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Mar 27 2020

OptimusShepard raised a concern with rP23484: Adds anti-aliasing option with FXAA algorithm..

FXAA doesn't work on my linux system. On dual boot Windows it's working.
Manjaro 64Bit, Radeon RX 570

Mar 27 2020, 8:21 PM
nani added inline comments to D2667: Upgrade engine to handle up to 30 players.
Mar 27 2020, 8:03 PM
nani awarded D2667: Upgrade engine to handle up to 30 players a The World Burns token.
Mar 27 2020, 7:57 PM
nani added inline comments to D2667: Upgrade engine to handle up to 30 players.
Mar 27 2020, 7:53 PM
nani updated the diff for D2667: Upgrade engine to handle up to 30 players.
Mar 27 2020, 7:52 PM
Stan added a comment to D2530: [art/actors] change pers_cavalry_archer_* actor.

Thanks for coming to the party, it is very much appreciated :)

Mar 27 2020, 7:16 PM
wowgetoffyourcellphone added a comment to D2530: [art/actors] change pers_cavalry_archer_* actor.

Is there another differential for the Seleucid Cavalry Javelinist? It's also a Persian unit.

Mar 27 2020, 7:13 PM
Vulcan added a comment to D2680: Heal using Heal.js instead of UnitAI..

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

Mar 27 2020, 5:32 PM
Freagarach added inline comments to D2680: Heal using Heal.js instead of UnitAI..
Mar 27 2020, 5:29 PM
Freagarach updated the diff for D2680: Heal using Heal.js instead of UnitAI..

Also include range-check in cmpHeal.

Mar 27 2020, 5:27 PM
Nescio added a comment to D2685: simplify mercenary cost.

it hides cost change from templates

As is already the case for other technologies, both autoresearched (civbonuses/cart_walls.json) and ordinary (siege_cost_metal.json).

Mar 27 2020, 4:31 PM
Nescio updated the summary of D2675: structure selection groups.
Mar 27 2020, 4:18 PM
Nescio updated the summary of D2677: selection groups for support units.
Mar 27 2020, 4:17 PM
Nescio added a comment to D2660: [gameplay] standardize wonder healing.

So it seems right to remove inconsistencies if there has been no intent or no valid intent behind having the inconsistencies while actually fostering inconsistencies that are sound historically, gameplay-design and balancing wise.

That I fully agree with. (Hence this patch.)

Perhaps the number is meant to make the wonder more useful than only to gain more population.
If the numbers are equal, then it can incentivize the player to just build a new temple in place instead of moving all the way to the wonder after a long fight.
Another consequences of accumulating power at the wonder is to give the defender at his very center of the city (wonder) a boost, shaping more of an final/end-battle at that place.

As I wrote earlier:

The higher the number, the easier the wonder is to defend (kill some nearby enemies, garrison your wounded soldiers before they're killed, wait some seconds to heal them, send them back to the fight, repeat).
[...] That said, I don't have strong feelings on the exact value chosen

Mar 27 2020, 4:15 PM
Silier added inline comments to D2667: Upgrade engine to handle up to 30 players.
Mar 27 2020, 4:02 PM
Nescio added a comment to D2660: [gameplay] standardize wonder healing.

The wonders that are temples have the epic healing aura and there were people putting thought into it (regardless of whether that was a perfect thought).

Actually all wonders are temple complexes, including those that currently lack that aura:

  • Stonehenge (gaul) is a pre-Celtic religious site (from the Third Millennium)
  • Cancho Roano (iber) is a Tartessian religious site
  • The Great Stupa (maur) is a major Indian religious building
  • The Hanging Gardens of Babylon (pers) an actor is clearly inspired by Mesopotamian ziggurats (the small room on top is the shrine that housed the statue of the deity)
  • The Temple of the Pythian Apollo (sele) is based on a large sanctuary near the Syrian Tetrapolis (Antioch, Laodiceia, Apameia, Seleucia in Pieria), the core of the Seleucid Empire
Mar 27 2020, 3:57 PM
Freagarach added a comment to D2682: [gameplay] unify hero health.

Ideally heroes ought to be roughly equivalent.

I disagree here, heroes should be different, a "man-of-glass" hero which boosts some non-combat stuff should have way different stats than a tanky Leo, for example.
The player should have to carefully choose what hero fits their strategy, not just pick one randomly because it won't matter much anyway.

Mar 27 2020, 3:47 PM
Silier added inline comments to D2667: Upgrade engine to handle up to 30 players.
Mar 27 2020, 3:47 PM
Freagarach accepted D2677: selection groups for support units.

Great! I guess the rank changes can be split from this, although they are also compleat and correct.

Mar 27 2020, 3:39 PM
elexis added a comment to D2660: [gameplay] standardize wonder healing.

Method:
I am a bit worried about the procedure of how the resulting patch is determined.

Mar 27 2020, 3:35 PM
Vulcan added a comment to D2640: adjust trader footprints.

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

Mar 27 2020, 3:19 PM
Nescio updated the diff for D2640: adjust trader footprints.
Mar 27 2020, 3:15 PM
Nescio added a comment to D2660: [gameplay] standardize wonder healing.

4 health per second is 4× as higher as garrisoning units in barracks after researching heal_barracks.json and 8× as high as idle organic units regenerating after researching health_regen_units.json, so I would say it's quite quick. The higher the number, the easier the wonder is to defend (kill some nearby enemies, garrison your wounded soldiers before they're killed, wait some seconds to heal them, send them back to the fight, repeat).
I chose 4 as a compromise between the six wonders that heal at 1 and the seven that heal at 8; actually 5 would be closer to the average. That said, I don't have strong feelings on the exact value chosen, so alternative opinions are welcome.
What matters to me is that wonders are equivalent; having one civ's significantly better than another is not really “fair”, especially in wonder victory games.

Mar 27 2020, 3:11 PM
Silier added a reviewer for D2667: Upgrade engine to handle up to 30 players: Restricted Owners Package.
Mar 27 2020, 3:08 PM
Silier requested changes to D2640: adjust trader footprints.

please split footprint changes from name changes
else I agree, footprints should not be smaller than entity

Mar 27 2020, 3:01 PM
Freagarach added a comment to D2660: [gameplay] standardize wonder healing.

Isn't the idea of a wonder that it heals extremely quick (as the former tooltips describe)? Thus a rate of 8 would seem more appropriate?

Mar 27 2020, 2:57 PM
Freagarach added a comment to D2511: [gameplay] give worker elephants an aura instead.

@Feldfeld if you agree, you may accept the patch :)

Mar 27 2020, 2:50 PM
Nescio added a comment to D2496: tweak soldier footprints.

(Nonetheless, I still hope a team member is willing to review and commit this patch, as well as D2502 (walls) and D2640 (traders). Though footprints are not terribly important, aesthetics matter.)

Mar 27 2020, 2:48 PM
Nescio added a comment to D2572: templates: set svn:mime-type text/xml.

We generally avoid this kind of patches as it makes SVN blame harder.

rP22460 and https://code.wildfiregames.com/search/query/Q1SCB8AOz4Q0/#R
That said, I agree this patch is unimportant and do not object to it being abandoned; as I wrote in the summary:

I'm not sure it's necessary, but I suppose it doesn't do any harm.

Mar 27 2020, 2:44 PM
Freagarach removed a reviewer for D2496: tweak soldier footprints: Restricted Owners Package.

True that.

Mar 27 2020, 2:41 PM
Nescio added a comment to D2496: tweak soldier footprints.

True, there is a very small (neglible?) effect, but that affects all civs equally.
More importantly, footprint dimensions are determined by what looks good in game, not by balance considerations; otherwise any commit that introduces new actors would be a gameplay patch.

Mar 27 2020, 2:40 PM
Freagarach added a comment to D2496: tweak soldier footprints.

It will do, albeit only slightly.

Mar 27 2020, 2:35 PM
Freagarach added a comment to D2685: simplify mercenary cost.

Ah yes, I see it corrects for it ^^ (Templates.js globalscript L148.)

Mar 27 2020, 2:33 PM
Nescio added a comment to D2496: tweak soldier footprints.

Actually I don't think adjusting footprints really distorts gameplay balance.

Mar 27 2020, 2:32 PM
Silier added inline comments to D2684: [gameplay] make rams less effective vs organic units.
Mar 27 2020, 2:32 PM
Nescio added a comment to D2682: [gameplay] unify hero health.

Well it matter for citizen-soldiers and champions.

The difference is you can't train more than one hero. Moreover, heroes have auras. Ideally heroes ought to be roughly equivalent; having one clearly better choice is rather undesirable; giving them all the same health could be a step in the right direction.

Mar 27 2020, 2:31 PM
Nescio added a comment to D2685: simplify mercenary cost.

Is that in-game or at the structure tree from the main menu?

Accessed from the main menu, but it looks the same when opened from a game session. The tooltip in game also works:

Mar 27 2020, 2:27 PM
Silier added a comment to D2682: [gameplay] unify hero health.

it shouldn't really matter whether they are on foot or ride a horse, chariot, camel, or elephant.
Well it matter for citizen-soldiers and champions.
Maybe they could start at 500 hp and use the same scaling as champions for example.

Mar 27 2020, 2:24 PM
Freagarach added a reviewer for D2496: tweak soldier footprints: Restricted Owners Package.
Mar 27 2020, 2:23 PM
Nescio added a comment to D2673: [art/actors] separate actor files for deprecated ptol structures.

cf. rP22977

Mar 27 2020, 2:23 PM
Freagarach added a comment to D2685: simplify mercenary cost.

Is that in-game or at the structure tree from the main menu?

Mar 27 2020, 2:22 PM
Nescio added inline comments to D2684: [gameplay] make rams less effective vs organic units.
Mar 27 2020, 2:21 PM
Nescio added a comment to D2685: simplify mercenary cost.

Also it would not be shown in structure tree and right clicking to trainable unit. (Side note, I think you need to put that technology somewhere to work if I am not mistaken)

Actually it works:

Mar 27 2020, 2:20 PM
Freagarach added a reviewer for D2628: [gameplay] tweak champion infantry javelinist walk speed: Restricted Owners Package.
Mar 27 2020, 2:19 PM
Freagarach added inline comments to D2684: [gameplay] make rams less effective vs organic units.
Mar 27 2020, 2:18 PM
Silier added inline comments to D2684: [gameplay] make rams less effective vs organic units.
Mar 27 2020, 2:11 PM
Silier added a comment to D2685: simplify mercenary cost.

At first sight it looks good because it removes bunch of duplication, however it hides cost change from templates. Also it would not be shown in structure tree and right clicking to trainable unit. (Side note, I think you need to put that technology somewhere to work if I am not mistaken)

Mar 27 2020, 2:09 PM
Freagarach added a comment to D2532: [gameplay] train champion cavalry at stable.

@ValihrAnt please accept if you (still) agree and have verified this patch :)

Mar 27 2020, 1:41 PM
Vulcan added a comment to D2685: simplify mercenary cost.

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

Mar 27 2020, 1:15 PM
Nescio created D2685: simplify mercenary cost.
Mar 27 2020, 1:11 PM
Vulcan added a comment to D2684: [gameplay] make rams less effective vs organic units.

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

Mar 27 2020, 12:45 PM
Nescio added inline comments to D2684: [gameplay] make rams less effective vs organic units.
Mar 27 2020, 12:41 PM
Nescio created D2684: [gameplay] make rams less effective vs organic units.
Mar 27 2020, 12:40 PM
Vulcan added a comment to D2683: [gameplay] enable pers champion chariot.

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

Mar 27 2020, 12:36 PM
Nescio added a comment to D2530: [art/actors] change pers_cavalry_archer_* actor.

Thank you!

the chariot currently cannot be trained, and will be up to the balancers to include or not.

D2683

Mar 27 2020, 12:33 PM
Nescio created D2683: [gameplay] enable pers champion chariot.
Mar 27 2020, 12:32 PM
Vulcan added a comment to D2682: [gameplay] unify hero health.

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

Mar 27 2020, 12:31 PM
Nescio created D2682: [gameplay] unify hero health.
Mar 27 2020, 12:26 PM
Vulcan added a comment to D2681: hero selection group.

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

Mar 27 2020, 12:17 PM
Nescio created D2681: hero selection group.
Mar 27 2020, 12:11 PM
Nescio updated the summary of D2674: [gameplay] make foundations not ConquestCritical.
Mar 27 2020, 12:04 PM
Nescio added a comment to D2674: [gameplay] make foundations not ConquestCritical.

Without this patch:

  • Conquest games are won by destroying all enemy structures and units
  • Conquest Structures games are won by destroying all enemy structures; units are ignored
  • Conquest Units games are won by destroying all enemy units; structures are ignored

Expected behaviour with this patch:

  • Conquest and Conquest Structures games: foundations are ignored
  • Conquest Units and non-Conquest games: unchanged

That should be easy to verify by running some test games.

Mar 27 2020, 11:59 AM
asterix added a comment to D2613: Updated cppformat.

Do to recent comment https://trac.wildfiregames.com/ticket/3190#comment:13 I suggest @Itms after this is commited to upgrade it straight to recent versions as done https://github.com/s0600204/0ad/tree/fmt .

Mar 27 2020, 10:54 AM
asterix updated the Trac tickets for D2613: Updated cppformat.
Mar 27 2020, 10:50 AM
Stan committed rP23555: Ignore unversionned files in the wxwidgets folder, as they should never be….
Ignore unversionned files in the wxwidgets folder, as they should never be…
Mar 27 2020, 10:38 AM
Freagarach updated the test plan for D2662: Gather using ResourceGatherer instead of UnitAI..
Mar 27 2020, 9:42 AM
Vulcan added a comment to D2662: Gather using ResourceGatherer instead of UnitAI..

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

Mar 27 2020, 9:41 AM
Freagarach updated the diff for D2662: Gather using ResourceGatherer instead of UnitAI..

Send the stopped message only after invalidating the target.

Mar 27 2020, 9:32 AM
autobuild committed rP23554: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Mar 27 2020, 9:30 AM
Stan committed rP23553: Move Persian cavalry to the persian folder..
Move Persian cavalry to the persian folder.
Mar 27 2020, 9:30 AM
Stan closed D2530: [art/actors] change pers_cavalry_archer_* actor.
Mar 27 2020, 9:30 AM
Stan accepted D2530: [art/actors] change pers_cavalry_archer_* actor.

I agree with moving persians to the persian folders, I guess if they were indeed using more horse archers than chariots then they should use that, I agree about the icon change, the specific name change, and the chariot currently cannot be trained, and will be up to the balancers to include or not.

Mar 27 2020, 9:26 AM
Stan added a comment to D2680: Heal using Heal.js instead of UnitAI..

Strings in tests?

Mar 27 2020, 8:30 AM
Freagarach updated the summary of D2679: Remove unnecessary argument of Pack-timer..
Mar 27 2020, 8:20 AM
Vulcan added a comment to D2680: Heal using Heal.js instead of UnitAI..

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

Mar 27 2020, 8:08 AM
Freagarach updated the diff for D2680: Heal using Heal.js instead of UnitAI..
  • Add test for stopping.
  • Use proper prepare time when starting to heal.
Mar 27 2020, 7:59 AM

Mar 26 2020

nephele added a comment to D2674: [gameplay] make foundations not ConquestCritical.

I've never player Conquest only units or only structures, so no clue what is supposed to happen there.

Mar 26 2020, 10:59 PM
Silier accepted D2679: Remove unnecessary argument of Pack-timer..

data passed inside timer are not used so removal is ok and it eliminates object creation.
SelecAnimation takes only 3 parameters DEFINE_INTERFACE_METHOD_3("SelectAnimation", void, ICmpVisual, SelectAnimation, std::string, bool, fixed)

Mar 26 2020, 10:53 PM
Silier added a comment to D2667: Upgrade engine to handle up to 30 players.

Did not have time to get into it yet, so pointing only style.

Mar 26 2020, 10:50 PM
Vulcan added a comment to D2679: Remove unnecessary argument of Pack-timer..

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

Mar 26 2020, 10:41 PM
Freagarach updated the diff for D2679: Remove unnecessary argument of Pack-timer..

Also remove duplicate/depraced "pack" in SetAnimation.
Missed in rP21359.

Mar 26 2020, 10:36 PM
Freagarach updated the summary of D2680: Heal using Heal.js instead of UnitAI..
Mar 26 2020, 10:35 PM
Vulcan added a comment to D2680: Heal using Heal.js instead of UnitAI..

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

Mar 26 2020, 10:32 PM
Freagarach created D2680: Heal using Heal.js instead of UnitAI..
Mar 26 2020, 10:28 PM
Vulcan added a comment to D2659: [gameplay] standardize structure loot.

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

Mar 26 2020, 10:10 PM
Silier accepted D2659: [gameplay] standardize structure loot.

Complete

Mar 26 2020, 10:10 PM
Silier edited reviewers for D2679: Remove unnecessary argument of Pack-timer., added: Silier; removed: Restricted Owners Package.

Nice catch :)

Mar 26 2020, 10:06 PM
Nescio updated the diff for D2659: [gameplay] standardize structure loot.

maur_wall_gate.xml, pers_stable.xml

Mar 26 2020, 10:05 PM
Nescio added a comment to D2000: aura style corrections.

Thanks. D2222 is a similar patch for the {civ}.json data files.

Mar 26 2020, 9:55 PM
Nescio added a comment to D2659: [gameplay] standardize structure loot.

Thanks for reviewing this, I appreciate it!
As for gates, the <Cost> component determines how expensive it is to repair the structure, and loot is 20% of the cost. The cost is indeed lower than building a long segment and upgrading it to a gate, but I think that's justifiable and the lesser evil.
Likewise, building a village tower and upgrading it to a town tower is more expensive than waiting and building a town tower directly.

Remaining pers_stable

Oops, missed that one, will correct, thanks for pointing that out!

Mar 26 2020, 9:53 PM
Silier accepted D2000: aura style corrections.

Changes are complete.
Changes are good following similar cleaning patches and keeping CC for json.

Mar 26 2020, 9:45 PM
Vulcan added a comment to D2000: aura style corrections.

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

Mar 26 2020, 9:38 PM
Nescio added a comment to D2674: [gameplay] make foundations not ConquestCritical.

The new patch looks to work fine, just tested it.

No errors, warnings, or unexpected AI behaviour? Could you describe what you tested and how exactly? Also maybe update this patch's summary and test plan.
At the very least one should verify it works as intended on:

  • Conquest games
  • Conquest Units games
  • Conquest Structures games
  • non-Conquest games

As I wrote earlier, I expect this to work, but didn't test it myself.

Mar 26 2020, 9:37 PM
Nescio updated the diff for D2000: aura style corrections.
Mar 26 2020, 9:33 PM
Silier added a comment to D2659: [gameplay] standardize structure loot.

Remaining
pers_stable

Mar 26 2020, 9:31 PM
Silier requested changes to D2659: [gameplay] standardize structure loot.
Mar 26 2020, 9:26 PM
Silier requested changes to D2000: aura style corrections.

Remaining
iber_player_teambonus.json

Mar 26 2020, 8:39 PM
nani updated the diff for D2667: Upgrade engine to handle up to 30 players.

Removed const and gave the child template parameter a different name so it wont complain in gcc.

Mar 26 2020, 8:34 PM
Freagarach updated the summary of D2679: Remove unnecessary argument of Pack-timer..
Mar 26 2020, 8:27 PM
nephele abandoned D2678: [simulation2] remove warning in removing token in xml via filter.

Not needed with the differing aproach in D2674.

Mar 26 2020, 8:23 PM