Successful build - Chance fights ever on the side of the prudent.
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Nov 12 2021
Forgot the PQ of template_structure.
Added template and tech-changes.
In D4331#184884, @Langbart wrote:Regarding the visibility of the unit icons I wrote down some things. If this is not the goal of this patch, then I will create a ticket.
Yeah, I think creating a ticket is good. Because the patch is big enough already.
Me and @Jammyjamjamman have found that on a setup such as a 6 player game, when 2 players are on T1 and the other 4 not assigned to any team, the placement is not correct:
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Move the constants back between constructor and "init"/"update"
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Reverted the move of the constants to the top. They will now live between the constructor and "init"/"update".
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
I broke it:
ERROR: Error in timer on entity 10, IID90, function UpdateSequences: TypeError: this.sequences is undefined StatisticsTracker.prototype.UpdateSequences@simulation/components/StatisticsTracker.js:549:2 Timer.prototype.OnUpdate@simulation/components/Timer.js:139:44
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Addressed review comments from D4343 for consistency
Fixed diff
Build failure - The Moirai have given mortals hearts that can endure.
Addressed review comments.
This works now. :)
Regarding the visibility of the unit icons I wrote down some things. If this is not the goal of this patch, then I will create a ticket.
Nov 11 2021
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Fixes notes.
Looks good to me.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Fix serialisation.
Add some PQ tests.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Now the gamesetup properly shows the victory condition only if the map supports it. Some code cleanup on the remgen side, passed most of the wonder placement code to the map itself instead of trying to make generic solution. Solved all the pending concerns and tested it again, everything seems to be working. Note that this is backwards compatible with any map.
elexis joins in:
[18:52:18] elexis https://softwareengineering.stackexchange.com/questions/105912/can-you-change-code-distributed-under-the-mit-license-and-re-distribute-it-unde
[18:54:28] elexis so seems you still have to include that license file, or perhaps you can still get away with refering to an existing MIT file plus mentioning that these specific files have Copyright (c) 2020 Phosphor Icons + MIT license
[18:55:40] elexis of course it would be great if one had a public domain image, or CC-0 (= public domain equivalent) licensed image, then you wouldnt have to abide by any licensing terms and thus could ignore all the license shenanigans
[18:56:37] elexis (and could simply say its CC-BY-SA now and copyright is ours too)
Successful build - Chance fights ever on the side of the prudent.
In D4338#184772, @vladislavbelov wrote:Is the performance different when drawing with a brush like 10x10?
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Change the first to the image type. Changed in rP16610.
Removing the (controversial) division and temporary variable
Is the performance different when drawing with a brush like 10x10?
Nov 10 2021
In D4340#184738, @Langbart wrote:This is a good idea, but the layout may need some adjustment.
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.
Successful build - Chance fights ever on the side of the prudent.
Compleatly working version.
This is a good idea, but the layout may need some adjustment. It should show only the relevant information for the currently selected unit and information for the next rank, elite would only state the title.
Maybe so that the XP points are in there too, that saves some time hovering over the bar and back.
Resistance to "hacking, piercing, and crushing" is increased by one point; it might be better to state the total percentage of increase or both.
I would try to keep the layout&order somewhat similar to Attack and Resistance tooltip.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
fix link warning "prefer-const"
generally I think this is a good idea, especially for the mercenary camps.
I didn't write this, nor am I going to commit this, but maybe some of these suggestions are valid.
Nov 9 2021
In D4319#184678, @nani wrote:Btw @Freagarach care to look it pls? I supposed that given you mentioned in the forums that I publish it in phabricator it would get somewhere but if this is going to take forever I better create a independent mod.
I tried to give you something to work on. Sorry to not give you as extensive reviews as @elexis, but IMHO some of the already mentioned points ought to be addressed before going on (e.g. Would it be possible to create the wonders here? (That way one doesn't need the extra sim component.)).
In D4319#184167, @smiley wrote:It's possible to make this work in the same way as AoE2 king of the hill mode. Not sure if that's desirable.
Relevant for this,
For now only mainland is compatible with this mode. A map will be considered compatible with this mode if it has the "SupportsCaptureTheWonder" : true in his setting's JSON or xml equivalent.
AoE2 maps always support it and they basically just place the wonder in the middle without much consideration. In water maps, a wonder sized island is created.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Saving some progress.
Nov 8 2021
Removed duplicate newline that was added by accident