Build failure - The Moirai have given mortals hearts that can endure.
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Jun 10 2021
Tweaks:
- Works for multiple buildings.
- Change tooltip to be clearer.
- Add a trick to still waste some time, by not considering the autoqueue item directly. This can be tested in particular with "gift from the gods" cheat.
I think that would be mitigated by adding mipmaps. Add this file in the ranks folder:
I think this needs a tweak to messages.json, but the feature may or may not be supported right now.
It's also a rather ugly hack IMO, and I think I'd rather ship bad translations.
In D4083#176088, @Stan wrote:I don't have that control, cause the code is generic, plus it's unlikely but you could have two options named Quality which need a context.
I'd rather you waited for A26 to merge this, but I think overall this remains a good cleanup, and with the IGUiObject interface not being changed so much it's nice.
Didn't entity look for resources close to the last resource location instead?
In D4145#176778, @wraitii wrote:Can you check for Nubia if it changes with the camera rotation? Though I guess most people don't really rotate from the default angle too much.
Yes it changes drastically. That's why I think the starting angle should be the one which makes it look best because people don't really change it or return to it after a change.
Other option would be to desaturate the grass texture, but I don't think thats necessary when we can just change the angle.
I've tested this, it works nicely. (Apart from the very obvious error spam.)
But, I would like it if one could see the autoqueue from multiple structures.
Reporting success on Lubuntu 18.04 with valgrind-3.13.0. (Although the frame rate goes down to 1 FPM (yes, per minute).)
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
- Rejig CInput's text-handling to prevent infinite loop when using IGUIObject::getComputedSize() in CGUIScrollBarVertical::Setup()
- (See full commit message starting "Add a flag that's set [...]" under "Revision Contents" > "Commits" below)
- Use IGUIObject::getComputedSize() in CGUIScrollBarVertical::Setup()
- Calculate content size on demand, instead of reading from a cached value.
In D4125#176557, @ValihrAnt wrote:Spear cavalry counters other cavalry, so if we have a cavalry battle between the Seleucids and Persians now, the Persians will kill all of the Seleucid horses quite easily with a few Cappadocian Cavalry Spearmen. The Seleucids cannot do the same to Persians without spending huge amounts of metal on champions or mercenaries. Therefore as a Seleucid Player you have a weakness against the Persians and you will refrain from using cavalry if you see the Persian Opponent making a lot of them.
I think you overestimate how well spear cavalry counter other cavalry. Best comparison is Camel Riders from AoE2. If outnumbered they will lose to Knights, but in about equal numbers they'll take a pretty convincing fight. A major factor in such matchups, at least in my experience, is that players want to keep massing their power unit and spear cavalry interrupts that. Keep in mind that spear cavalry are still countered by spearmen and it's not difficult to bring forward a few of them. So that forces the enemy to either commit to spear cavalry, which deviates from their game plan and is vulnerable to opposing spearmen, or continue going for their initial power unit and maybe mix some spear cav as a threat if the enemy tries to push too far out. Also, the military colony plays into a strength of archer cav, which is securing map control. They're much cheaper than CCs and let you secure vulnerable spots of the enemies base or just get access to metal/wood.
Jun 9 2021
In D3646#176810, @vladislavbelov wrote:According to the Valgrind website, they don't - and probably never will - support Windows systems[1], so I've also made it non-Windows option.
As they mention it's possible to run it under Wine.
Successful build - Chance fights ever on the side of the prudent.
According to the Valgrind website, they don't - and probably never will - support Windows systems[1], so I've also made it non-Windows option.
Successful build - Chance fights ever on the side of the prudent.
(Missed a file.)
Successful build - Chance fights ever on the side of the prudent.
Drop shadow is a bit strange but seems to work better ?
Build failure - The Moirai have given mortals hearts that can endure.
Debundle and make Valgrind optional
Looking good. One can do the one civ-change on commit. (Or you update it.)
I might or might not have time to commit this.
Build failure - The Moirai have given mortals hearts that can endure.
For reference, issue was reported at https://github.com/libsdl-org/SDL/issues/4432
Update here, to not litter the comments with icons
Maybe add some comment that the exit hotkey is a bit broken on Linux?
Successful build - Chance fights ever on the side of the prudent.
Works.
Successfully hides the issue.
Update some of @Freagarach 's comments.
introduced #6092
Successful build - Chance fights ever on the side of the prudent.
Update -> this appears to work anyways.
Yes, I can see how this would be confusing. I don't really have a good fix, I think once you know how it works it's OK.
In rP25726#52949, @Langbart wrote:In rP25726#52946, @Stan wrote:@Edwarf reported the number techs give the impression that it's on a wrong phase.
Don't feel that way, it already exists in A24 for the eco upgrades from the storehouse, I would either extend it to the reset of the forge upgrades but not remove it.
Works, also when controlling another player as an observer (changed side).
Successful build - Chance fights ever on the side of the prudent.
Tweak
Quick look, but don't wait up for me. ;)
@Angen, you'll still get error messages, however:
- There should be fewer error messages emitted, as we now handle things being undefined better;
- Error messages should be issued less often, as follows:
- If it's a civ-specific template that's broken (e.g. structures/brit/arsenal) you should now only get error messages for that once (and not every time the template is requested somewhere);
- Ditto for broken technologies and auras;
- If it's a parent template that's broken (e.g. template_structure_military_arsenal) you'll get error messages for each civs' specific version of it (as you navigate down the "Civilizations" dropdown), but only the first time a given civ is selected.
- Error messages concerning broken Entity templates should be reduced, as you no longer get a traceback of the JS code (which isn't particularly helpful in this case).
- (Technology and Aura breakages still get a traceback, but that's part of the behaviour of the JSON parser on the c++ side.)
(If you want them to be effective against (groups of) units, I'd suggest using the splash damage with a lower base damage. That means they're less effective against structures as well.)
So it will not scream at me when i make an error anymore?
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
50 hack
30 crush
Also handle broken technologies and auras
Insane difference:
This looks extreme. Champions have a base resistance of 8/8 for sword/spear, 3/3 for archer/jav, but both have 20 crush resistance.
This means the elephant used to deal 30*0.9^8 + 120*0.9^20 = 27 damage per hit to champ melee, 36 to champ archer. Now it does 77/128.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Add rotation, as pointed out by marder this impacts gameplay usability.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Specify sun elevation as noted by marder.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Turns out postproc changes things. This cancels out most of the postproc tweaks. Updated screenshots.
They (" village phase") have a different capitalization atm. Not sure what is right, but I would make it uniform.
In rP25756#52976, @Kate wrote:What about other siege weapons? E.g. onager, lithobolos, oxybeles
What about other siege weapons? E.g. onager, lithobolos, oxybeles