Successful build - Chance fights ever on the side of the prudent.
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Jun 16 2022
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.
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
For the main game at the moment I don't think so.
Does it make sense to have two randoms? E.g. Random culture and Random ? I agree this should be the default.
some thaughts on algorithm, feel free to ignore them :)
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.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
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)
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Jun 15 2022
See my post on the forum, I prefer to discuss changes there.
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 14 2022
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).
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.
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.
Build was aborted.
Jun 13 2022
Ternary it shall be.
Successful build - Chance fights ever on the side of the prudent.
was included in https://code.wildfiregames.com/D4699
In D4697#199640, @Stan wrote:Any change needed in BuildingAI?
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.
Successful build - Chance fights ever on the side of the prudent.
In D4380#199705, @LetswaveaBook wrote: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
In D4666#199638, @Stan wrote:Is it threads or threats?
Aye.
rP26939 solves the "main" issue but this diff go's further
restore the biomes again
Successful build - Chance fights ever on the side of the prudent.
suggested by wraitii: value readability over optimization
I have read through the patch and every garrisoned animal provides a food tickle of 1 food per interval.
Successful build - Chance fights ever on the side of the prudent.
remove two unused members of Impl
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.
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.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
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()
The weird formatting led to fish being missed in actorHS.
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.
Relevant history for the archaeologists among us.
- 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.
taking a closer look I would say that map is indeed not good and should rather be removed than fixed.
Is there another possible use case outside of mapgen?
In D4667#199531, @wraitii wrote:@edoput How do you want to appear in the credits?
Any change needed in BuildingAI?
Is it threads or threats?