Successful build - Chance fights ever on the side of the prudent.
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Jun 2 2020
As for the rest this is a good change imo, that cleans up UnitAI logic a little.
Quick cleanup by passing CmpResourceGatherer.
Quick review inline, but I'm doing the changes myself since they're mostly straightforward.
It seems to me you don't actually need m_Neededon the chunks since m_HasNeededChunks makes it redundant. Further, I would actually suggest m_NeedsUpload as that appears to be what this does.
In D1074#117985, @Freagarach wrote:I lack the time for a proper review and test, but won't this give unexpected behaviour when one thinks one clicks just beyond a building and the entities move to the building instead of closest to the point one clicked?
I lack the time for a proper review and test, but won't this give unexpected behaviour when one thinks one clicks just beyond a building and the entities move to the building instead of closest to the point one clicked?
I will commit this soon.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Accidentally introduced a "fat-finger" typo.
Small refactoring following @Stan 's comment.
In D1997#107781, @wowgetoffcellphone wrote:Animals didn't used to be visible in the FOW, but then it was realized quickly that it nerfed hunting badly.
Successful build - Chance fights ever on the side of the prudent.
Remove the reforming on Stop().
@Angen @Yves @Freagarach thoughts?
Historical accuracy is important, the change doesn't affect anything but art, so it's good to me.
I agree with this change. No problem with it.
Jun 1 2020
Updated the revision given my better understanding of things at D2781.
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.
- <Footprint/Height> and <StatusBar/HeightOffset>
In D1931#117866, @linkmauve wrote:I haven’t tested this patch, but it’s overall a much needed clean-up, so +1 for it!
I remember wondering why configuration was intricated like that, when I was trying to bring up GLES.
Make it clear where the warning is coming from when we try to convert a non-object to CColor.
For the interested reader: D86
Build failure - The Moirai have given mortals hearts that can endure.
Did you also do a rejoin test? We move some serialized data around, and remove a clone somewhere, so that raises a concern (not that I see it trivially broken though)
If people want to make the AI use a certain WalkSpeed value threshold (e.g. 15.0) instead of a class, feel free to commandeer. I'm not a programmer, my understanding of the AI and JavaScript is too limited to have even a vague idea how to implement such a thing.
I haven’t tested this patch, but it’s overall a much needed clean-up, so +1 for it!
gcc6 segfault :)
Build failure - The Moirai have given mortals hearts that can endure.
- rebased
- excluded team bonus change
- remove a few unnecessary cost and loot lines
- feel free to commandeer back
In D2778#117793, @Stan wrote:The mac build failiure in unrelated. Itms disabled Mac SVN build until he has some time to address the bug. Linux one is the usual segfault.
Yeah, that's what I mean, donkey + athen trader
Yes, that's what I meant. No donkey carts.
In D2640#117839, @Nescio wrote:What do you precisely mean with “switch the actors”? E.g. iber and kush have the same donkey, but a different man.
What do you precisely mean with “switch the actors”? E.g. iber and kush have the same donkey, but a different man.
Needing a rebase
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Rebased, and merge the remaining changes from D1930 here.
Effectively merged in D1931
Note that we already have this ordering in intro.txt
Should I just switch the actors or do you expect something more?
In D1960#111296, @Freagarach wrote:True, great extension :) (For the next patch, that is.)
Build failure - The Moirai have given mortals hearts that can endure.
Not useful as is, see current patch at D665 for an approach at this.
RC version of my attempt at this.
It's essentially the same idea, but with a few twists:
- Makes the UnitMotion stil recompute paths now and then when following "known imperfect paths", to avoid units and ships going the opposite way without noticing. Depending on the map configuration this is a large improvement.
- Send failure messages in case these pile up, I noticed a "slow infinite loop" when testing the trigger map.
- Use the reachability from UM instead of adding a new function doing something custom. This helps ensuring coherence with obstruction/UM code, while keeping the desired functionality.
- Make garrisoning units wait a little harder for their ship by asking for pickup again if the ship is idle when the entity arrives at destination. This still isn't perfect, but it should help a little in some "fire and forget" cases (see trigger map).
In D2771#117727, @Dunedan wrote:And in case it wasn't clear from the code, the trigger script spawns wolves, the wolves receive Move orders making the wolves attack the players units - so basically zombie wolves. It was added to make the map less boring. The wolves are Domestic because currently only Domestic animals can follow move orders […]
For me with this change the (now non-domestic) wolves move towards and attack player units after spawning the same way as they did before. What am I missing here?
The mac build failiure in unrelated. Itms disabled Mac SVN build until he has some time to address the bug. Linux one is the usual segfault.
Presumably because @bb wrote Differential Revision: D1042 https://code.wildfiregames.com/rP23719 instead of Differential Revision: https://code.wildfiregames.com/D1042. We'll wai for his input, but I think you can close it manually.
Then I'll commit only binaries/data/mods/public/simulation/templates/template_unit_champion_elephant.xml and binaries/data/mods/public/simulation/templates/units/maur_elephant_archer_b.xml thanks for heads up @Nescio and the answer @ValihrAnt
@ValihrAnt @borg- would this be okay if I only committed the cost change? Or is there a good reasoning behind the team bonus change?
I think it can be included without the team bonus. The patch originally lowered war elephant overall cost and the team bonus change was there to make sure they don't become too cheap, but then I changed the values to reduce the metal cost and increase food cost while still leaving overall cost the same as it was originally. So the team bonus change isn't as important anymore.
(It's accepted but not closed.)
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.