Build failure - The Moirai have given mortals hearts that can endure.
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Sep 9 2019
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Why does that line have text=white but the lines before it don't have it?
Oh, I thought focus on the second part ;)
But I thought about adding that (upgradable) here also, but I don't want to spam diffs too much, there's a lot to do already and me creating more diffs is not good for review-morale (although I have a list of diffs I want to create ;) ) and it (upgradable) is out of scope for this one.
Successful build - Chance fights ever on the side of the prudent.
In D2270#94470, @Freagarach wrote:In D2270#94462, @Stan wrote:Maybe this should be affectable by tech, (ie researching close combat weapon or whatever) ? Just an idea it would also work having #252
This patch enables a splash to have a minimum range: e.g. when the projectile lands and it has a minRange of 5 m, the first 5 m would not be damaged, only in the range between the minRange and the maxRange damage is dealt.
Successful build - Chance fights ever on the side of the prudent.
Allow only one fleeing order.
In D1496#94455, @Stan wrote:But actually this seems to only set the units to use combat variant when in formation.
Yeah, the rest of the code is already there :) At least in SVN now.
Successful build - Chance fights ever on the side of the prudent.
This patch enables a splash to have a minimum range: e.g. when the projectile lands and it has a minRange of 5 m, the first 5 m would not be damaged, only in the range between the minRange and the maxRange damage is dealt.
Successful build - Chance fights ever on the side of the prudent.
Maybe this should be affectable by tech, (ie researching close combat weapon or whatever) ? Just an idea it would also work having #252
Build failure - The Moirai have given mortals hearts that can endure.
(+ forgotton unrevisioned file)
Build failure - The Moirai have given mortals hearts that can endure.
This version includes D2128 and some other unrelated changes that I now may split.
Fixed test.
yes possibly but first it would be better just have this one as it is a lot faster than computing squares and this just changes unitai code in minimal scale
In D1496#94055, @Stan wrote:Yeah though instead of being relative to a range check it's relative to the state.
We'd probably want it to be related to the range right? For it is strange for a unit to be in the combat mood when tasked from the one end of a map to the other?
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Forgot to revert previous patch,,,
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Rebased and some minor correction.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
I suppose each item is a civ bonus?
Each entry is a civilization bonus, team bonus, special technology, special building, or hero.
In D2221#94390, @Nescio wrote:If you have a better suggestion for the comment sentence, feel free to be bold and go ahead!
Perhaps one can make item relate more to the context; looking at civinfo.xml, I suppose each item is a civ bonus? whatever (just the translator audience to be considered in general when editing translated strings)
If you have a better suggestion for the comment sentence, feel free to be bold and go ahead!
So I wonder wheter that dot comes from.
Some of the {civ}.json use non-empty placeholder strings; they're removed in D2222.
On the translation comment itself "insert an itemization symbol for each entry", the only information it adds to "• %(string)s" is the explanation that the symbol is about itemization.
The information that translators often lack is that they don't know the context it is used in.
They see the filename civinfo.js, so I guess that already restricts the possible interpretations
Class keyword discussion with Krinkle on:
http://irclogs.wildfiregames.com/2019-08/2019-08-31-QuakeNet-%230ad-dev.log
Successful build - Chance fights ever on the side of the prudent.
In D2218#94352, @wraitii wrote:If anybody has a good idea for a default 'status effect' icon, I'm a taker.
Successful build - Chance fights ever on the side of the prudent.
Thank you for that last explanation!
Yes, Translation: prefix is necessary, otherwise the python extract script won't notice it.
And this line needs to appear before the "translate" line. Multi-line comments are supported too.
And that mostly answers the question between context and comment. Context allows to translate differently depending on context, translation comment allows to tell long stories for the translators.
If anybody has a good idea for a default 'status effect' icon, I'm a taker.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
In D781#93951, @wraitii wrote:The 'AttackerData' change should be put in a different diff I think, if there's not one already.
Always not nice when your test passes, you apply a last-minute-change and forget to test that...
In D2218#94255, @Angen wrote:yes icons should have own folder
Refs: D1745?
In D294#29869, @elexis wrote:Might want to ask the art department on the public and/or staff forums.
Has there been any progress on this? For I definitively like the seperate catafalque page :D
Thanks for the in-depth explanation @elexis!
One more question: what is the difference between:
// Translate: context.
and the function translateWithContext("context", text)?
Sep 8 2019
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
comment
Yessir this is what I meant! Isn't it beauty?
@Krinkle, yes, I agree, the entire tooltip could use a critical look and perhaps a redesign; especially concerning the various resource stats.
However, what do you mean exactly with fractions? Display 1.2 as 6/5? Wouldn't that make comparing things harder for typical users?
Should also always account for mods.
The simulation templates are 0ad content, but the simulation components (even the GUI too) are meant to work with arbitrary game content (as far as I'm concerned).
The armour percentage for level x is 1 - 0.9^x; although it's theoretically possible for a mod to use decimal levels, I doubt people would really use e.g. x = 1.23.
Perhaps it was originally added because 3.0 crush (27%) looks more noble than 3 crush (27%) x)
Or perhaps it's just because attack damage has (and needs) a decimal?
But I wouldn't say there is no consistency, since the tooltip strings above and below the armor tooltip also uses one decimal place (Capture Attack, Melee Attack, Armor, Speed, Gather Rate)..
Health doesn't have decimals, whereas e.g. resource trickle can have numerous.
I don't have strong disagreement on the armor tooltip itself, so I suppose it's okay.
The current situation or the proposed patch?
(Shouldn't Melee attack come prior to Capture Attack?)
Why? Isn't capturing the default?
Speaking of which, I think it would be more logical to list armour between health and capture attack; but that discussion is beyond the scope of this patch.
(All techs and promotion and whatsoever also result in natural numbers for armor too?)
Yes; unlike attack damage, resource costs, health, etc., which typically use multiply modifications, the data/ files use only add for Armour.
Also perhaps it wouldnt hurt to remove the trailing 0 in the templates.
I suppose I could write a patch for that, if I were sure someone would review it; there is already quite a review backlog.
And perhaps even going further and making Armor a natural number in the simulation component Schema?
That wouldn't hurt, but is it necessary?
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Hopefully this is what you meant.
Successful build - Chance fights ever on the side of the prudent.