Build failure - The Moirai have given mortals hearts that can endure.
- Queries
- All Stories
- Search
- Advanced Search
- Transactions
- Transaction Logs
All Stories
Jan 18 2020
Fix HWDetect.cpp.
Build failure - The Moirai have given mortals hearts that can endure.
Move the implementation in lib/external_libraries/libsdl.cpp
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
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.
Successful build - Chance fights ever on the side of the prudent.
@ValihrAnt, any thought on this?
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
- build restrictions
- technologies
- wood, stone, *and* metal
- redistributed fortress tooltips
Fix loading a map which has an entity with a turret on init.
Town phase from five village structures to one corral, farmstead, house, and storehouse.
I dislike forcing players to make a corral to click up to Phase 2 just for the sake of differentiation. It feels a bit too artificial. Corrals currently are a very rarely used building due to taking much longer to set up and also requiring constant attention, but if a player does plan to use corrals as the main source of food income they will start setting them up early due to how long it takes to get them going. So it doesn't feel like anything gets differentiated for the start, just a mild annoyance is added, due to a building that isn't made in 99% of multiplayer matches being required to click up.
City phase from four town structures to one blacksmith, market, and temple.As a consequence building towers or military structures no longer brings you closer to the next, which means there is now a greater differentiation between early strategies (e.g. neglecting defences and military to rush to city phase, or train more units instead).
Again, maybe I'm missing something, but I don't feel like it adds any differentiation, just hinders it. In a 1v1 if I'm going aggressive and my opponent uses towers for defense and then clicks up to City phase with just those towers, I know that I can severely hurt my enemy by just idling any single one of his resources since he won't be able to buy it to, for example, continue unit production, build a fort or get economy upgrades.
I feel like forcing players to have 3 specific buildings to click up will only mean that there will be much less differentiation between the buildings and the situations the players arrive to City phase in due to lacking those buildings.
Thanks for the report @Nescio! I have a hunch where it could come from, but I'll investigate.
(The rebuilding of the game is not necessary for quick tests on this patch, one only needs it when testing (de)serialisation (i.e. saving/loading and MP).)
Jan 17 2020
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
greater differentiation between early strategies
But the patch is doing the opposite of that and forcing the player to build A B C and D instead of making it his choice which direction to go.
Right now it doesn't matter what you build, all structures count towards the phase requirements. With this patch players will have to choose: do I build what I want (e.g. several houses to train more women) first or do I prioritize the phase requirements instead?
Disagree both with reducing the amount of structures necessary to be built (the phases are usually eco-rushed through quite quickly)
corral + farmstead + house + storehouse = 375 or 450 wood
5 small houses = 375 wood or 5 storehouses = 500 wood
blacksmith + market + temple = 500 wood + 300 stone
4 large towers = 400 wood + 400 stone
Successful build - Chance fights ever on the side of the prudent.
For your information, I implemented this patch:
svn revert -R * svn up arc patch D1958 cd build/workspaces/ ./update-workspaces.sh -j7 cd gcc/ make -j7 cd ../../.. binaries/system/test binaries/system/pyrogenesis
Then I decided to try out the “Sandbox - The Britons” scenario, because that one has Boudica. When generating the map, 0ad closed itself, but pyrogenesis continued running in the terminal. I shut it down and tried again, twice, but with the same result.
Afterwards I removed the patch, recompiled the game, and tried the scenario: no problems at all.
Conclusion: there is something wrong with your code.
I've reviewed and tested the patch. It looks ok for me. I'm going to commit it soon (fixed years and GL types by myself).
Disagree both with reducing the amount of structures necessary to be built (the phases are usually eco-rushed through quite quickly) and with forcing the player to build certain structures.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
svn propset svn:mime-type text/json elephant_worker.json
svn propset svn:eol-style native elephant_worker.json
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
"all": on a new line
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
(Agreed, just a reference.)
For territory root see also D2005.
Yeah, but it's unclear if and when that one will be committed, or in what form. Removing "Territory root." from the <Tooltip> strings later shouldn't be much work.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
For territory root see also D2005.
Hack, Pierce, Crush again.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
- Handle builders changed function in Foundation.js.
- Comment for @param.
Please revert the ordering.
Yes :)
So if you have any feedback regarding the GUI part (which seems to be the last hurdle for now), feel free to comment on that :)
Yeah, there is a concern raised IIRC. And moreover: a fix proposed somewhere.
Would this allow the Mauryan elephant archer to be replaced with a melee attack elephant upon which players can place an arbitrary number of archers?
If so, great!
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.