- Strings in test.
- int -> number.
- Use indexOf directly instead of splitting first.
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Mar 24 2020
Use strings in test.
Build was aborted.
Build failure - The Moirai have given mortals hearts that can endure.
Change name from waypoint_flag_{civ} to {civ}_waypoint_flag
Build failure - The Moirai have given mortals hearts that can endure.
A test can be added (after D2662).
Build failure - The Moirai have given mortals hearts that can endure.
Fix comments
Regarding boost: https://code.wildfiregames.com/D1955?id=9184#inline-42118.
But I've got no clue about the reasoning ;) @elexis?
Build failure - The Moirai have given mortals hearts that can endure.
Remove redundant variables in UnitAI.
Mar 23 2020
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Removed unnecessary timer.
moving out of queue
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.
Build failure - The Moirai have given mortals hearts that can endure.
Fix last ©
Fix copyright © year. Remove empty newline, add dots and caps to comments I added
Fix tests, thanks to @Freagarach. Correct some little mistakes
Mar 22 2020
- Reusing the function is good.
- Polishing documentation is nice.
- No further improvements possible, AFAICS.
This is a huge improvement over the current inconsistent and quite random structure loot stats.
Too bad one still needs to modify Attacking.js in two places to be able to use a new effect,,,
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.
Yeah, that's it. It's been a long time, I kinda forgot about it
D1400 ?
To be honest I think a lot of work is needed to balance the heroes while keeping their bonus diversified and somewhat accurate historically. I think there was once a patch by @Hannibal_Barca with many of the changes I proposed or agreed on.
I agree with the changes now.
Ideally all hero auras ought to be more or less equally good.
Maybe Hannibal and Vercingetorix should get a shorter range (e.g. 30, like Scipio), a lower bonus (e.g. 10%), some other penalty (e.g. -1 armour), or an entirely different aura altogether.
That could be included here or done in a separate patch.
There might some other auras that could use tweaking; I didn't check them all. When proposing this patch, I believe I was mostly looking at the global auras.
Successful build - Chance fights ever on the side of the prudent.
150
Requesting changes for palisades so it's not forgotten.
Mar 21 2020
I was thinking of the generic +20% attack heroes (Vercingetorix iirc has radius 60, affects soldiers and maybe siege), Hannibal also has radius 60, affects own and allied units. Compared to them, Scipio, Seleucus and Boudica feel like in a lower tier.
Great! There are eight different bear species, each with a slightly different size, shape, and behaviour:
Stable, Elephant Stable, Kennel?
I feel that the +20% damage heroes with local are better anyway so making the +1 armor local makes it feel pretty weak for me.
Whilst +20% attack damage is indeed better than +1 armour, what matters is the classes it affects and the area it works on. To keep things balanced there is a trade-off.
Caratacos affects soldiers and siege engines, Maximus humans (i.e. soldiers, heroes, and support units) and structures. Furthermore, a radius of 60 means an area 4× as large as a radius of 30, 2.25× as large as radius of 40, and 1.78× as large as a radius of 45.
For comparison:
- Scipio gives soldiers and siege engines +20% attack damage, but only within a radius of 30.
- Seleucus grants +20% attack damage within a radius of 60, but affect only Champion Elephants.
- Boudica grants Champions +20% attack damage within a radius of 40.
On a side note, antiochus is fine (compared to his counterpart, that one persian hero that gives attack to cavalry) because it allows to micro away the cavalry to save them before they die and heal them which helps them get promoted
Exactly! Cyrus (Cavalry +20% attack damage within a radius of 45) and Antiochus (Cavalry +2 armour within a radius of 45) are counterparts and don't need changing.
Oh ok i thought it got removed too. Then I think it's ok.
Celts have a 20% discount on structure time, which is equivalent to a 25% increase in worker build rate.
Worker Elephants are primarily mobile resource dropsites, though.
For me a 25% bonus feels kinda low but i could be wrong. As a comparison i wonder by how much celts civilizations build faster than others ?
I'm not sure about that change. I feel that the +20% damage heroes with local are better anyway so making the +1 armor local makes it feel pretty weak for me.
On a side note, antiochus is fine (compared to his counterpart, that one persian hero that gives attack to cavalry) because it allows to micro away the cavalry to save them before they die and heal them which helps them get promoted
I agree with that change
I agree with the changes, suggested some of them
This is indeed more consistent, but *I* would rather use LEFT for the modified actione. What button is used I do not care though, since it is user preference.
Perhaps it could be set as a user preference?
Successful build - Chance fights ever on the side of the prudent.
remove comments
Successful build - Chance fights ever on the side of the prudent.
In D2517#111843, @Angen wrote:If you mean a32b (or before this diff), the goal here is to mimic combat.approach not leaking information behaviour. So if player says unit to attack target, attacker will end roughly at the spot of the target even target dies.
Okay :)