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Jul 3 2020

OptimusShepard planned changes to D2857: Matrix3D SSE.

The hardware request doesn't work, like it should.

Jul 3 2020, 1:04 AM
OptimusShepard created D2857: Matrix3D SSE.
Jul 3 2020, 1:02 AM
borg- added a comment to D2792: [gameplay] Balance Advanced and Elite Tech..

@wraitii opnion?

Jul 3 2020, 12:49 AM · Restricted Project
borg- updated subscribers of D2835: [gameplay] Increase cost of "upgrade mercenaries rank" tech..

@wraitii opnion?

Jul 3 2020, 12:48 AM
borg- updated the diff for D2846: [gameplay] tweak spartans_agoge tech..
Jul 3 2020, 12:41 AM
borg- retitled D2846: [gameplay] tweak spartans_agoge tech. from [gameplay] Fix issue in "spartans_agoge" tech. to [gameplay] Fix issue / balance "spartans_agoge" tech..
Jul 3 2020, 12:40 AM
borg- created D2856: [gameplay] redo nisean_horses technology.
Jul 3 2020, 12:32 AM

Jul 2 2020

Vulcan added a comment to D2853: [gameplay] adjust elephant template values.

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

Jul 2 2020, 10:54 PM
Nescio updated the diff for D2853: [gameplay] adjust elephant template values.
  • forgot adjusting hero attack time
Jul 2 2020, 10:49 PM
Nescio added a comment to D2853: [gameplay] adjust elephant template values.

There are still catapults no ?

Yes, but those don't inflect that much crush damage per second:

                    crush / time = per second
champion elephant : 150   / 1.5  = 100
battering ram     : 150   / 1.5  = 100
quinquereme       : 100   / 5    =  20
stone thrower     : 100   / 7    =  14.3
champion maceman  :  10.5 / 0.75 =  14
artillery tower   :  25   / 5    =   5
Jul 2 2020, 10:38 PM
Vulcan added a comment to D2853: [gameplay] adjust elephant template values.

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

Jul 2 2020, 10:33 PM
Nescio updated the summary of D2853: [gameplay] adjust elephant template values.
Jul 2 2020, 10:30 PM
Nescio updated the diff for D2853: [gameplay] adjust elephant template values.
  • keep champion elephant damage unchanged, per @Feldfeld
  • significantly raise hero damage to twice the champion's
Jul 2 2020, 10:28 PM
borg- added a comment to D2853: [gameplay] adjust elephant template values.

As I said, maybe it’s better to just change the hero status.

Jul 2 2020, 10:25 PM
Feldfeld added a comment to D2853: [gameplay] adjust elephant template values.

Feel free to suggest different values.

I would suggest not to change champion elephant stat so as to keep current balance for them (which has been achieved by the patch I linked)

Jul 2 2020, 10:05 PM
Nescio edited reviewers for D2744: remove unnecessary lines from ship templates, added: Restricted Owners Package; removed: bb.
Jul 2 2020, 9:50 PM
Nescio retitled D2051: [gui] display wonders alongside heroes and relics from [gui]: display wonders alongside heroes and relics to [gui] display wonders alongside heroes and relics.
Jul 2 2020, 9:45 PM
Nescio edited reviewers for D2820: [gui] replace hyphen-minus with em-dash in credits, added: Restricted Owners Package; removed: Restricted Owners Package.
Jul 2 2020, 9:41 PM
Nescio added a reviewer for D2623: [gui] increase label space in chat: Restricted Owners Package.
Jul 2 2020, 9:41 PM
Nescio edited reviewers for D2568: [gui] remove empty space between logo and buttons, added: Restricted Owners Package; removed: bb.
Jul 2 2020, 9:41 PM
Nescio planned changes to D2156: hero templates regnal numbers.
Jul 2 2020, 9:16 PM
Vulcan added a comment to D2855: clean up sound groups in unit templates.

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

Jul 2 2020, 9:03 PM
Nescio updated the summary of D2744: remove unnecessary lines from ship templates.
Jul 2 2020, 9:00 PM
Nescio updated the summary of D2850: remove some unnecessary lines from a few civic templates.
Jul 2 2020, 8:59 PM
Nescio created D2855: clean up sound groups in unit templates.
Jul 2 2020, 8:58 PM
Nescio added a comment to D2853: [gameplay] adjust elephant template values.

Speaking of crush damage, given that rams can no longer attack organic units (D2684/rP23753), there is no longer a need for units to have such a high crush armour as they have now (citizen 15, champion 20, hero 25). 5, 10, 15 (b, c, h) seems far more reasonable now, and would make elephants a lot more effective, though it's probably out of scope here, maybe something for a future patch.

Jul 2 2020, 8:34 PM
borg- added a comment to D2853: [gameplay] adjust elephant template values.

I don't understand (in particular the values @borg- suggested), this nullifies half of the work done in D2575(@ValihrAnt). Having hack attack is justified by elephants being good against humans, the walk speed could be justified by armor values (but I can understand why we would want it to be the same as other elephants, that works too).

Jul 2 2020, 8:27 PM
Nescio added a comment to D2853: [gameplay] adjust elephant template values.

I don't understand

The point of this patch is that currently melee heroes have typically double the damage of their champion counterparts. Elephants are the exception: champions inflict about 50% *more than heroes*, which seems wrong.

(in particular the values @borg- suggested)

Feel free to suggest different values.

Jul 2 2020, 8:05 PM
Feldfeld added a comment to D2853: [gameplay] adjust elephant template values.

I don't understand (in particular the values @borg- suggested), this nullifies half of the work done in D2575(@ValihrAnt). Having hack attack is justified by elephants being good against humans, the walk speed could be justified by armor values (but I can understand why we would want it to be the same as other elephants, that works too).

Jul 2 2020, 7:41 PM
Silier accepted D2763: Fix formations reshaping incorrectly & related issues..

Fighting in formation with defensive stance looks like in svn (broken, but not more as it is now).
Formation does not reshape while doing stuff.

Jul 2 2020, 7:25 PM
Vulcan added a comment to D2845: [gameplay] remove phase garrison capture recovery increases.

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

Jul 2 2020, 7:18 PM
Nescio updated the diff for D2845: [gameplay] remove phase garrison capture recovery increases.
  • garrison regeneration rate and territory decay to 10
Jul 2 2020, 7:14 PM
Nescio added a comment to D2854: [gameplay] introduce centre tech progression.

It should if it is intended as a solution for the scaling problem in D2845 (as the regenRate increase given by phasing affects all buildings). If it does and these technologies are balanced it could introduce more strategy for the capture mechanic

No, this patch changes different stats and is independent from D2845:

  • "Capturable/RegenRate" (here) is the permanent (ungarrisoned) recovery rate of a structure.
  • "Capturable/GarrisonRegenRate" (there) is the recovery rate per garrisoned unit.

Basically D2845, D2847, and this (D2854) are three independent patches that are only indirectly related. All three could be tried out, reviewed, and committed separately from each other. Each I consider an improment on its own, but they also work nicely together.

Jul 2 2020, 7:06 PM
Vulcan added a comment to D2853: [gameplay] adjust elephant template values.

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

Jul 2 2020, 6:58 PM
Nescio updated the diff for D2853: [gameplay] adjust elephant template values.
  • damage to 120, per @borg-
  • give elephants same walk speed as elephant archers (instead of 5% slower)
Jul 2 2020, 6:54 PM
Vulcan added a comment to D2847: [gameplay] increase capture attack strength.

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

Jul 2 2020, 6:47 PM
Feldfeld added a comment to D2854: [gameplay] introduce centre tech progression.

Does it affect the regeneration rate of all buildings ?

No, not all structures, only centres, colonies, and crannogs are affected by these technologies:
"affects": ["CivilCentre"],

Jul 2 2020, 6:41 PM
Nescio updated the diff for D2847: [gameplay] increase capture attack strength.
  • lower values
Jul 2 2020, 6:40 PM
Nescio added a comment to D2854: [gameplay] introduce centre tech progression.

Does it affect the regeneration rate of all buildings ?

No, not all structures, only centres, colonies, and crannogs are affected by these technologies:
"affects": ["CivilCentre"],

Jul 2 2020, 6:23 PM
borg- added a comment to D2847: [gameplay] increase capture attack strength.

How about b 2.5, a 3.2, e 4, c 5, h 10 then? I like the b:c:h 1:2:4 ratio (same as melee damage).

Jul 2 2020, 6:05 PM
borg- added a comment to D2853: [gameplay] adjust elephant template values.

Yes, elephant hero need a better status than champion, i like, but only 75 crush damage for champion elephant makes no efetive vs units and building.

Jul 2 2020, 5:57 PM
Feldfeld added a comment to D2854: [gameplay] introduce centre tech progression.

Does it affect the regeneration rate of all buildings ?

Jul 2 2020, 5:55 PM
borg- added a comment to D2852: [gameplay] Tweak maurya worker elephant stats.

I like the changes, and it's something that should have been done some time ago.
The main reason for not training is the long training time, it affects the economy a lot.
My suggestion for values:
Cost 120f and armour 2/2.

Jul 2 2020, 5:48 PM
Lionkanzen awarded D2852: [gameplay] Tweak maurya worker elephant stats a Like token.
Jul 2 2020, 5:28 PM
Vulcan added a comment to D918: gather technology naming consistency.

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

Jul 2 2020, 5:22 PM
Nescio updated subscribers of D918: gather technology naming consistency.

@wraitii (or another team member), are you willing to review this?

Jul 2 2020, 5:19 PM
Nescio updated the diff for D918: gather technology naming consistency.
  • redone from scratch
Jul 2 2020, 5:17 PM
Vulcan added a comment to D2854: [gameplay] introduce centre tech progression.

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

Jul 2 2020, 4:23 PM
Nescio added a comment to D2845: [gameplay] remove phase garrison capture recovery increases.

For an idea to have more (non-free) tech progression, see D2854.

Jul 2 2020, 4:21 PM
Nescio created D2854: [gameplay] introduce centre tech progression.
Jul 2 2020, 4:18 PM
Feldfeld added inline comments to D2852: [gameplay] Tweak maurya worker elephant stats.
Jul 2 2020, 4:13 PM
Nescio added a comment to D1365: [gameplay] Lower the repeat rate of spear cavalry.

But is compared to the situation when only attack speed would change.

Actually I would also support a damage increase, since currently spearmen are clearly weaker than swordsmen. Current total damage per second values for comparison:

                      b  ,   c  ,   h
cavalry axeman     : 9.2 , 18.4 , 36.8
cavalry spearman   : 5.5 , 11   , 22
cavalry swordsman  : 8.7 , 17.3 , 34.7
infantry axeman    : 8   , 16   , 32
infantry spearman  : 5.5 , 12.2 , 24.4
infantry swordsman : 7.3 , 14.7 , 29.3
Jul 2 2020, 3:12 PM
Vulcan added a comment to D2853: [gameplay] adjust elephant template values.

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

Jul 2 2020, 3:01 PM
Nescio added inline comments to D2852: [gameplay] Tweak maurya worker elephant stats.
Jul 2 2020, 3:00 PM
Nescio added inline comments to D2853: [gameplay] adjust elephant template values.
Jul 2 2020, 2:53 PM
Nescio created D2853: [gameplay] adjust elephant template values.
Jul 2 2020, 2:52 PM
Feldfeld added inline comments to D2852: [gameplay] Tweak maurya worker elephant stats.
Jul 2 2020, 2:46 PM
Nescio added inline comments to D2852: [gameplay] Tweak maurya worker elephant stats.
Jul 2 2020, 2:34 PM
Feldfeld created D2852: [gameplay] Tweak maurya worker elephant stats.
Jul 2 2020, 2:18 PM
Nescio added a comment to rP23752: Remove 'Structure' preferred class from elephants, shorten max range..

It's noteworthy that the hero elephant has significantly less attack damage than its champion counterpart. (70 / 1 = 70 vs 170 / 1.5 = 113)

Jul 2 2020, 2:16 PM
Nescio requested changes to D2851: [gameplay] Remove <PreferredClasses> from axeman/swordman/maceman..

The idea is nice, the implementation is wrong.
template_unit_cavalry_melee.xml and template_unit_infantry_melee.xml set a first preference to Human, which is inherited by all their children, i.e. this patch removes the second preference (Siege), but keeps the first.
What I would recommend is:

  • remove <PreferredClasses> from *_melee.xml;
  • set <PreferredClasses> to Human or Organic in *_pikeman.xml and *_spearman.xml;
  • set <PreferredClasses> to Unit or Unit+!Ship in *_axeman.xml and *_swordsman.xml;
  • remove <PreferredClasses> from *_maceman.xml.

See also D1354.

Jul 2 2020, 1:46 PM
Nescio added a comment to D2668: [gameplay] deprecate rotary mill, introduce special gaul farming technology.

Was this changed in a24? IIRC rotary mill is City Phase in a23

No, it wasn't, you're right, the rotary mill has a city phase requirement, my mistake.

Jul 2 2020, 1:37 PM
Nescio added a comment to D2846: [gameplay] tweak spartans_agoge tech..

Maybe update that technology too then (either here or in a separate patch), and also special_war_horses.json.

Jul 2 2020, 1:35 PM
Nescio added a comment to D2847: [gameplay] increase capture attack strength.

How about b 2.5, a 3.2, e 4, c 5, h 10 then? I like the b:c:h 1:2:4 ratio (same as melee damage).

Jul 2 2020, 1:33 PM
Feldfeld added a comment to D2846: [gameplay] tweak spartans_agoge tech..

The changes are good. Small thing to note though, this makes the upgrade arguably inferior to the macedonian silver shields upgrade (especially for the train time increase). I don't know if this should be considered a problem or not.

Jul 2 2020, 1:33 PM
Nescio planned changes to D2494: [gameplay] overhaul artillery attacks.
Jul 2 2020, 1:29 PM
Feldfeld added a comment to D2837: Stop dodging arrows by spamclicking or patrol: Waste time turning.

After quick playtest I don't think it will have much impact on gameplay for everything not related to combat. For combat (raiding in particular) there might be a need for multiplayer testgames to get a better feel of it.

Jul 2 2020, 1:24 PM
borg- updated the summary of D2851: [gameplay] Remove <PreferredClasses> from axeman/swordman/maceman..
Jul 2 2020, 12:49 PM
Feldfeld added a comment to D2837: Stop dodging arrows by spamclicking or patrol: Waste time turning.

I think that this nerfs dance up to a reasonable point. Here are some details I got from my testing :
First note that when testing (for everyone that is interested in that) it's important to know the difference between singleplayer and multiplayer. In multiplayer, IIRC there is 1 turn every 0.5 seconds (which makes traditional dancing easier). In singleplayer, things are much smoother. When testing, you should go multiplayer -> Host game (even if no other human players will join you).

  • There is one variant of dancing i came up with trying to break this patch, however it works only in singleplayer, not in multiplayer (because somehow this requires perfect timing). It consists in clicking a resource and then repeatly hit the stop hotkey, then back to work hotkey, then stop hotkey again etc. Works a bit differently between attack stances and no attack stances. As i said it shouldn't be a problem but i say it just in case.
  • Even if formation dancing is not fixed this should be less of a problem (because it is easier to call out formation dancing) but some players that don't care could still do it i guess.
  • Other than that it is still possible to dance between resources (depending on the situation this can require good accuracy from the player though) but despite that it's still good to not waste time turning going for ressources / buildings for the gameplay I think. That also is made a bit easier to call out, and impossible to do for heroes, very situational for cavalry. Dancing with infantry citizen soldiers is harder due to low speed and HP. (But in the end still possible).
Jul 2 2020, 10:28 AM
badosu added a comment to D2845: [gameplay] remove phase garrison capture recovery increases.

Different players have different play styles. Not everyone is interested in competitive multiplayer. Many people are perfectly happy with single-player vs the Petra AI.
The point is that these phase stat increases strongly favour a particular play style, punishing players wanting to explore different strategies.

Jul 2 2020, 8:42 AM
badosu added a comment to D2668: [gameplay] deprecate rotary mill, introduce special gaul farming technology.

Actually the technology requires the town phase (as is the case for the rotary mill).

Jul 2 2020, 8:27 AM
badosu added a comment to D2682: [gameplay] unify hero health.

I think this will increase imbalance between heroes instead of putting them on the same level, unless other factors are considered in the same patch like bonuses, combat prowess, etc...

Jul 2 2020, 8:26 AM
Silier requested changes to D2426: Allow world population..

reflag

Jul 2 2020, 7:31 AM
borg- created D2851: [gameplay] Remove <PreferredClasses> from axeman/swordman/maceman..
Jul 2 2020, 5:19 AM
borg- added a comment to D2847: [gameplay] increase capture attack strength.

b 2
a 2.4 i.e. +20% = ×6/5
e 3 i.e. +25% = ×5/4
c 4 i.e. +33% = ×4/3
h 8

Jul 2 2020, 4:25 AM
borg- added a comment to D2837: Stop dodging arrows by spamclicking or patrol: Waste time turning.

I will make tests

Jul 2 2020, 12:49 AM

Jul 1 2020

bb updated the summary of D2837: Stop dodging arrows by spamclicking or patrol: Waste time turning.
Jul 1 2020, 11:31 PM
bb 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).

Yea I know, this can be improved fairly easily, however didn't want to waste time at it in case the idea doesn't work.

I think I prefer the slower movement, because this is introducing a lot more code (and unitMotion code too).

I find this a worthless argument, if this is better gameplay wise, we should take this. The amount of code is not really relevant then IMO. Though surely one could reduce the number of lines in this patch. But again, don't want to waste my time on that for now.

Jul 1 2020, 11:30 PM
bb updated the summary of D2837: Stop dodging arrows by spamclicking or patrol: Waste time turning.
Jul 1 2020, 11:26 PM
borg- added a comment to D2494: [gameplay] overhaul artillery attacks.

What exactly?

Jul 1 2020, 6:01 PM
Lionkanzen accepted D2846: [gameplay] tweak spartans_agoge tech..

Look fine.

Jul 1 2020, 5:50 PM
Lionkanzen awarded D2846: [gameplay] tweak spartans_agoge tech. a Orange Medal token.
Jul 1 2020, 5:47 PM
borg- added a comment to D2682: [gameplay] unify hero health.

@Nescio what you think about my Idea?

Jul 1 2020, 5:28 PM
borg- added a comment to D2846: [gameplay] tweak spartans_agoge tech..

@Feldfeld @Lionkanzen

Jul 1 2020, 5:26 PM
wraitii closed D2782: [Gameplay] make ram less effective.
Jul 1 2020, 5:09 PM · Restricted Project, Contributors
borg- added a comment to D2782: [Gameplay] make ram less effective.

@Itms done.

Jul 1 2020, 5:07 PM · Restricted Project, Contributors
borg- changed the edit policy for D2782: [Gameplay] make ram less effective.
Jul 1 2020, 5:07 PM · Restricted Project, Contributors
Itms added a comment to D2782: [Gameplay] make ram less effective.

Even as admin, I am blocked by the policy @borg- set! borg, you have to click "Edit Revision" at the top right of the diff description, then change "Editable By" to become "All Users".

Jul 1 2020, 4:49 PM · Restricted Project, Contributors
Silier added a comment to D2668: [gameplay] deprecate rotary mill, introduce special gaul farming technology.

oh, my bad :)

Jul 1 2020, 4:29 PM
Nescio added a comment to D2841: [gameplay] split Celtic civ bonuses.

A Briton house costs 75 wood + 30 seconds and grants 5 population, so effectively the Briton bonus of +2 population means saving 30 wood + 12 s for each economic or military structure.

Jul 1 2020, 2:58 PM
Nescio added inline comments to D2841: [gameplay] split Celtic civ bonuses.
Jul 1 2020, 2:45 PM
Vulcan added a comment to D2841: [gameplay] split Celtic civ bonuses.

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

Jul 1 2020, 2:41 PM
wraitii added a comment to D2782: [Gameplay] make ram less effective.

I don't have the permissions to accept it :)

Jul 1 2020, 2:39 PM · Restricted Project, Contributors
Vulcan added a comment to D2841: [gameplay] split Celtic civ bonuses.

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

Jul 1 2020, 2:37 PM
Nescio updated the diff for D2841: [gameplay] split Celtic civ bonuses.
  • finish tooltip
Jul 1 2020, 2:34 PM
Nescio added inline comments to D2841: [gameplay] split Celtic civ bonuses.
Jul 1 2020, 2:32 PM
Nescio added a comment to D2841: [gameplay] split Celtic civ bonuses.

Also, just to makes sure, does that give back the 5 population increase on docks for gauls ?

Yes.

Could this be done by tech?

Yes.

Jul 1 2020, 2:31 PM
Nescio updated the diff for D2841: [gameplay] split Celtic civ bonuses.
  • move brit population bonuses from templates into a separate file
Jul 1 2020, 2:31 PM
Nescio added a comment to D2821: [gameplay] tweak military structure costs.

What about increase cost of brit stable to 300w? since can train dogs now.

No, that's beside the point. If D2801 is committed, Britons can train dogs at any stable, regardless which civ built it. Likewise, mace_fortress (which trains champions and heroes) is not more expensive than athen_fortress (which trains nothing).

Jul 1 2020, 2:21 PM
Feldfeld added a comment to D2821: [gameplay] tweak military structure costs.
In D2821#122209, @borg- wrote:

What about increase cost of brit stable to 300w? since can train dogs now.

Jul 1 2020, 2:16 PM