This should fix @Freagarach 's error.
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Jan 20 2022
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Don't keep a researchStarted set.
Linter.
Don't call stop on finish.
This replay:
It isn't the GetTargetPositions that throws the error, it is avgpos.angleTo(undefined) that expects a vector as input. :)
Jan 19 2022
It would be nice to be able to designate specific terrains as unbuildable. The ice in this map's example.
In D4266#186450, @Stan wrote:In D4266#182488, @wowgetoffyourcellphone wrote:I only wish we could make sure to place the walruses at the shoreline.
Don't we have a way for crocodiles?
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.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
In D4441#189637, @Langbart wrote:
Fixes state changes check.
So, open questions:
@Freagarach where did you get the errors from? When testing the patch I get no visible errors in-game or in either of the logs. So not sure what the problem is.
Also if the GetTargetPositions function throws an error if it's called without having a target, isn't even your suggestion a bad idea? I.e. calling the function to test if its empty or not, as this would _still_ generate an error?
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
fix lint issues
In D4439#189635, @Langbart wrote:The lady gets pushed back and her state switches between the following:
The man gets pushed back and his state switches between the following:
Mh, that looks like my 'static push' range is too big and now units are being pushed too much when gathering. I guess I need to test that better, but possibly I'll lower some values.
Silhouettes work, but they look less transparent than in A25b and are therefore more eye-catching. If the colour for the silhouettes can be made a little more transparent with no extra effort, that's good, otherwise I'll get used to it.
very good, I don't get the waltzing any more.
Jan 18 2022
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
This should fix the waltzing. Also cleans up somewhat the rotation logic from 25953, we shouldn't be spending time turning if the offset is 0 or the turn rate is 0.
In D4439#189622, @wraitii wrote:In D4439#189581, @Langbart wrote:I don't think it's related, the units aren't pushing on each other at all, but unfortunately the replay is too different without the diff (probably the Ads changing stuff).
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Showcase of how the perpendicular avoidance can look great when groups of units that are slightly offset run into each other:
Update -> make the perpendicular avoidance direction aware. Check the new video in the comment below.
In D4439#189581, @Langbart wrote:
I don't think it's related, the units aren't pushing on each other at all, but unfortunately the replay is too different without the diff (probably the Ads changing stuff).
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.
Some optionnal inlines I noticed.
In D4441#189599, @Langbart wrote:
Thank you for your testing!
In the next update I will fix the linter complaints, but until then:
@alre how do you want to appear in the credits? only with your nick or with your name as well? And if yes what should I put in there :)
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.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Jan 17 2022
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Update, this changes a few key things and should _massively_ improve behaviour.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
In rP26215#55398, @wraitii wrote:Only seems to happen with this combination of settings.
Move the AI computation to the end of the turn. Combined with D4442 the hashes no longer change.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
fix @Freagarach 's comments
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Turn off the 'perpendicular collision avoidance' for formations.
Even though i really like the functionality (wanted to make an option button for D4385 but found this patch), i agree that there are too many buttons. Maybe just a single "Lobby Menu" button could do the trick, displaying a popup window where you can find the rest of the buttons.
It's actually working, was just looking with the wrong build. (sorry for spam)
Second aura isn't showing up in the catafalque overview in the main menu.
The following replay seems to show a much more erratic behavior when moving units in formation (lots and back and forth) with this patch than without
It's looking good. :)
I'm pinging @bb for the math.
The problem with auras are that they are slower. In the current state how resources and trickles thereof are handled, a trickle is cheap on the resources.
A segmentation fault did not come up while playing. Coupled with the acceleration patch (rP25953) gameplay feels slower.