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Jun 28 2020

wraitii added inline comments to D2826: Cleanup of Capturable.
Jun 28 2020, 3:15 PM
wraitii accepted D2833: Add where and how to contribute to README.txt.

I agree with the intention, I don't care very much about periods, I like @bb's suggestion, I'd suggest you commit this whenever you feel like it :)

Jun 28 2020, 2:50 PM
wraitii added a comment to D1269: Session: Show more command buttons.

Tested and functional, I would agree with Freagarach that perhaps only showing 5 and having bigger arrows is easier to click though. Keep showing 6 in the regular case.

Jun 28 2020, 2:49 PM
wraitii added a comment to D2837: Stop dodging arrows by spamclicking or patrol: Waste time turning.

The interpolation of the rotation looks fairly bad (it's kind of jerk-y).

Jun 28 2020, 2:45 PM
Harbormaster failed remote builds in B12252: Diff 12484 for D2843: [gameplay] kush: tweak Amun temple, deprecate upgrade_rank_elite_healer.json technology!
Jun 28 2020, 12:49 PM
Vulcan added a comment to D2843: [gameplay] kush: tweak Amun temple, deprecate upgrade_rank_elite_healer.json technology.

Build failure - The Moirai have given mortals hearts that can endure.

Jun 28 2020, 12:49 PM
Nescio created D2843: [gameplay] kush: tweak Amun temple, deprecate upgrade_rank_elite_healer.json technology.
Jun 28 2020, 12:47 PM
Harbormaster failed remote builds in B12251: Diff 12483 for D2842: Heal HP → Health, Rate → Interval!
Jun 28 2020, 12:37 PM
Vulcan added a comment to D2842: Heal HP → Health, Rate → Interval.

Build failure - The Moirai have given mortals hearts that can endure.

Jun 28 2020, 12:37 PM
Harbormaster failed remote builds in B12250: Diff 12482 for D2842: Heal HP → Health, Rate → Interval!
Jun 28 2020, 12:36 PM
Vulcan added a comment to D2842: Heal HP → Health, Rate → Interval.

Build failure - The Moirai have given mortals hearts that can endure.

Jun 28 2020, 12:36 PM
Harbormaster failed to build B12249: rP23793: Allow building Kushite mercenary camps in neutral territory. for rP23793: Allow building Kushite mercenary camps in neutral territory.!
Jun 28 2020, 12:34 PM
Nescio updated the diff for D2842: Heal HP → Health, Rate → Interval.
Jun 28 2020, 12:30 PM
Harbormaster failed remote builds in B12248: Diff 12480 for D2763: Fix formations reshaping incorrectly & related issues.!
Jun 28 2020, 12:28 PM
Vulcan added a comment to D2763: Fix formations reshaping incorrectly & related issues..

Build failure - The Moirai have given mortals hearts that can endure.

Jun 28 2020, 12:27 PM
Nescio created D2842: Heal HP → Health, Rate → Interval.
Jun 28 2020, 12:24 PM
Harbormaster failed remote builds in B12247: Diff 12479 for D2686: [gameplay] tweak pyramids and wonder costs and auras!
Jun 28 2020, 12:24 PM
Vulcan added a comment to D2686: [gameplay] tweak pyramids and wonder costs and auras.

Build failure - The Moirai have given mortals hearts that can endure.

Jun 28 2020, 12:24 PM
Vulcan added a comment to D14: Thread the pathfinder computations.

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

Jun 28 2020, 12:21 PM
Nescio updated subscribers of D2685: simplify mercenary cost.

@wraitii, any opinions on this?

Jun 28 2020, 12:16 PM
Nescio added inline comments to D2686: [gameplay] tweak pyramids and wonder costs and auras.
Jun 28 2020, 12:13 PM
wraitii accepted D1365: [gameplay] Lower the repeat rate of spear cavalry.

I would agree with this, IIRC the long repeat-time was to do some "pretend charging" but it's never been a great look.

Jun 28 2020, 12:12 PM
wraitii added a comment to D2824: Split vision range from going-to-attack range in UnitAI..

A simple "worst-case" perf test would be running Combat Demo Huge and moving some units to attack.

Jun 28 2020, 12:11 PM
wraitii added a comment to D2792: [gameplay] Balance Advanced and Elite Tech..

I have personally always disliked our promotion system. It gives no real choice to the player, and it stems from a weird vision of historical perspective where people would be more or less specialised towards combat, but this is completely inaccurate anyways -> the warfare division was generally based on social class, not on 'experience'.

Jun 28 2020, 12:06 PM · Restricted Project
wraitii committed rP23793: Allow building Kushite mercenary camps in neutral territory..
Allow building Kushite mercenary camps in neutral territory.
Jun 28 2020, 11:58 AM
wraitii closed D2534: [gameplay] allow building Blemmye camp and Nuba village in neutral territory.
Jun 28 2020, 11:57 AM
wraitii added inline comments to D2686: [gameplay] tweak pyramids and wonder costs and auras.
Jun 28 2020, 11:57 AM
Nescio added inline comments to D2686: [gameplay] tweak pyramids and wonder costs and auras.
Jun 28 2020, 11:51 AM
wraitii abandoned D2840: [gameplay] Fix values in "heal rate" techs..
Jun 28 2020, 11:46 AM
wraitii accepted D2839: [gameplay] remove the build time malus from greek structures.

I disagree with the consistency argument -> this is a civilisation bonus, not a technology. It effectively is a way to modify all templates for hellenistic civilisations without having to actually modify the templates (since that's annoying to maintain).

Jun 28 2020, 11:43 AM
wraitii added inline comments to D2686: [gameplay] tweak pyramids and wonder costs and auras.
Jun 28 2020, 11:39 AM
wraitii updated the diff for D2763: Fix formations reshaping incorrectly & related issues..

Ah, thanks, I had missed that bevhaiour as I wasn't testing large enough formations.
It's fixed, and the units in formations no longer move. If you remove the formation, they will go to the held position (and clump) though - but I don't think we should really fix that.

Jun 28 2020, 11:36 AM
Vulcan added a comment to D2841: [gameplay] split Celtic civ bonuses.

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

Jun 28 2020, 11:29 AM
Nescio updated the diff for D2686: [gameplay] tweak pyramids and wonder costs and auras.
  • Wonders are excluded from build time and health technologies and civilization bonuses.
  • Small Pyramid cost to 300 stone + 100 metal.
  • Large Pyramid cost to 450 stone + 150 metal.
Jun 28 2020, 11:24 AM
wraitii updated the diff for D14: Thread the pathfinder computations.

Rebase

Jun 28 2020, 11:16 AM
Nescio added a comment to D2505: [gameplay] tweak wall vision.

Are there other structures (e.g. corral, pyramids, Stonehenge) that should get this same vision change?

Jun 28 2020, 11:15 AM
wraitii commandeered D14: Thread the pathfinder computations.
Jun 28 2020, 11:14 AM
Nescio created D2841: [gameplay] split Celtic civ bonuses.
Jun 28 2020, 11:09 AM
Nescio added a comment to D2839: [gameplay] remove the build time malus from greek structures.

Currently build time and health are correlated; if a technology increases a structure's health, its build time goes up, and if it decreases its build time, so does its health. I like consistency, and don't see why an exception should be made here.
Besides, it's not exceptional for a “civ bonus” to be actually a malus; cf. spart_population.json.
Other things that could be done is postpone this civ bonus (e.g. insert a phase_town requirement) or replace it entirely and create new civbonus(es).

Jun 28 2020, 10:52 AM
Nescio added a comment to D2840: [gameplay] Fix values in "heal rate" techs..

The confusing thing is that <Heal/Rate> is actually a time. It ought to be renamed to <RepeatTime> (cf. <Attack>) or <Interval> (cf. <ResourceTrickle>).
Regardless, as @Feldfeld already pointed out, these technologies are currently correct, and this patch messes it up. If you want to remove this or any other patch from the review queue, please click “Add Action...” → “Abandon Revision”.

Jun 28 2020, 10:45 AM
Nescio added a comment to D2835: [gameplay] Increase cost of "upgrade mercenaries rank" tech..

Whatever you think is fair.

Jun 28 2020, 10:38 AM
Stan added inline comments to D1877: Show summary graphs for teams.
Jun 28 2020, 10:38 AM

Jun 27 2020

Vulcan added a comment to D1877: Show summary graphs for teams.

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

Jun 27 2020, 11:50 PM
Vulcan added a comment to D1877: Show summary graphs for teams.

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

Jun 27 2020, 11:45 PM
Imarok updated the diff for D1877: Show summary graphs for teams.

Minor style fixes

Jun 27 2020, 11:43 PM
Imarok updated the diff for D1877: Show summary graphs for teams.

Translate and use setStringTags

Jun 27 2020, 11:40 PM
borg- added a comment to D2840: [gameplay] Fix values in "heal rate" techs..

The values are correct in fact. Multiplying the reload time by 0.8 corresponds to a 25% heal rate increase ( 1 / 0.8 = 1.25) Just like if you multiply the reload time by 0 you won't have a 100% increase but an infinite one instead

Jun 27 2020, 11:01 PM
borg- added a comment to D2839: [gameplay] remove the build time malus from greek structures.

Sure, it really affects the early game.
I agree with the patch. it helps in balancing and it also seems to make more sense as a "bonus".
@Nescio has a good point about repair rate.

Jun 27 2020, 10:57 PM
Feldfeld added a comment to D2840: [gameplay] Fix values in "heal rate" techs..

The values are correct in fact. Multiplying the reload time by 0.8 corresponds to a 25% heal rate increase ( 1 / 0.8 = 1.25) Just like if you multiply the reload time by 0 you won't have a 100% increase but an infinite one instead

Jun 27 2020, 10:52 PM
borg- created D2840: [gameplay] Fix values in "heal rate" techs..
Jun 27 2020, 10:32 PM
FeXoR changed the visibility for P212 Simple flood fill (against list of tiles - which is 0(n²) so transform to "map" first to be O(n)).
Jun 27 2020, 8:38 PM
borg- added a comment to D2835: [gameplay] Increase cost of "upgrade mercenaries rank" tech..

Or remove the food and make it metal only?

Jun 27 2020, 7:01 PM
Feldfeld added a comment to D2835: [gameplay] Increase cost of "upgrade mercenaries rank" tech..

Or remove the food and make it metal only?

Jun 27 2020, 6:55 PM
Feldfeld added a comment to D2839: [gameplay] remove the build time malus from greek structures.

The reason the build time increases is to keep the health/second repair speed unchanged. I disagree with removing it. Other technologies and civ bonuses do this as well. See e.g. cart_walls.json, celt_structures.json, maur_walls.json and buildtime_walls_rubble.json, health_walls_geometric_masonry.json, persian_architecture.json.

All the other technologies/bonuses have a justification gameplay (balance) wise for their changes. As an example, celt_structures.json is a strong economic bonus and sacrificing building health is still quite good for it. For the technologies, since the build time change isn't applied before the technology is researched that makes it a good bonus. (And even for buildings that are built after the technologies are researched, there is no economic snowball so this remain quite good).
I would like to say that keeping the build time / building health ratio is not important here but that's just me I guess

Jun 27 2020, 6:39 PM
Silier accepted D2534: [gameplay] allow building Blemmye camp and Nuba village in neutral territory.
Jun 27 2020, 6:28 PM
Nescio added a comment to D2839: [gameplay] remove the build time malus from greek structures.

If the economy is the problem, how about replacing Structure with Civic?

Jun 27 2020, 6:25 PM
FeXoR created P212 Simple flood fill (against list of tiles - which is 0(n²) so transform to "map" first to be O(n)).
Jun 27 2020, 6:23 PM
Nescio added a comment to D2839: [gameplay] remove the build time malus from greek structures.

The reason the build time increases is to keep the health/second repair speed unchanged. I disagree with removing it. Other technologies and civ bonuses do this as well. See e.g. cart_walls.json, celt_structures.json, maur_walls.json and buildtime_walls_rubble.json, health_walls_geometric_masonry.json, persian_architecture.json.

Jun 27 2020, 6:15 PM
Nescio added a comment to D2835: [gameplay] Increase cost of "upgrade mercenaries rank" tech..

Or remove the food and make it metal only?

Jun 27 2020, 6:06 PM
Feldfeld added a comment to D2835: [gameplay] Increase cost of "upgrade mercenaries rank" tech..

This could be okay values, but what about 500 food and 500 metal ? For me it would make sense that this tech cost more metal. If that's too much maybe 400 food 400 metal ?

Jun 27 2020, 6:05 PM
borg- added a comment to D2835: [gameplay] Increase cost of "upgrade mercenaries rank" tech..

@Feldfeld you opnion?

Jun 27 2020, 6:02 PM
Feldfeld created D2839: [gameplay] remove the build time malus from greek structures.
Jun 27 2020, 6:01 PM
Vulcan added a comment to D2534: [gameplay] allow building Blemmye camp and Nuba village in neutral territory.

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

Jun 27 2020, 5:50 PM
Nescio updated the diff for D2534: [gameplay] allow building Blemmye camp and Nuba village in neutral territory.
  • changed territory decay to 1, per @Angen
Jun 27 2020, 5:44 PM
Vulcan added a comment to D2199: Add RL interface for Reinforcement Learning.

Build failure - The Moirai have given mortals hearts that can endure.

Jun 27 2020, 5:37 PM
Vulcan added a comment to D2199: Add RL interface for Reinforcement Learning.

Build failure - The Moirai have given mortals hearts that can endure.

Jun 27 2020, 5:34 PM
Harbormaster failed remote builds in B12241: Diff 12470 for D2199: Add RL interface for Reinforcement Learning!
Jun 27 2020, 5:33 PM
Vulcan added a comment to D2199: Add RL interface for Reinforcement Learning.

Build failure - The Moirai have given mortals hearts that can endure.

Jun 27 2020, 5:32 PM
irishninja updated the diff for D2199: Add RL interface for Reinforcement Learning.

GetTemplates is now const and removed unused include

Jun 27 2020, 5:31 PM
Silier added a comment to D2534: [gameplay] allow building Blemmye camp and Nuba village in neutral territory.

I think 1 or 2 can be enough, just to not have it for free.

Jun 27 2020, 1:20 PM
Silier added a comment to D2763: Fix formations reshaping incorrectly & related issues..

create square formation of 35 units. Set them to defensive stance. After arriving to position some will move to the Centre of formation.

Jun 27 2020, 12:53 PM
Itms added a comment to D2838: Fix string conversion to/from Spidermonkey.

This looks good, I will test it later! ??

Jun 27 2020, 12:49 PM
Vulcan added a comment to D2838: Fix string conversion to/from Spidermonkey.

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

Jun 27 2020, 12:49 PM
wraitii added inline comments to D2838: Fix string conversion to/from Spidermonkey.
Jun 27 2020, 12:43 PM
wraitii updated the diff for D2838: Fix string conversion to/from Spidermonkey.

Fix roundtrip issue.

Jun 27 2020, 12:43 PM
wraitii added inline comments to D270: Allow Modifiers to affect tokens..
Jun 27 2020, 12:33 PM
Silier resigned from D270: Allow Modifiers to affect tokens..

I think this feature can in some cases mess up ai planning but it is similar if entity would upgrade or get deleted. as far as it will not be used to remove crutial things it ought to be ok (like removing or adding Siege class to units in the battle not sure how that would play out)

Jun 27 2020, 12:31 PM
Vulcan added a comment to D2814: Allow remapping hotkeys from inside the game / fix QWERTY hotkeys.

Build failure - The Moirai have given mortals hearts that can endure.

Jun 27 2020, 12:30 PM
Harbormaster failed remote builds in B12239: Diff 12468 for D2814: Allow remapping hotkeys from inside the game / fix QWERTY hotkeys!
Jun 27 2020, 12:29 PM
Vulcan added a comment to D2814: Allow remapping hotkeys from inside the game / fix QWERTY hotkeys.

Build failure - The Moirai have given mortals hearts that can endure.

Jun 27 2020, 12:29 PM
wraitii updated the summary of D2814: Allow remapping hotkeys from inside the game / fix QWERTY hotkeys.
Jun 27 2020, 12:27 PM
wraitii updated the diff for D2814: Allow remapping hotkeys from inside the game / fix QWERTY hotkeys.

Switch to a filter instead of tabs because that's likely a better interface. I'd like to add a text field to filter hotkeys further.

Jun 27 2020, 12:26 PM
wraitii added a comment to D2838: Fix string conversion to/from Spidermonkey.
In D2838#121714, @Itms wrote:

Additionally I am fine with believing that SM uses UTF16 internally but what is the source of this affirmation? Is it still true with recent versions of SM?

I've found no documentation beyond code comments.
See JSAPI.h:4294

* Flat strings and interned strings are always null-terminated, so
* JS_FlattenString can be used to get a null-terminated string.
*
* Additionally, string characters are stored as either Latin1Char (8-bit)
* or char16_t (16-bit). Clients can use JS_StringHasLatin1Chars and can then
* call either the Latin1* or TwoByte* functions. Some functions like
* JS_CopyStringChars and JS_GetStringCharAt accept both Latin1 and TwoByte
* strings.

and CharacterEncoding.h

/*
 * By default, all C/C++ 1-byte-per-character strings passed into the JSAPI
 * are treated as ISO/IEC 8859-1, also known as Latin-1. That is, each
 * byte is treated as a 2-byte character, and there is no way to pass in a
 * string containing characters beyond U+00FF.
 */

Hence my understanding above that text is always stored "wide" in Spidermonkey, even in the "latin1" encoding.

Jun 27 2020, 12:12 PM
Itms requested changes to D2838: Fix string conversion to/from Spidermonkey.

This looks good to me apart from the roundtrip change. Additionally I am fine with believing that SM uses UTF16 internally but what is the source of this affirmation? Is it still true with recent versions of SM?

Jun 27 2020, 12:04 PM
lyv added a comment to D2828: Flood fill algorithm to check tile connections.

Since there seems to be some confusion.

Jun 27 2020, 11:35 AM
Vulcan added a comment to D2838: Fix string conversion to/from Spidermonkey.

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

Jun 27 2020, 10:48 AM
Vulcan added a comment to D2764: Allow enabling default formation / no-formation stances on a command basis.

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

Jun 27 2020, 10:41 AM
wraitii added inline comments to D2838: Fix string conversion to/from Spidermonkey.
Jun 27 2020, 10:40 AM
wraitii created D2838: Fix string conversion to/from Spidermonkey.
Jun 27 2020, 10:40 AM
wraitii added inline comments to D2764: Allow enabling default formation / no-formation stances on a command basis.
Jun 27 2020, 10:32 AM
wraitii updated the diff for D2764: Allow enabling default formation / no-formation stances on a command basis.

Formation behaviour ought to be in UnitAI, one can disband formation temporarily when close to gathering point, perhaps?

Jun 27 2020, 10:31 AM
wraitii added a comment to D2763: Fix formations reshaping incorrectly & related issues..

@Angen Any chance you could review this again? I think we're good now.

Jun 27 2020, 10:14 AM
wraitii added a comment to D270: Allow Modifiers to affect tokens..

I'm leaving this one up for further comments for now.

Jun 27 2020, 10:13 AM
Feldfeld accepted D2792: [gameplay] Balance Advanced and Elite Tech..

The current values for this patch seem good.

Jun 27 2020, 8:40 AM · Restricted Project
Harbormaster failed to build B12236: rP23792: Add garrison flags to all the merchant ships. for rP23792: Add garrison flags to all the merchant ships.!
Jun 27 2020, 1:11 AM
Stan committed rP23792: Add garrison flags to all the merchant ships..
Add garrison flags to all the merchant ships.
Jun 27 2020, 1:09 AM

Jun 26 2020

bb added a comment to D2837: Stop dodging arrows by spamclicking or patrol: Waste time turning.

Yea, there is an autobuild in the repository, so everything that gets committed will be build. Not every patch will get a build. Though I will try to get a build for this revision from somewhere.

Jun 26 2020, 10:28 PM
Feldfeld added a comment to D2837: Stop dodging arrows by spamclicking or patrol: Waste time turning.

I use svn on windows, did "apply patch". I think build is usually done automatically when updating so I don't know how to do it.

Jun 26 2020, 10:26 PM
bb added a comment to D2837: Stop dodging arrows by spamclicking or patrol: Waste time turning.

Did you rebuild the game?

Jun 26 2020, 10:24 PM
Feldfeld added a comment to D2837: Stop dodging arrows by spamclicking or patrol: Waste time turning.

I have errors trying this patch

Jun 26 2020, 10:23 PM