Successful build - Chance fights ever on the side of the prudent.
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Oct 12 2021
Build failure - The Moirai have given mortals hearts that can endure.
Removing capture points and the rangeoverlay.
Successful build - Chance fights ever on the side of the prudent.
I want to test it a bit longer before raising a concern. That is just my impression from one game.
Does this warrant for a concern?
finally got to try it and this is my first impression: It multiplies all the issues that are there already with the normal pathfinding. So rams take extremely long to turn and reach their goal, which makes them way less effective, formations struggle even more as currently, as they are always shifting and therefore stopping and accelerating again.
not sure if it's a bug, but I'm also not sure what this productionqueue is supposed to tell me:
I didn't use the feature knowingly, just manually queuing + autotrain + limited population space
In D4303#183165, @Freagarach wrote:Also, have you seen the Frontier random map? That seems to have what you want.
Also, have you seen the Frontier random map? That seems to have what you want.
Do you think it could be a general game-setup option? (I'm not sure whether we can generalise it like that.) I envision a checkbox Teams together for random maps that squeezes teammates closer when possible.
clean-up
removed 2 duplicated variables
In rP25869#54158, @Jammyjamjamman wrote:I can push a fix soon. Should this be done in a new patch?
In rP25869#54153, @Langbart wrote:An issue has been discovered that can be observed for the first time with this changeset. See #6356
Oct 11 2021
In D4294#183149, @Freagarach wrote:
- The column thing is nice, but they move into it too quick, maybe increasing the distance for that satisfies both camps?
Successful build - Chance fights ever on the side of the prudent.
Still trying to get the value of g_MapSettings.EvenPlayerSpacing for the newly-added condition in the .js files. Still getting the same result. Always evaluates to true.
It looks that formation members outrun the controller and have to move backwards every now and then?
@alre Have you installed the command-line tools alongside? I have information that TortoiseSVN can't add context.
(See: https://stackoverflow.com/questions/32723100/svn-is-not-recognized-as-an-internal-or-external-command-operable-program-or/53117050#53117050.)
No changes, just regenerated the diff with 'git diff -U9999 master'
I completed removed african_plains_tg.js and mainland_tg.js. The option is now in the .json files.
Or even move the responsibility of keeping the correct position to the members. (And get back into formation when we become idle.)
So now I've avoided duplicating the maps, and just use 2 distinct json files, adding the setting "EvenPlayerSpacing".
This should definitely be an option, especially when the other option is having almost duplicated maps. ^^
An issue has been discovered that can be observed for the first time with this changeset. See #6356
Noticed:
(1) The sentence This item is paused.
Why is it in paranthesis? Why not add some color, for example orange. I would even put the little hand symbol in front of it, then everyone who hovers over it will see faster what it is about.
I would only give this to special units like ships or battering rams, but not normal human units.
This change makes it very cumbersome to use formations when moving units around the map. Since the formation is set to the box formation by default (rP24480), new players will be shot to pieces. At least change it to "none".
Testing it on the sceanrio map - Pathfinding Demo with 33 units (1 cavalry, 16 spearman, 16 archers).
First with rP25952: (35secs)
Build failure - The Moirai have given mortals hearts that can endure.
I wonder if it should/could be an option.
These 2 maps are from the stock mainland and African Plains map.
Oct 10 2021
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Fix formula
In D4294#183089, @bb wrote:Thanks for the patch: here is some quick review, to help you improve the patch:
Please add extra context (as stan requests), this will easy reviewing a lot.
Please add yourself to the programming.json, that way you will be in the credits.
As I see it, this patch does two things:
- It computes new positions when big turns and sets the rotation based on the position, instead of unit rotation.
- It removes the column switch behaviour.
- This sounds like a good idea, though it needs to be configurable what "sharp" means (it might differ from shape to shape)
- There surely was a good reason to add it back in the days (https://wildfiregames.com/forum/topic/13726-formations/, #13), not sure if we need to remove this.
Please try to limit the amount of unnecessary changed (moving function around and stuff). Smaller patch => quicker review
When units get pushed, they keep the walking animation although they're idle. See the attached replay (r25958) around ten minutes.
Thanks for the patch: here is some quick review, to help you improve the patch:
damn, forgot linter
Correct, having these kind of globals around is bad.
It is not used anywhere else (which would have been really bad).
One could tell the formation controller that we have have left/resumed the IDLE state and that could trigger the reforming?
There is only a very short moment when the idle number on the minimap still "twitches". This is definitely an improvement.
With D4217, the number of units is now displayed on the minimap, idle units in formation are alternating the isIdle state from true to false, which causes the number of idle units to change constantly. When I apply this patch to my working copy rP25953, the problem described in ticket #6279 no longer occurs. It fixes it.
Thank you for the patch
Build failure - The Moirai have given mortals hearts that can endure.
It allows to recruit also another units than mercenaries.
It should be investigated what is actually goal here.
Because now it looks like regular barracks with additional merc units for specific civ.
So tooltip is wrong anyway.
In D4297#183023, @Freagarach wrote:Instead of removing the templates, one could create a template_bridge with no health/resistance and let the two used templates inherit from that. But since the templates are wonky and don't add anything, deletion seems like the correct choice.
In D4297#183000, @bb wrote:If we just want the AI to stop attacking them, I suppose we could also remove the health component and be fine.
If I remove the Health tag it throws errors at me, is there another way?
Oct 9 2021
The question in need of answering here is: do bridges need to be entities or are actors enough?
Build failure - The Moirai have given mortals hearts that can endure.
A deepfreeze
Build failure - The Moirai have given mortals hearts that can endure.
Changing the buttons from ModernButtonRed back to their original StoneButton style.
In D4296#182920, @Freagarach wrote:It seems that in general, the red buttons are used for pupups, but either way, we should make them not less consistent, but more consistent.
Small discussion on IRC 0ad-dev (4/Oct/21), increasing width to 1280 meets little resistance, increasing width to 800 meets some opposition who would rather see 720 or 768. Below 768 we would have even less vertical space e.g. for displaying control groups, I would be against it and would take either 800 or 768.
- 1280x768 or 1280x800 seem to be suitable candidates.
The most important part is the increased width, which would allow a larger minimap, and increasing the width of the summary screen columns, which are too small for some translations (see #6025 - Summary page problem with long words (15/Feb/21)).
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Add semicolon. Fix icon being behind the progressslider.