to D2646: Remove special Animal state..

To me “natural behaviour” implies something that can't really be changed, whereas “default stance” implies something that's optional and can be set differently. Why the rename?

Fri, Aug 14, 2:50 PM
Nescio requested review of D2951: [gameplay] merge wonder population auras.
Fri, Aug 14, 2:04 PM
Nescio requested review of D2950: [gameplay] keep population for houses.
Fri, Aug 14, 1:37 PM
Nescio added a comment to D2760: [gameplay] add visible garrison points to gates.

I'd say the position in the template does matter actually, since the code finds the first free spot and occupies that.

If that's the case then I failed to notice it in game; to me it seemed units merely occupied the nearest free spot; I guess I was mistaken then.
Anyway, the nodes are listed from centre outwards (also in D2783), so it shouldn't really matter in practice.

Fri, Aug 14, 12:59 PM
Freagarach added a comment to D2841: [gameplay] split Celtic civ bonuses.

It seems like one initial idea for the celts would have been that they could upgrade their houses to other structures, which would explain their pop-bonus.

Fri, Aug 14, 12:57 PM
Nescio added a comment to D2841: [gameplay] split Celtic civ bonuses.

The initial idea behind this patch is to differentiate the Britons from the Gauls by giving each only one of their civ bonuses, rather than both both. That it would probably improve gameplay balance is a nice extra.
If the consensus is it would be better to simply delete the extra structure population bonus for both civs, then that could be done instead.
Suggestions for an entirely new civ bonus for either Britons or Gauls are certainly welcome too.

Fri, Aug 14, 12:53 PM
Freagarach added a comment to D2760: [gameplay] add visible garrison points to gates.

I'd say the position in the template does matter actually, since the code finds the first free spot and occupies that.

Fri, Aug 14, 12:48 PM
Nescio added a comment to D2914: rename templates: javelinist → javelineer.

I mean they are binaries and I would guess renaming them would perhaps duplicate them in the version history.

That has never been an objection in the past.

I'm not sure how SVN (or any SCM for that matters) handles binaries and renaming thereof ^^

I don't know either, but I guess if images are replaced, both versions are preserved in the version history, but if they're simply moved, then the files themselves aren't changed, only their location is, so there is no real need to duplicate them?

Fri, Aug 14, 12:48 PM
Nescio added a comment to D2494: [gameplay] overhaul artillery attacks.

"I don't like them."

Could you elaborate?

Fri, Aug 14, 12:41 PM
Nescio added a comment to D2760: [gameplay] add visible garrison points to gates.

Do the symmetric ones fill up one tower first then the other? Or are entities added evenly? If the former, perhaps do the latter. Also perhaps you can use more descriptive names for the turret points of the symmetric ones (e.g. Tower1Pos1 or something).

No, there is no fixed loading order. It seems units occupy the nearest open spot. Neither the node name nor the position they're listed in the templates matters. That's also why I preferred the node names One, Two, etc., which are generic and applicable to basically anything, rather than First, Second, etc., which imply a fixed order.

Fri, Aug 14, 12:38 PM
Freagarach added a comment to D2494: [gameplay] overhaul artillery attacks.

(Well, this is an overhaul after all ;) That being said, I don't agree with the changes here, with the only argument: "I don't like them." so I won't mix myself further into this patch.)

Fri, Aug 14, 12:37 PM
Freagarach added a comment to D2914: rename templates: javelinist → javelineer.

I mean they are binaries and I would guess renaming them would perhaps duplicate them in the version history. I'm not sure how SVN (or any SCM for that matters) handles binaries and renaming thereof ^^

Fri, Aug 14, 12:29 PM
Nescio added a comment to D2494: [gameplay] overhaul artillery attacks.

(One *could* introduce a "Fire" damage type for the fireraiser and fireship.)

Perhaps something for a future patch.

Fri, Aug 14, 12:27 PM
Nescio added a comment to D2914: rename templates: javelinist → javelineer.

Do we want to rename actors as well?

It would be more consistent, so I'd be in favour; it's up to the art team to decide, though.

(I guess Icons not due to them being art?)

What do you mean by that?

Fri, Aug 14, 12:27 PM
Nescio added a comment to D2760: [gameplay] add visible garrison points to gates.

Personally I would say: "pack 'm full" ;)

The gates of different civilizations have different designs, which means some have space for only 4 or 5 spots, others for 8 or 10, unlike long walls, which all are fundamentally equivalent, and can easily support 8 (see D2783). So the question is whether it's desirable for gates of different civilizations to have different numbers.

Fri, Aug 14, 12:23 PM
Nescio added inline comments to D2875: [gui] shrink selection panel icons.
Fri, Aug 14, 12:18 PM
Nescio updated the diff for D2875: [gui] shrink selection panel icons.
  • re-enlarge player colour band:

Fri, Aug 14, 12:14 PM
Freagarach requested changes to D2948: Move PopulationBonus to new component PopulationHolder.
In D2948#128595, @Angen wrote:

Above would not work because there is Population element inside Cost currently.

I'm not sure where this would fail code-wise? Because that is indeed *inside* the Cost.

Fri, Aug 14, 10:36 AM
Freagarach requested review of D2949: Disable the WordPopulation checkbox for scenarios..
Fri, Aug 14, 9:59 AM
Vulcan added a comment to D2941: Move TargetKilled from Attacking.js-helper to cmpHealth..

Successful build - Chance fights ever on the side of the prudent.

Fri, Aug 14, 9:52 AM
Freagarach updated subscribers of rP23873: Allow world population capacity..

Tested and feedback by @Nescio.

Fri, Aug 14, 9:51 AM
Freagarach added inline comments to D2941: Move TargetKilled from Attacking.js-helper to cmpHealth..
Fri, Aug 14, 9:40 AM
Freagarach updated the diff for D2941: Move TargetKilled from Attacking.js-helper to cmpHealth..
  • Remove redundant variable.
Fri, Aug 14, 9:39 AM
autobuild committed rP23961: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Fri, Aug 14, 9:35 AM
Freagarach added a comment to D2945: Implements correct distance to edge for building snapping.

That I cannot place the theatre to the south-east or north-west facings of the wonder (small sides) because it snaps and I guess the obstructions overlap.

E.g.

Fri, Aug 14, 9:32 AM

Thu, Aug 13

Vulcan added a comment to D2945: Implements correct distance to edge for building snapping.

Successful build - Chance fights ever on the side of the prudent.

Thu, Aug 13, 9:23 PM
Vulcan added a comment to D2945: Implements correct distance to edge for building snapping.

Successful build - Chance fights ever on the side of the prudent.

Thu, Aug 13, 9:18 PM
vladislavbelov updated the diff for D2945: Implements correct distance to edge for building snapping.
Thu, Aug 13, 9:12 PM
vladislavbelov updated the diff for D2945: Implements correct distance to edge for building snapping.

Fixes notes.

Thu, Aug 13, 9:11 PM
Angen added a comment to D2948: Move PopulationBonus to new component PopulationHolder.

Ok I found discussion:

20:50 <@k776> Why is <PopulationBonus> inside <Cost>
20:50 < Pureon> Mythos_Ruler: I'm moving back into photoshop, vector icon didn't look too good
20:51 <@k776> We don't require a certain population to build something, so <PopulationBonus> should probably be it's own element under <Entity>
20:56 < leper> yay alpha 9 bugs http://trac.wildfiregames.com/ticket/1346
20:57 < Mythos_Ruler> k776: I agree with you re: cost/populationbonus
20:57 < Mythos_Ruler> I didnt design the schema though. :)
21:00 <@k776> leper: You want to try tackle that one? Pull <PopulationBonus> out of <Cost>
21:03 < leper> k776: into Identity?
21:03 <@Philip`> Being in Cost makes more sense from an implementation perspective, since it's precisely symmetric to population cost
21:03 <@Philip`> (Effectively it's just a negative cost)
21:03 <@k776> Philip`: Um, it's the bonus that the building increases population by
21:04 <@k776> i.e.upgrades max pop
21:04 <@k776> Not a Cost...
21:04 < Mythos_Ruler> k776:  is right.
21:04 <@k776> Not an Identity either
21:04 <@k776> It seems suited to a <Bonuses>  element, like  Bonuses/PopulationLimit
21:04 <@k776> I think we have a <Bonuses> somewhere already?
21:05 < quantumstate> add 5 to the pop cap, remove 5 from the current population, what difference does it make in the end?
21:05 < Mythos_Ruler> There's <Population> and then there's <PopulationBonus>
21:05 <@Philip`> If it's going to be moved anywhere, it should be a whole new component like <PopulationBonus><Amount>5</...>
Thu, Aug 13, 8:24 PM
Angen updated subscribers of D2948: Move PopulationBonus to new component PopulationHolder.

Thank you for working on this. I hope I do not create much trouble with this comment :) .

Thu, Aug 13, 8:18 PM
Angen requested changes to D2941: Move TargetKilled from Attacking.js-helper to cmpHealth..
Thu, Aug 13, 7:59 PM
Freagarach accepted D2744: remove unnecessary lines from ship templates.
  • Don't pretend footprints are universal: move to child-templates is good.
  • Move shared GarrisonHolder to parent is good.
    • Dogs are able to garrison fishing ships now, which seems not strange and deemed not a (large) gameplay change.
  • Cleans up nicely.
Thu, Aug 13, 7:36 PM
Freagarach accepted D2873: [maps] use merc_ instead of mace_ for stoa champions.
  • Useful (use mercenaries whenever possible).
  • Compleat (cannot be extended).
  • Correct (no errors).
Thu, Aug 13, 6:03 PM
Freagarach added a comment to D2494: [gameplay] overhaul artillery attacks.

(One *could* introduce a "Fire" damage type for the fireraiser and fireship.)

Thu, Aug 13, 5:55 PM
Freagarach added a reviewer for D2783: [gameplay] allow a few more units on medium and long walls: Freagarach.

@Feldfeld, @ValihrAnt, @badosu opinions?

Thu, Aug 13, 5:35 PM
Freagarach added inline comments to D2860: Notify players with a sound when a player is defeated.
Thu, Aug 13, 5:19 PM
Freagarach added a comment to D1905: Vision Blocking by Terrain while exploring.
In D1905#102075, @Angen wrote:

but realistically, if you see someone runs on top of hill and then down, you dont see him anymore but you know where he went :)

Not exactly, if I turn you can assume me going straight, but I didn't go there ;)

Thu, Aug 13, 4:44 PM
Freagarach added inline comments to D576: Fix VisualActor tech changes not being applied in some cases.
Thu, Aug 13, 4:35 PM
Freagarach requested changes to D2759: Update range queries to account for entity size.

Negative damage (or positive, depending on how one looks at it). Splash increasing the health of a target. Around turn 9k ;)

@r23960.

Thu, Aug 13, 3:47 PM
Freagarach added a comment to D2948: Move PopulationBonus to new component PopulationHolder.

You can wait with these inlines until there has been a comment about the population cost (or don't wait ;) ). In the meantime, feel free to get your hands dirty on some other issue ^^

Thu, Aug 13, 2:47 PM
lonehawk updated the diff for D2948: Move PopulationBonus to new component PopulationHolder.

Refactors the code to follow conventions and also to improve performance

Thu, Aug 13, 2:30 PM
Freagarach added a comment to D2797: Check references from inside the engine [proof of concept].

A data validator within the game actually sounds nice, that way modders can use it as well. But I agree it ought to have the same functionality.

Thu, Aug 13, 2:26 PM
Freagarach updated subscribers of D1074: Walk to target rather than walk to point.

@badosu, @Feldfeld, @genava55 any time to test this and provide us with feedback?

Thu, Aug 13, 2:11 PM
Freagarach added inline comments to D11: Implement Single-Player (SP) campaign interface.
Thu, Aug 13, 1:51 PM
lonehawk added a comment to D2948: Move PopulationBonus to new component PopulationHolder.

@Freagarach The sorter did sort all the files, but it sorted all the comments in some of those files as well. I wasn't sure how to proceed with those, so I discarded them alone. Around 4-5 files I believe. No worries, I'll run the script again and push them with the rest of the changes.

Thu, Aug 13, 11:23 AM
Freagarach abandoned D2942: Implement unordered_map C++ <-> JS conversion..
Thu, Aug 13, 11:14 AM
Freagarach added a comment to D2948: Move PopulationBonus to new component PopulationHolder.

Sorts template contents using the templatessorter script

It seems that not all templates were sorted -_- This means that your diff now includes unrelated changes. And that means that when this is committed, it makes the so called blaming harder (see what commit caused a change in the code). I won't mind that, but there are people who do (and they're probably right).

Thu, Aug 13, 10:59 AM
lonehawk added a comment to D2948: Move PopulationBonus to new component PopulationHolder.

General comments about style (see also @wiki CC):

  • We use let as much as possible as opposed to var to limit the scope of a variable.
  • Comments start with a capital and end in a dot.
  • We like to keep the templates in alphabetical order (there is a script for that in source/tools/templatessorter).

Regarding the name of the component, to me it seems that PopulationBonus would be more appropriate, then you can give it an Amount node in the template. PopulationHolder does not seem to cover what it does.

Another thought: Maybe all of the population ought to be moved to this new component, also the population "cost". Perhaps you would need for someone more experienced to answer this question. Then one can have the Population component with two possible entries Cost and Bonus (or Used and Provided).

Thu, Aug 13, 10:41 AM
lonehawk updated the diff for D2948: Move PopulationBonus to new component PopulationHolder.

Sorts template contents using the templatessorter script

Thu, Aug 13, 10:36 AM
Freagarach raised a concern with rP23959: Update the cretan pelte with a new mesh (Reused from the Xiongnu shield mesh….
Thu, Aug 13, 7:32 AM
asterix added a comment to D1486: Graphics Improvements.

@vladislavbelov would you commandeer it in near future or is it obsolete by now?

Thu, Aug 13, 7:16 AM
Alexandermb committed rP23960: Correct a typo cooper -> copper..
Correct a typo cooper -> copper.
Thu, Aug 13, 4:22 AM