Build failure - The Moirai have given mortals hearts that can endure.
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Jun 26 2020
Build failure - The Moirai have given mortals hearts that can endure.
Some small fixes
Successful build - Chance fights ever on the side of the prudent.
My change was merged, i tested it again now with the newest git gave me.
It builds and runs fine on alpine linux for me.
filter
fix tests
fix naming
remove redundant macros
This patch affects the bonus promoted units gains. A unit can promote on the battlefield via experience or can be trained promoted thanks to techs like the mercenary rank upgrade tech. In fact, that tech gives a train time increase. Spartan skirtai also train slower compared to other units.
This makes me think of a somewhat unrelated idea which could be to decrease necessary experience required for melee units to promote. This could allow the player to profit more of promoted melee units (possibly nicer gameplay) and decrease a bit the relative strength of ranged units. It might not be a good idea for cavalry though.
I have been looking at this as a connectivity test rather than a flood fill algorithm.
With ~400 entities timings go from ~1600 μs for the postMessage to ~500 μs for the postMessage including builders query.
Successful build - Chance fights ever on the side of the prudent.
Remove duplicate call.
Hi @Feldfeld and thanks for your patch ;)
Doesn't lowering the melee attack damage increase make melee soldiers relatively weaker compared to ranged soldiers, though?
A small bit, but it isn't going to change the snowball effect ranged soldiers could have
How about ranged attack damage?
What I meant was shouldn't ranged attack damage be adjusted too? But I now see those lines are not present in these two files (unlike e.g. attack_soldiers_will.json) and agree adding them is not an improvement.
Doesn't lowering the melee attack damage increase make melee soldiers relatively weaker compared to ranged soldiers, though?
Here is how it was done for other OS platforms in blender https://developer.blender.org/T77010 from sdl 2.0.8 to 2.0.12
For determining appropiate range values, this table might be helpful:
range → area ; normalized 5 → 79 ; 0.016 10 → 314 ; 0.063 15 → 707 ; 0.141 20 → 1257 ; 0.25 25 → 1963 ; 0.391 30 → 2827 ; 0.563 35 → 3848 ; 0.766 40 → 5027 ; 1 45 → 6362 ; 1.266 50 → 7854 ; 1.563 55 → 9503 ; 1.891 60 → 11310 ; 2.25 65 → 13273 ; 2.641 70 → 15394 ; 3.063 75 → 17671 ; 3.516 80 → 20106 ; 4 85 → 22698 ; 4.516 90 → 25447 ; 5.063 95 → 28353 ; 5.641 100 → 31416 ; 6.25
[EDIT] Going from e.g. 25 to 20 means a 36% reduction (0.25 / 0.391), from 25 to 30 a 44% increase (0.563 / 0.391); and 30 means an area 2.5× as large as 20.
But I do not see need to remove territory decay. It is military kind of building ref roman army camp.
For comparison:
- template_structure.xml (i.e. most structures) has a value of 20.
- template_outpost.xml has a value of 2, which is halved by the tower_decay.json technology.
- merc_camp_egyptian.xml and ptol_mercenary_camp.xml have a value of 1.
- rome_army_camp.xml has a value of 37.5.
So what value would be appropiate for the kush_blemmye_camp.xml and the kush_nuba_village.xml?
Also, I don't really understand the choice of Chandragupta auras; e.g. an elephant bonus would make more sense.
attack rate bonuses
Those are fundamentally equivalent to attack damage bonuses (damage per second = attack damage / attack time).
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Use let by scoping.
Fix population cheat. This adds 500 to the limit instead of replacing since that seems kind of weird when playing with high population capacities.
In D2426#121613, @Angen wrote:If one plays with hacked popcap (gift from the gods e.g.) and any player is defeated/resigned cheat influence on pop cap is removed.
This would actually be an issue with how the cheat is applied.
This should actually be more performant (in the short run at least) since entities like sheep (non skittish, non attacking) do not have a query anymore, and healers have one (unused) query less now.
It is nice idea, but one should do profiling at some point.
Adding another range query is not for free :).
Although I do not expect big perf issue because of that.
If you guys agree with the current values and patch, please click on "Accept" pls.
Up with correct order.
Jun 25 2020
I do not think it is so slower. You can do stabbing with spear as fast as with short sword when staying at one spot.
And swordsman does have 750 repeat time so this is still slower.
Also might not be important, but in theory if game is won, winning players should be able to split remaining pop cap. But that is nit-picking.
If one plays with hacked popcap (gift from the gods e.g.) and any player is defeated/resigned cheat influence on pop cap is removed.
My bad.. he ran make clean before re-compiling but didn't run clean-workspaces.sh. Doing so now.. I'll update here shortly.
I can agree with allowing to build them on neutral territory and removing territory influence.
In D2745#121607, @andy5995 wrote:My friend who is using Manjaro 20, gcc 10.1.0 gets this error, before and after applying the patch.
Linking Collada
/usr/bin/ld: ../../../libraries/source/fcollada/lib/libFColladaSR.a(FAXInstanceExport.o): in function `FArchiveXML::WritePhysicsRigidBodyInstance(FCDObject*, _xmlNode*)':
FAXInstanceExport.cpp:(.text+0xbfc): undefined reference to `_xmlNode* FArchiveXML::AddPhysicsParameter<FMVector3, 0>(_xmlNode*, char const*, FCDParameterAnimatableT<FMVector3, 0>&)'
/usr/bin/ld: FAXInstanceExport.cpp:(.text+0xc12): undefined reference to `_xmlNode* FArchiveXML::AddPhysicsParameter<FMVector3, 0>(_xmlNode*, char const*, FCDParameterAnimatableT<FMVector3, 0>&)'
collect2: error: ld returned 1 exit status
make[1]: * [Collada.make:94: ../../../binaries/system/libCollada.so] Error 1
make: * [Makefile:177: Collada] Error 2He's compiling the latest code from the 0ad GitHub repo, btw.
My friend who is using Manjaro 20, gcc 10.1.0 gets this error, before and after applying the patch.
In D2792#121569, @Nescio wrote:How about ranged attack damage?
Generally, in current meta, melee units die before they have the chance to get promoted or soon after, while ranged units have an easier time being promoted because of meat shield dying instead of them. A ranged attack damage bonus could lead to a snowball effect that would probably be too big
In D1400#120766, @Hannibal_Barca wrote:I'm not sure what is going on here but hero auras could really use some uniqueness. I feel like everything is some sort of +% attack / +1 armour / movement seped which kinda makes it monotone and boring
Yes, but the problem is that there are (much) more heroes than possible aura ideas it sounds like. The problem with that one aura that got removed is that it was not historically accurate.
Small fixes, change the aura of one more hero
Successful build - Chance fights ever on the side of the prudent.
Let sele-tech benefit.
Successful build - Chance fights ever on the side of the prudent.
Some var -> let in the vicinity.
In D2792#121569, @Nescio wrote:Add crush damage for axemen.
Nice catch! How about ranged attack damage?
Tnx!!! I think not. This change would the ranged units even better compared to melee. Would also make the decrease for health practically irrelevant. It would make ptolomeus even stronger.
Successful build - Chance fights ever on the side of the prudent.
- alphabetize <StatisticsTracker> classes, per @Freagarach
This quote is both sexist by modern standards, and not about combat (even loosely). That is all.
So if something is blatantly misogynistic, yet loosely about combat, it would be perfectly fine?
Add crush damage for axemen.
Nice catch! How about ranged attack damage?
It would be helpful if all modifications were alphabetized, though that doesn't have to be done in this patch.
Highlighted versions.
It's a bit of a pain to quickly click on them now, perhaps show five at a time and increase the size of the arrows?
Can't we show GAIA kills and such?
The rest of the file is not consistent in its use of periods. Or it is: use one after each sentence but not when the sentence ends with a link or command of some kind.
Successful build - Chance fights ever on the side of the prudent.
Use icons from Stan. No extra icon definition. Remove change crept in from other diff.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Will commit this soon.
(Still not convinced about the reduction of the duplication. It is probably doable but doesn't get more readable.)
Successful build - Chance fights ever on the side of the prudent.
Jun 24 2020
Build failure - The Moirai have given mortals hearts that can endure.
Up new patch with nerf melee attack 20% to 15%.
Add crush damage for axemen.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Miscellaneous code cleanup. Still need to address the GetGameState comments and the use of jsonspirit rather than strings by @wraitii.
Made the miscellaneous code fixes. Pushing them momentarily!
In D2833#121464, @Freagarach wrote:It's not really consistent in the rest of the file ;)
This quote is both sexist by modern standards, and not about combat (even loosely). That is all. If there are other quotes with those two issues, we could definitely add them to the diff.
Then again, why this line and not any others? Most of the quotes do not seem to be directly related to combat.
how the ancient Greek society portrayed by Thucydides was misogynistic by ancient standards.
No, society in antiquity is misogynistic by modern standards. That has nothing to do with Thucydides.
I believe one can use {native} tag to apply civ code from structure and not owning player so one can avoid renaming units.
Thank you for pointing that out, I forgot about those {native} tags! That said, the rename is technically correct, and allows removing the <Civ> line.
Also removing special kush buildings from building list, I do not agree with that one.
Replace kush -> {civ} to avoid construction by forbidden civilization and to keep for kush.
In principle those (and other) entities could be moved to template_unit_infantry.xml.
For the Spartan swordsmen, you could consider inserting e.g.
{ "value": "Cost/BuildTime", "multiply": 1.15 },