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Vulcan added a comment to D4291: [gameplay] camouflaged ambush camp.

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

Mon, Oct 18, 7:19 PM
Vulcan added a comment to D4291: [gameplay] camouflaged ambush camp.

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

Mon, Oct 18, 7:17 PM
chrstgtr added a comment to D4291: [gameplay] camouflaged ambush camp.

Also, that is very difficult to see on your settings. On lower settings (which are the norm on multiplayer games), it will probably be impossible to see

That's the point of it being camouflaged :D the idea is that it is hidden when it is build inside a forest, but semi obvious to spot when build out in the open. I can upload another video/image to maybe show better how good/ bad it is to spot. But the art is more of a placeholder. One could e.g. also add some small palisades to make it more obvious when out in the open.

Mon, Oct 18, 7:16 PM
marder planned changes to D4291: [gameplay] camouflaged ambush camp.
Mon, Oct 18, 7:12 PM
marder updated the diff for D4291: [gameplay] camouflaged ambush camp.

rename the component and make it empty as @Freagarach suggested.

Mon, Oct 18, 7:12 PM
Freagarach added inline comments to D4313: Add a linter for project name misspellings.
Mon, Oct 18, 6:31 PM
airtravelbooking updated airtravelbooking.
Mon, Oct 18, 3:58 PM
davidjones64619 updated davidjones64619.
Mon, Oct 18, 12:22 PM
autobuild committed rP25968: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Mon, Oct 18, 9:12 AM
Freagarach added a comment to D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

During our game I noticed that chaps were leaving their melee target to go and attack some random dude who was firing at range at them (causing them to get picked off) have you noticed that/managed to fix that? (Else, consider this as a bug report. ;) )

Mon, Oct 18, 8:33 AM
Freagarach added inline comments to D4291: [gameplay] camouflaged ambush camp.
Mon, Oct 18, 8:29 AM
autobuild committed rP25967: [Windows] Automated build..
[Windows] Automated build.
Mon, Oct 18, 5:51 AM

Yesterday

bb requested review of D4313: Add a linter for project name misspellings.
Sun, Oct 17, 11:45 PM
Jammyjamjamman added a comment to D4305: Fix bug where scenario map was not loading as revealed when set to revealed..
In D4305#183526, @Angen wrote:
Sun, Oct 17, 11:43 PM
bb accepted D2620: use non-breaking space in 0 A.D..

Agreeing on the change. Lobby policies need date update and patch needs a rebase. But reconstructing the patch is easier.

Sun, Oct 17, 11:36 PM
Herald added a reviewer for D2620: use non-breaking space in 0 A.D.: Angen.
Sun, Oct 17, 11:36 PM
Jammyjamjamman added a comment to D4305: Fix bug where scenario map was not loading as revealed when set to revealed..

I was feeling a bit overwhelmed by the changes being asked for, but I am working adding all the suggestions recommended. Just need to work out how gui layout and test harnesses in 0AD work. So it might take a bit of time. Adding the comment should be easy enough.

Sun, Oct 17, 11:33 PM
Vulcan added a comment to D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

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

Sun, Oct 17, 10:32 PM
Vulcan added a comment to D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

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

Sun, Oct 17, 10:32 PM
bb updated the diff for D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.

also nulls in AI (instead of undefined)

Sun, Oct 17, 10:27 PM
bb added a comment to D4312: Error out on unstringifiable commands.

more details: https://code.wildfiregames.com/D368#182749

Sun, Oct 17, 10:10 PM
bb requested review of D4312: Error out on unstringifiable commands.
Sun, Oct 17, 10:06 PM
bb added inline comments to rP24480: Allow picking a default formation for walk (and walk-like) orders..
Sun, Oct 17, 9:53 PM
Vulcan added a comment to D4303: Add new TeamPlacement option "Beside Allies"; Add more TeamPlacement options to Mainland and African Plains: stronghold, line, randomGroup.

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

Sun, Oct 17, 9:03 PM
Vulcan added a comment to D4303: Add new TeamPlacement option "Beside Allies"; Add more TeamPlacement options to Mainland and African Plains: stronghold, line, randomGroup.

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

Sun, Oct 17, 9:02 PM
Vulcan added a comment to D4303: Add new TeamPlacement option "Beside Allies"; Add more TeamPlacement options to Mainland and African Plains: stronghold, line, randomGroup.

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

Sun, Oct 17, 8:57 PM
Vulcan added a comment to D4303: Add new TeamPlacement option "Beside Allies"; Add more TeamPlacement options to Mainland and African Plains: stronghold, line, randomGroup.

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

Sun, Oct 17, 8:57 PM
andy5995 updated the diff for D4303: Add new TeamPlacement option "Beside Allies"; Add more TeamPlacement options to Mainland and African Plains: stronghold, line, randomGroup.

I added the besideAllies placement option to Frontier and Ambush

Sun, Oct 17, 8:54 PM
andy5995 updated the diff for D4303: Add new TeamPlacement option "Beside Allies"; Add more TeamPlacement options to Mainland and African Plains: stronghold, line, randomGroup.

removed some of @Jammyjamjamman 's crazy comments

Sun, Oct 17, 8:47 PM
bb updated the summary of D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.
Sun, Oct 17, 6:13 PM
bb updated the summary of D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.
Sun, Oct 17, 6:12 PM
bb updated the summary of D368: Gameplay Scripting: Entity and Actor coding for Secondary Attacks.
Sun, Oct 17, 6:03 PM
marder added inline comments to D4291: [gameplay] camouflaged ambush camp.
Sun, Oct 17, 2:23 PM
marder added a comment to D4291: [gameplay] camouflaged ambush camp.

I'm really uncertain whether this is something to add to the main game. Certainly the idea is nice, but what technical debt do we add by including it? (It doesn't seem to be much so maybe just worth a shot.)

Sun, Oct 17, 2:12 PM
vladislavbelov added inline comments to rP25966: There have been quite a bit of number of questions how to change scale of the….
Sun, Oct 17, 1:12 PM
Angen committed rP25966: There have been quite a bit of number of questions how to change scale of the….
There have been quite a bit of number of questions how to change scale of the…
Sun, Oct 17, 1:00 PM
Angen closed D3037: Add gui scale to options.
Sun, Oct 17, 12:59 PM
Angen added a comment to D4308: Fix pop indications of paused items..

I would not obstruct main icon, make the pause thing small and move it to the corner

Sun, Oct 17, 12:45 PM
Angen added a comment to D4297: Fixing a problem where the AI attacked bridges.

They cannot be repaired, damaged, constructed, do not provide any resource or aura. There is curently no value letiting player to select the bridges. It can even make selecting/commanding units near these entities a bit complicated, so i would just keep it as is in this diff with only actors and not entities.

Sun, Oct 17, 12:39 PM
Vulcan added a comment to D3037: Add gui scale to options.

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

Sun, Oct 17, 12:14 PM
Vulcan added a comment to D3037: Add gui scale to options.

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

Sun, Oct 17, 12:06 PM
Angen updated the diff for D3037: Add gui scale to options.

small changes, also trigger bots

Sun, Oct 17, 11:56 AM
Vulcan added a comment to D3958: Add an extra button for seeing the summary page when quitting a session.

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

Sun, Oct 17, 11:32 AM
Vulcan added a comment to D3958: Add an extra button for seeing the summary page when quitting a session.

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

Sun, Oct 17, 11:32 AM
Schweini updated the diff for D3958: Add an extra button for seeing the summary page when quitting a session.
  • Use translate instead of translateWithContext
Sun, Oct 17, 11:26 AM
Angen added a comment to D3544: Regroup members at most once when formation and its members get idle.

Or even move the responsibility of keeping the correct position to the members. (And get back into formation when we become idle.)

Sun, Oct 17, 10:59 AM
Angen added a comment to D4305: Fix bug where scenario map was not loading as revealed when set to revealed..

There was this commit:
https://code.wildfiregames.com/rP24037
negated by
https://code.wildfiregames.com/rP25077

Sun, Oct 17, 10:46 AM
Vulcan added a comment to D4309: [gameplay] Roman bonus - structures +2 population space.

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

Sun, Oct 17, 9:43 AM
Vulcan added a comment to D4309: [gameplay] Roman bonus - structures +2 population space.

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

Sun, Oct 17, 9:43 AM
ValihrAnt updated the diff for D4309: [gameplay] Roman bonus - structures +2 population space.

Switched to directly modifying templates instead of using a tech

Sun, Oct 17, 9:37 AM
ValihrAnt added a comment to D3930: [Gameplay] Make Athenian Marines and Merc Archers accessible from the Town Phase and in the Barrack.

If you move the Athenian Marine to the barracks or gymnasium, then I suggest you rename the unit back to its original name from years ago: Athenian Ekdromos. Full circle.

If you have it trained from the dock, then "Athenian Marine" still works, but I'd keep it trained only from the dock. Keeps it unique and also keeps it thematic (marines make sense trained from a dock or ship from an in-gameworld perspective).

Sun, Oct 17, 8:53 AM
Freagarach added a comment to D4291: [gameplay] camouflaged ambush camp.

I'm really uncertain whether this is something to add to the main game. Certainly the idea is nice, but what technical debt do we add by including it? (It doesn't seem to be much so maybe just worth a shot.)

Sun, Oct 17, 8:30 AM
Freagarach added a comment to D3930: [Gameplay] Make Athenian Marines and Merc Archers accessible from the Town Phase and in the Barrack.

I agree with @wowgetoffyourcellphone about the naming. Also, why is the tech moved to the CC? Why don't we tie it to the hero?

Sun, Oct 17, 8:18 AM
Freagarach added a comment to D3958: Add an extra button for seeing the summary page when quitting a session.

You'll have to use translate with a comment above that explains the word used. See my inline for an example.

Sun, Oct 17, 8:13 AM
Freagarach added a comment to D4308: Fix pop indications of paused items..

The auto-produce icons have all a hand on it.

Aye, they sometimes also have a partly progressed progress bar. Probably something to do with not (re)setting those for ghosts. I will look at that later.

Sun, Oct 17, 8:09 AM
Freagarach added a comment to D4292: Moving the mininmal resolution to 1280x800.

We need horizontal scrolling. ;)

Sun, Oct 17, 8:05 AM
Freagarach added a comment to D4305: Fix bug where scenario map was not loading as revealed when set to revealed..

In my opinion, the bug that this patch was intended to address was fixed, and therefore should be merged, and a separate ticket should be created for adding more features such as those mentioned above. If a lot of extra code were added to this patch, it would take a while longer for the bugfix to get merged while the new code is written, tested, and debugged. Also I think more courteous to the developer, who agreed to fix this bug, and did so in a timely manner.

Okay, point taken. I was thinking about addressing @vladislavbelov's comment more correctly than with a comment.

Sun, Oct 17, 8:01 AM
Freagarach added a comment to D4310: cheaper Kush architecture tech..

I was toying with the idea that it could increase the garrison limit of the building by 20%(or 40%), which would make it a good tech for defense.

Please keep in mind that the garrison limit is not decimal safe, so one could use a percentage but someone (likely me) needs to fix the code first.

Sun, Oct 17, 7:58 AM
Freagarach added a comment to D4309: [gameplay] Roman bonus - structures +2 population space.

I'd rather have you change the templates than apply a tech.

Sun, Oct 17, 7:44 AM
Freagarach added a comment to D4307: Renaming of map size options.

Might be an option. Do have Medium as the median, please. ;)

Sun, Oct 17, 7:42 AM
Freagarach added a member for Contributors: LetswaveaBook.
Sun, Oct 17, 6:56 AM

Sat, Oct 16

Vulcan added a comment to D4303: Add new TeamPlacement option "Beside Allies"; Add more TeamPlacement options to Mainland and African Plains: stronghold, line, randomGroup.

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

Sat, Oct 16, 9:12 PM
Vulcan added a comment to D4303: Add new TeamPlacement option "Beside Allies"; Add more TeamPlacement options to Mainland and African Plains: stronghold, line, randomGroup.

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

Sat, Oct 16, 9:11 PM
andy5995 updated the diff for D4303: Add new TeamPlacement option "Beside Allies"; Add more TeamPlacement options to Mainland and African Plains: stronghold, line, randomGroup.

This fixes the error about the playerIDs.map function I mentioned in the previous diff.

Sat, Oct 16, 9:06 PM
andy5995 retitled D4303: Add new TeamPlacement option "Beside Allies"; Add more TeamPlacement options to Mainland and African Plains: stronghold, line, randomGroup from Add options to Mainland and African Plains that place teammates more closely together to Add new TeamPlacement option "Beside Allies"; Add more TeamPlacement options to Mainland and African Plains: stronghold, line, randomGroup.
Sat, Oct 16, 8:40 PM
Vulcan added a comment to D4303: Add new TeamPlacement option "Beside Allies"; Add more TeamPlacement options to Mainland and African Plains: stronghold, line, randomGroup.

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

Sat, Oct 16, 8:36 PM
Vulcan added a comment to D4303: Add new TeamPlacement option "Beside Allies"; Add more TeamPlacement options to Mainland and African Plains: stronghold, line, randomGroup.

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

Sat, Oct 16, 8:36 PM
andy5995 updated the diff for D4303: Add new TeamPlacement option "Beside Allies"; Add more TeamPlacement options to Mainland and African Plains: stronghold, line, randomGroup.

This mostly uses existing code that's used for Frontier and Ambush to create the TeamPlacement drop down box, and adds the same options to Mainland and African plains, plus adds the "Beside Allies" placement option.

Sat, Oct 16, 8:31 PM
marder added a comment to D4291: [gameplay] camouflaged ambush camp.

Does it do anything besides allow the ambushed to hide units?

Sat, Oct 16, 8:26 PM
chrstgtr added a comment to D4291: [gameplay] camouflaged ambush camp.

Does it do anything besides allow the ambushed to hide units?

Sat, Oct 16, 7:22 PM
Vulcan added a comment to D4291: [gameplay] camouflaged ambush camp.

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

Sat, Oct 16, 12:39 PM
Vulcan added a comment to D4291: [gameplay] camouflaged ambush camp.

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

Sat, Oct 16, 12:38 PM
marder retitled D4291: [gameplay] camouflaged ambush camp from camouflaged ambush camp to [gameplay] camouflaged ambush camp.
Sat, Oct 16, 12:38 PM
marder updated the diff for D4291: [gameplay] camouflaged ambush camp.

Fix @Angen 's comments. The function does indeed not require an argument
Fix @Langbart 's comments about garrisoning Support classes and having variants.
Note: The art is pretty much a placeholder, so if someone has a better/ nicer looking thing i'm open for suggestions

Sat, Oct 16, 12:34 PM
Langbart added a comment to D4311: Adds render debug modes.

Apply the patch and compile the game

Ok

Run the game and open the developer overlay

Ok

Check that checkboxes and dropdowns work

Ok, but I would change the style of the dropdown. Increasing the devCommandsText even more would also look good, sans-16 fits nicely.

Sat, Oct 16, 12:17 PM
Vulcan added a comment to D3930: [Gameplay] Make Athenian Marines and Merc Archers accessible from the Town Phase and in the Barrack.

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

Sat, Oct 16, 10:58 AM
Vulcan added a comment to D3930: [Gameplay] Make Athenian Marines and Merc Archers accessible from the Town Phase and in the Barrack.

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

Sat, Oct 16, 10:56 AM
ValihrAnt updated the diff for D3930: [Gameplay] Make Athenian Marines and Merc Archers accessible from the Town Phase and in the Barrack.

Fixed a string

Sat, Oct 16, 10:45 AM
vladislavbelov requested review of D4311: Adds render debug modes.
Sat, Oct 16, 2:35 AM
vladislavbelov added a comment to D4279: Improve minimap viewpoint-polygon placement.

Why not averaging a bigger area for each corner?

Sat, Oct 16, 12:57 AM

Fri, Oct 15

Angen added inline comments to D4291: [gameplay] camouflaged ambush camp.
Fri, Oct 15, 9:30 PM
Schweini added a comment to D3958: Add an extra button for seeing the summary page when quitting a session.

Sorry for the long silence, I didn't really find time to come back to this. Anyways, should I now replace every translateWithContext with translate? Or should the code be retained in cases like these: "caption": translateWithContext("gameFinished", "Quit"),? I suppose not, because "Quit" is "Quit" no matter how you see it, but I want to be sure.

Fri, Oct 15, 8:23 PM
LetswaveaBook added a comment to D4310: cheaper Kush architecture tech..

I think the tech needs to be rethought for it to get used as more than a late-game stone sink. I absolutely don't care about health or capture points for civic buildings, especially if it also increases the build time. Getting this tech forces me to waste more time setting up temples for champion production while also affording fewer of them. Looking back, it actually used to reduce build time but was changed due to fear of being op. Going in a circle and just having it reduce build time is one idea or could probably have it give a health boost to defensive and civic buildings as another.

Fri, Oct 15, 8:22 PM
ValihrAnt added a comment to D4310: cheaper Kush architecture tech..

I think the tech needs to be rethought for it to get used as more than a late-game stone sink. I absolutely don't care about health or capture points for civic buildings, especially if it also increases the build time. Getting this tech forces me to waste more time setting up temples for champion production while also affording fewer of them. Looking back, it actually used to reduce build time but was changed due to fear of being op. Going in a circle and just having it reduce build time is one idea or could probably have it give a health boost to defensive and civic buildings as another.

Fri, Oct 15, 7:39 PM
ValihrAnt added a comment to D4309: [gameplay] Roman bonus - structures +2 population space.

It’ll be interesting to see how the bonus applies to 10 pop house civ.

It pretty much negates the early disadvantage of being forced to have idle time or skip baskets and afterwards it plays the exact same as it did for the Celts. Additionally, it allows them to execute the instant spear cavalry rush more comfortably.

Fri, Oct 15, 7:13 PM
Langbart added a comment to D4308: Fix pop indications of paused items..

The auto-produce icons have all a hand on it.

How do you like the extra hand and orange color?

Fri, Oct 15, 7:12 PM
marder added a comment to D4292: Moving the mininmal resolution to 1280x800.

One thing worth noting is that while the "official" min resolution at the moment is 1024x768 the game actually requires in some places already more than 1600x800

Fri, Oct 15, 7:08 PM
Langbart added a comment to D4310: cheaper Kush architecture tech..

Added Valihr to the reviewers since I need someone.

Revision that changes gameplay should have [Gameplay] in the title, this will automatically subscribe the Balancing Advisors, see e.g. D4309.

Fri, Oct 15, 6:41 PM
chrstgtr added a comment to D4309: [gameplay] Roman bonus - structures +2 population space.

Thumbs up from me.

Fri, Oct 15, 6:18 PM
Langbart added a comment to D3998: [PetraAI] - [WIP] Implement an emergency mode in case of huge losses..

After an hour I destroyed all her four CC and she started to retreat to a central point in the middle of the map, after a short time the Ai committed suicide and I won.

@Langbart I wasn't able to reproduce it. (The red ones won at the end, the blue one did nearly nothing).

Fri, Oct 15, 5:50 PM
JCWasmx86 added a comment to D3998: [PetraAI] - [WIP] Implement an emergency mode in case of huge losses..

After an hour I destroyed all her four CC and she started to retreat to a central point in the middle of the map, after a short time the Ai committed suicide and I won.

@Langbart I wasn't able to reproduce it. (The red ones won at the end, the blue one did nearly nothing). But if the AI kills itself instantly this means either:

Fri, Oct 15, 5:14 PM
marder added a comment to D4291: [gameplay] camouflaged ambush camp.

Optional:
(1) if the variation would be switchable after selecting the structure that would be good.

Fri, Oct 15, 4:24 PM
Langbart added a comment to D4291: [gameplay] camouflaged ambush camp.

Optional:
(1) if the variation would be switchable after selecting the structure that would be good.

Fri, Oct 15, 3:54 PM
Langbart added a comment to D4305: Fix bug where scenario map was not loading as revealed when set to revealed..

Also I think more courteous to the developer, who agreed to fix this bug, and did so in a timely manner.

Fri, Oct 15, 3:23 PM
Langbart planned changes to D4307: Renaming of map size options.

Please consider D2927 (and its commit).

Fri, Oct 15, 3:13 PM
Langbart added a comment to D4310: cheaper Kush architecture tech..

Glad you made it, good to have some new gameplay patches being made.

Fri, Oct 15, 2:59 PM
LetswaveaBook requested review of D4310: cheaper Kush architecture tech..
Fri, Oct 15, 2:10 PM
ValihrAnt requested review of D4309: [gameplay] Roman bonus - structures +2 population space.
Fri, Oct 15, 1:53 PM
autobuild committed rP25965: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Fri, Oct 15, 9:16 AM
wowgetoffyourcellphone added a comment to D4307: Renaming of map size options.

One small suggestion:

Fri, Oct 15, 8:34 AM