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Nov 19 2020
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
Fix C++ code instead
Stan's comments, clean up includes.
Sure, lets wait then ^^
Thanks but no thanks: doing that kind of defeats the purpose of this patch, because then mods with crossbowmen (e.g. Han China) still need to include these templates to define some reasonable values. Having crossbowmen with only one-sixth the damage per second as archers doesn't make much sense.
Going the other way around is more reasonable (i.e. changing the values first, introducing separate templates afterwards), but then we encounter the same limitation, and it would be more work (maintaining two patches), hence why I did it all in a single patch.
Successful build - Chance fights ever on the side of the prudent.
Can I start tinkering with template values now?
If you make sure the values don't change, I can commit the addition of the templates and you can make a separate diff for the values to be reviewed by the balancing department.
Or maybe keep the bireme as is and introduce a new, much weaker (e.g. 400 health, 1 arrow, 10 garrison capacity) village-phase ship for all civs.
Successful build - Chance fights ever on the side of the prudent.
Why don't we move the gaules / brit trireme to village phase? the original idea of the brit / gaul trireme was to have more hit points and less attack. We put it in phase two and reduce the attack a little bit, I think it's fair.
Minor tweaks. I feel liks this is about as clean as it gets unless I start doing weird things.
Successful build - Chance fights ever on the side of the prudent.
- brit, gaul, iber need a bireme
Some civilizations do not have bireme it does not seem like a problem with the patch, this makes players make better decisions about which civilization to choose on water maps, maybe brit/gauls not a better choose.
I very much dislike that some civs can have an automatic civ lose situation.
I did a test game with ffm (Britons) vs me (Carthaginians) on Islands. Obviously I was able to get a big mass of ships before he reached P2. While he probably could've fought back if I left my ships ungarrisoned there was no chance with just 2 being fully garrisoned and a bunch of empty ships around them soaking damage. Another little problem is that if I wanted to I could keep him from fighting back at all, that is by putting 3 biremes around a dock I can deny his warship from ever being released.
With this change Gauls and Britons will become nearly useless on water, while I think Iberians could be fine due to having the fireship. So, either biremes need to be nerfed further or the Celtic civilizations could receive some sort of early game buff on water.
- lower fortress territory radius, per @ValihrAnt
Successful build - Chance fights ever on the side of the prudent.
If territory root were to be enabled for the fortress then I think the territory radius should be lowered. That way it will still let players keep the buildings nearby the fortress, but will make it much harder to go on without a new Civic center. I think it will still be frequent that players will not lose hold of a majority of their buildings as the buildings will just chain territory and thus the territory root, but will make it a bit more unlikely.
If I understand correctly, this is the distance at which the gate opens or closes when friendly units approach or leave.
The distance parallel to the wall is unimportant, what matters is the distance perpendicular to it. The thickest gate (ptol) has a footprint depth of 12, so the gate range reduction ought to be at most half that.
the obstruction circle
[EDIT] What does that mean exactly?
Also, the palisade gate is much smaller than the other gates.
Successful build - Chance fights ever on the side of the prudent.
To get to the original situation, one should add the size (== half diagonal length) of the gate to the range. As gates tend to be rather long and thus have a large size, the reduction was done to make gates close in roughly the same situations. Now if you take the brit gate: 37x8, you get half diagonal of (just under )19, so in fact the range got slightly bigger there (similar values are true for the other gates).
In rP24217#45228, @Nescio wrote:Why the severe <Gate/PassRange> reduction?
Why the severe <Gate/PassRange> reduction?
Successful build - Chance fights ever on the side of the prudent.
- rebased
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
Include the file for the struct
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Build was aborted.
Try to include std::pair
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
- rebased
Successful build - Chance fights ever on the side of the prudent.
- rebased
- rebased
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
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.
Build failure - The Moirai have given mortals hearts that can endure.
- updated
m_Sprites needs to be ordered
Build failure - The Moirai have given mortals hearts that can endure.
*rebased
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
- rebased
Includes
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.
Build failure - The Moirai have given mortals hearts that can endure.
- rebased
Build failure - The Moirai have given mortals hearts that can endure.
Build was aborted.
- rebased
Forgot to rebase after the gui changes
- rebased
- rebased
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
Add missing include
Build failure - The Moirai have given mortals hearts that can endure.
- rebased
Build failure - The Moirai have given mortals hearts that can endure.
Also, when running the checkrefs.pl script, I get:
Loading GUI XML... Unexpected GUI XML root element 'page': $VAR1 = { 'page' => { 'include' => [ 'common/modern/setup.xml', 'common/modern/styles.xml', 'common/modern/sprites.xml', 'common/setup.xml', 'common/sprites.xml', 'common/styles.xml', 'common/global.xml', 'hotkeys/sprites.xml', 'hotkeys/hotkeys.xml' ] } };
Fix notes,
Successful build - Chance fights ever on the side of the prudent.
Concerning the in-game manual, previously it was:
Now it is:
I may be biased, but I think the old + and or are better readable than the new + and , . Moreover, the new version has ↑ but LeftBracket, whereas the previous version displayed ↑ (Up) and [ (Left Bracket), which I think was clearer.
Ideally, though, the manual ought to use columns, with the key combination nicely aligned in one and the description in another.