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Jun 16 2022

LetswaveaBook requested review of D4704: [balancing] allow kushite axe champions in p2.
Jun 16 2022, 11:09 PM · Balancing
Vulcan added a comment to D4310: [Gameplay] cheaper Kush architecture tech..

Successful build - Chance fights ever on the side of the prudent.

Jun 16 2022, 10:43 PM
Vulcan added a comment to D4310: [Gameplay] cheaper Kush architecture tech..

Successful build - Chance fights ever on the side of the prudent.

Jun 16 2022, 10:41 PM
LetswaveaBook updated the diff for D4310: [Gameplay] cheaper Kush architecture tech..
Jun 16 2022, 10:35 PM
LetswaveaBook updated the test plan for D4310: [Gameplay] cheaper Kush architecture tech..
Jun 16 2022, 10:33 PM
Vulcan added a comment to D4702: Groups close minimap icons to decrease their visible count.

Successful build - Chance fights ever on the side of the prudent.

Jun 16 2022, 5:34 PM
Vulcan added a comment to D4702: Groups close minimap icons to decrease their visible count.

Successful build - Chance fights ever on the side of the prudent.

Jun 16 2022, 5:34 PM
vladislavbelov updated the diff for D4702: Groups close minimap icons to decrease their visible count.
Jun 16 2022, 5:27 PM
thehiggsfield updated thehiggsfield.
Jun 16 2022, 4:37 PM
phosit added inline comments to D4702: Groups close minimap icons to decrease their visible count.
Jun 16 2022, 4:25 PM
vladislavbelov added inline comments to D4702: Groups close minimap icons to decrease their visible count.
Jun 16 2022, 1:28 PM
marder retitled D4310: [Gameplay] cheaper Kush architecture tech. from cheaper Kush architecture tech. to [Gameplay] cheaper Kush architecture tech..
Jun 16 2022, 11:09 AM
Stan updated subscribers of D4703: Choose civ randomly in gamesetup.

Sure more options are always nice. I don't mind this being committed if @Freagarach agrees :) He was the one to suggest RandomCiv and RandomCulture

Jun 16 2022, 10:57 AM
marder added a comment to D4703: Choose civ randomly in gamesetup.

For the main game at the moment I don't think so.

Jun 16 2022, 10:33 AM
Stan added a comment to D4703: Choose civ randomly in gamesetup.

Does it make sense to have two randoms? E.g. Random culture and Random ? I agree this should be the default.

Jun 16 2022, 10:23 AM
Stan added inline comments to D4702: Groups close minimap icons to decrease their visible count.
Jun 16 2022, 10:21 AM
marder requested review of D4703: Choose civ randomly in gamesetup.
Jun 16 2022, 10:18 AM
phosit added a comment to D4702: Groups close minimap icons to decrease their visible count.

some thaughts on algorithm, feel free to ignore them :)

Jun 16 2022, 10:10 AM
phosit added a comment to D4702: Groups close minimap icons to decrease their visible count.

Are we talking about introducing those icons. I like the them but they are a litle to big.
Sometimes the icon is over the icon of the CC and sometimes below it.

Jun 16 2022, 10:02 AM
vladislavbelov added inline comments to D4702: Groups close minimap icons to decrease their visible count.
Jun 16 2022, 9:29 AM
Vulcan added a comment to D4702: Groups close minimap icons to decrease their visible count.

Successful build - Chance fights ever on the side of the prudent.

Jun 16 2022, 8:59 AM
Vulcan added a comment to D4702: Groups close minimap icons to decrease their visible count.

Successful build - Chance fights ever on the side of the prudent.

Jun 16 2022, 8:59 AM
Stan added inline comments to D4702: Groups close minimap icons to decrease their visible count.
Jun 16 2022, 8:59 AM
vladislavbelov updated the diff for D4702: Groups close minimap icons to decrease their visible count.
Jun 16 2022, 8:52 AM
vladislavbelov added inline comments to D4702: Groups close minimap icons to decrease their visible count.
Jun 16 2022, 8:51 AM
Langbart added a comment to D4702: Groups close minimap icons to decrease their visible count.

Apply the patch and compile the game

ok

Check big maps like African Planes or Egypt 3v3

tested Egypt 3v3

Compare performance via F11 (especially gui rendering)


Jun 16 2022, 12:49 AM
Vulcan added a comment to D4310: [Gameplay] cheaper Kush architecture tech..

Successful build - Chance fights ever on the side of the prudent.

Jun 16 2022, 12:07 AM
Vulcan added a comment to D4310: [Gameplay] cheaper Kush architecture tech..

Successful build - Chance fights ever on the side of the prudent.

Jun 16 2022, 12:05 AM

Jun 15 2022

LetswaveaBook updated the diff for D4310: [Gameplay] cheaper Kush architecture tech..

See my post on the forum, I prefer to discuss changes there.

Jun 15 2022, 11:59 PM
Harbormaster failed to build B20496: rP26947: [Alpha 26] [Fix] [Han] Add RallyPoint to the Han storehouse and farmstead since… for rP26947: [Alpha 26] [Fix] [Han] Add RallyPoint to the Han storehouse and farmstead since…!
Jun 15 2022, 10:20 PM
wowgetoffyourcellphone committed rP26947: [Alpha 26] [Fix] [Han] Add RallyPoint to the Han storehouse and farmstead since….
[Alpha 26] [Fix] [Han] Add RallyPoint to the Han storehouse and farmstead since…
Jun 15 2022, 10:19 PM
Stan added inline comments to D4702: Groups close minimap icons to decrease their visible count.
Jun 15 2022, 9:52 PM
vladislavbelov requested review of D4702: Groups close minimap icons to decrease their visible count.
Jun 15 2022, 8:49 PM
darkcity added a comment to D4515: [gameplay] icrease cost of merc cav.

I hope this increased cost will help balance, but the problem is less about 90 metals or experience and more about dependency on a single resource to train units. The way game plays happen, merc civic, especially Carthaginian, is banned from playing (@ValihrAnt or @chrstgtr might know if they play team games frequently). The alternative way to handle this issue would have been adding wood or food to train these units, like 40 wood and 80 metal or 40 food and 80 metal or some other combination. My similar concern was not given attention in a25 even though I indicated it several times. Well, let's see how it turns out in a26.

Jun 15 2022, 8:05 PM

Jun 14 2022

Stan added inline comments to D4697: [Gameplay] Switch default behavior from capture to attack.
Jun 14 2022, 4:48 PM
wraitii added inline comments to D4698: Fix entvalidate.py.
Jun 14 2022, 9:34 AM
andy5995 added a comment to P275 Shortlist for potentially removable random maps.

It seems like I see Latium played pretty regularly in the lobby. But I think it could be replaced by a rectangular map that supports all the biomes, like Mainland Rectangled in community maps. Nothing special about that one, it's just Mainland but with canyons on each side so the playing area is rectangular. Although Latium has rivers on each side, so more like Yekaterinaville (also in community maps).

Jun 14 2022, 7:08 AM
Langbart added a comment to D4698: Fix entvalidate.py.

Run entvalidate.py

Jun 14 2022, 6:01 AM
Langbart added a comment to D4700: Fixes same frames for LOS smooth textures.

Apply the patch and compile the game

ok

Follow the steps from #6569

Tested with delenda and with replays from the actual game for openGL & ARB. The problem from the ticket could not be reproduced. The line of sight updates accordingly when moving your units, constructing structures or doing tech vision upgrades. Checking the minimap, testing different shadow options, switching between civilisations and different game speeds could not reveal any problems.

Jun 14 2022, 5:13 AM
Vulcan added a comment to D4701: [art] [maps] replace large grass fields on Savanna & Nubia biomes.

Successful build - Chance fights ever on the side of the prudent.

Jun 14 2022, 2:35 AM
Vulcan added a comment to D4689: Cleanup CShaderParams::SItems comparisons.

Successful build - Chance fights ever on the side of the prudent.

Jun 14 2022, 2:28 AM
Vulcan added a comment to D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.

Successful build - Chance fights ever on the side of the prudent.

Jun 14 2022, 2:20 AM
Vulcan added a comment to D4677: span and string_view for CmdLineArgs.

Successful build - Chance fights ever on the side of the prudent.

Jun 14 2022, 2:07 AM
Stan updated subscribers of D4700: Fixes same frames for LOS smooth textures.

@Langbart

Jun 14 2022, 1:59 AM
vladislavbelov requested review of D4700: Fixes same frames for LOS smooth textures.
Jun 14 2022, 1:54 AM
Vulcan added a comment to D4664: Non-local condition_variable.

Successful build - Chance fights ever on the side of the prudent.

Jun 14 2022, 1:50 AM
Vulcan added a comment to D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.

Successful build - Chance fights ever on the side of the prudent.

Jun 14 2022, 1:46 AM
Vulcan added a comment to D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.

Build was aborted.

Jun 14 2022, 1:28 AM

Jun 13 2022

Langbart accepted D4694: Fix phasing by cheat with Athens..

Ternary it shall be.

Jun 13 2022, 11:19 PM
Langbart raised a concern with rP26418: Add Han Chinese Actors.

#6566

Jun 13 2022, 11:11 PM
marder committed rP26946: [art] [maps] Replace stone tiling texture on fortress.js.
[art] [maps] Replace stone tiling texture on fortress.js
Jun 13 2022, 10:47 PM
Vulcan added a comment to D4689: Cleanup CShaderParams::SItems comparisons.

Successful build - Chance fights ever on the side of the prudent.

Jun 13 2022, 10:40 PM
wowgetoffyourcellphone committed rP26945: [Alpha 26] Make the Han spear cavalry into two-handed and remove the shield as….
[Alpha 26] Make the Han spear cavalry into two-handed and remove the shield as…
Jun 13 2022, 10:30 PM
marder abandoned D2149: Remove a tileclass from Caledonian Meadows.

was included in https://code.wildfiregames.com/D4699

Jun 13 2022, 10:29 PM
marder added a comment to D4697: [Gameplay] Switch default behavior from capture to attack.
In D4697#199640, @Stan wrote:

Any change needed in BuildingAI?

Jun 13 2022, 10:28 PM
marder committed rP26944: [maps] Fix entities placed outside of the passable map area on wild_lake.js and….
[maps] Fix entities placed outside of the passable map area on wild_lake.js and…
Jun 13 2022, 10:27 PM
marder closed D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.
Jun 13 2022, 10:27 PM
wowgetoffyourcellphone awarded D4697: [Gameplay] Switch default behavior from capture to attack a Dat Boi token.
Jun 13 2022, 10:09 PM
marder added inline comments to D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.
Jun 13 2022, 9:56 PM
Vulcan added a comment to D4701: [art] [maps] replace large grass fields on Savanna & Nubia biomes.

Build failure - The Moirai have given mortals hearts that can endure.

Jun 13 2022, 9:54 PM
Vulcan added a comment to D4689: Cleanup CShaderParams::SItems comparisons.

Successful build - Chance fights ever on the side of the prudent.

Jun 13 2022, 9:52 PM
lyv added inline comments to D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.
Jun 13 2022, 9:46 PM
lyv accepted D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.
Jun 13 2022, 9:40 PM
marder added inline comments to D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.
Jun 13 2022, 9:39 PM
Vulcan added a comment to D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.

Successful build - Chance fights ever on the side of the prudent.

Jun 13 2022, 9:39 PM
Vulcan added a comment to D4677: span and string_view for CmdLineArgs.

Successful build - Chance fights ever on the side of the prudent.

Jun 13 2022, 9:38 PM
marder committed rP26943: [art] [maps] Replace large grass fields on Savanna & Nubia biomes.
[art] [maps] Replace large grass fields on Savanna & Nubia biomes
Jun 13 2022, 9:33 PM
marder closed D4701: [art] [maps] replace large grass fields on Savanna & Nubia biomes.
Jun 13 2022, 9:33 PM
Freagarach added a comment to D4380: [Gameplay] - Garrison Domestic Animals into the Corral to get a <ResourceTrickle> of Food.

Also there is another problem with garrison space: When you go to the next phase, the GarrisonRegenRate increases and is no longer 0.

I guess we'll need D4679. ;P

Jun 13 2022, 9:33 PM
wowgetoffyourcellphone accepted D4701: [art] [maps] replace large grass fields on Savanna & Nubia biomes.
Jun 13 2022, 9:28 PM
marder published D4701: [art] [maps] replace large grass fields on Savanna & Nubia biomes for review.
Jun 13 2022, 9:26 PM
Freagarach added a comment to D4666: Make formations respond as one to threats..
In D4666#199638, @Stan wrote:

Is it threads or threats?

Aye.

Jun 13 2022, 9:25 PM
phosit updated the diff for D4689: Cleanup CShaderParams::SItems comparisons.

rP26939 solves the "main" issue but this diff go's further

Jun 13 2022, 9:20 PM
marder updated the diff for D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.

restore the biomes again

Jun 13 2022, 9:20 PM
marder added inline comments to D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.
Jun 13 2022, 9:10 PM
Vulcan added a comment to D4677: span and string_view for CmdLineArgs.

Successful build - Chance fights ever on the side of the prudent.

Jun 13 2022, 8:50 PM
phosit updated the diff for D4677: span and string_view for CmdLineArgs.

suggested by wraitii: value readability over optimization

Jun 13 2022, 8:31 PM
LetswaveaBook added a comment to D4380: [Gameplay] - Garrison Domestic Animals into the Corral to get a <ResourceTrickle> of Food.

I have read through the patch and every garrisoned animal provides a food tickle of 1 food per interval.

Jun 13 2022, 8:27 PM
Vulcan added a comment to D4664: Non-local condition_variable.

Successful build - Chance fights ever on the side of the prudent.

Jun 13 2022, 7:49 PM
phosit updated the diff for D4664: Non-local condition_variable.

remove two unused members of Impl

Jun 13 2022, 7:43 PM
phosit added a comment to D4682: Profiler2 lives in main().

In my understanding is a singleton-class a class made for only one object: static Instance method; editing global/static "single" variables in constructor/destructor... by single i mean if it stores this inside a vector(to track all instances) its not a singleton-class but when it stores this in a single global pointer it is a singleton-class since it "shadows" the old pointer.
A singleton(-object) i would refer to as an object of a singleton-class. Otherwise every global variables would be a singleton since there is only one of it.

Jun 13 2022, 6:52 PM
lyv added a comment to D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.

I will leave the biome thing to your judgement. However, generic biomes tend to go together. They are meant to be interchangeable. And the grass issue sounds like something all maps using the biome have, i.e, the biome needs to be fixed then.

Jun 13 2022, 6:02 PM
Stan added inline comments to D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.
Jun 13 2022, 5:44 PM
Vulcan added a comment to D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.

Successful build - Chance fights ever on the side of the prudent.

Jun 13 2022, 5:07 PM
marder updated the summary of D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.
Jun 13 2022, 5:07 PM
Vulcan added a comment to D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.

Build failure - The Moirai have given mortals hearts that can endure.

Jun 13 2022, 5:02 PM
marder updated the diff for D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.

I don't have a problem when nothing being placed on the map border so:
rename "actor" to "entityOrActor" as that makes it clearer what it is and use placeEntityPassable()

Jun 13 2022, 5:02 PM
lyv added a comment to D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.

The weird formatting led to fish being missed in actorHS.

Jun 13 2022, 2:43 PM
marder added a comment to D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.

haha lol. Didn't thought it would go back that far. I actually wouldn't mind just leaving the border empty, bust sure, removing the trees and placing them separately is good as well.

Jun 13 2022, 2:08 PM
lyv requested changes to D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.

Relevant history for the archaeologists among us.

Jun 13 2022, 1:53 PM
marder added inline comments to D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.
Jun 13 2022, 1:25 PM
Stan added inline comments to D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map.
Jun 13 2022, 1:16 PM
lyv added a comment to D4696: [maps] adjustments to Fortress.js.
  • The ai could potentially use it to build a wall I guess. But it requires significant code from the ai to calculate the actual wall vertices. Maps could do it quite easily since the number of tiles are 16 times less.
  • And then there is the whole tile vs navcell grids. Every tile would be 16 navcells to check against the pathfinder grid when used in sim as mentioned above. This could be abstracted away, but the performance when scaled up is a concern.
  • Walls already allow overlap, so I would assume that wall builder returned walls would be buildable as well. It needs to be checked though.
  • If this is something we want, the wall builder needs to be designed to be agnostic of internal rmgen details. So no direct references to constraints (the core functions could take an allows callback instead). ***

Unless there is a need, I find no reason to do so.

Jun 13 2022, 1:08 PM
marder published D4699: [maps] Fix caledonia_meadow.js and wild_lake.js entities (and relics) placed outside of map for review.
Jun 13 2022, 12:56 PM
marder added a comment to P275 Shortlist for potentially removable random maps.

taking a closer look I would say that map is indeed not good and should rather be removed than fixed.


Jun 13 2022, 11:47 AM
marder added a comment to D4696: [maps] adjustments to Fortress.js.

Is there another possible use case outside of mapgen?

Jun 13 2022, 11:19 AM
edoput added a comment to D4667: Add JS bindings for in game camera attributes.

@edoput How do you want to appear in the credits?

Jun 13 2022, 10:50 AM
Stan added a comment to D4697: [Gameplay] Switch default behavior from capture to attack.

Any change needed in BuildingAI?

Jun 13 2022, 10:43 AM
Stan added a comment to D4666: Make formations respond as one to threats..

Is it threads or threats?

Jun 13 2022, 10:25 AM
Stan added a comment to D4696: [maps] adjustments to Fortress.js.

@lyv @marder should the wall builder code be in some kind of globalscript and shared by the sim and the random maps?

Jun 13 2022, 10:24 AM