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Aug 2 2022

Vulcan added a comment to D4187: Citizen soldiers attack gaia animals without provocation.

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

Aug 2 2022, 4:29 PM
Vulcan added a comment to D4187: Citizen soldiers attack gaia animals without provocation.

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

Aug 2 2022, 4:21 PM
Vulcan added a comment to D4187: Citizen soldiers attack gaia animals without provocation.

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

Aug 2 2022, 4:19 PM
Grapjas updated the diff for D4187: Citizen soldiers attack gaia animals without provocation.

Moved to UnitAI as advised, added radius param.

Aug 2 2022, 4:13 PM
lyv added a comment to D4749: Apply stylesheet to template files.

I don't understand the purpose of the standalone="no" tag, below some related IRC conversations about it. Can I remove them?

Yes you can remove it, its only relevant when DTD is used to make sure its only used for validation. standalone is by default considered as no, so its doubly unnecessary.

Aug 2 2022, 4:12 PM
Vulcan added a comment to D4187: Citizen soldiers attack gaia animals without provocation.

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

Aug 2 2022, 3:57 PM
Grapjas added a comment to D4187: Citizen soldiers attack gaia animals without provocation.

@marder I was actually considering that too. I'm fine either way.

Aug 2 2022, 3:53 PM
marder added a comment to D4187: Citizen soldiers attack gaia animals without provocation.

nice idea! sound good

Aug 2 2022, 3:52 PM
Vulcan added a comment to D4187: Citizen soldiers attack gaia animals without provocation.

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

Aug 2 2022, 3:50 PM
Vulcan added a comment to D4187: Citizen soldiers attack gaia animals without provocation.

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

Aug 2 2022, 3:48 PM
Grapjas updated the diff for D4187: Citizen soldiers attack gaia animals without provocation.

Had forgot to remove some test code. Fixed.

Aug 2 2022, 3:48 PM
Grapjas updated the diff for D4187: Citizen soldiers attack gaia animals without provocation.

When an aggressive animal attacks a unit, it will send a ping in a 60 (up for discussion obv) radius to owned idle units. They will come to aid. This should also fix the issue that Sillier brought up.

Aug 2 2022, 3:42 PM
Langbart requested review of D4749: Apply stylesheet to template files.
Aug 2 2022, 3:15 PM
Vulcan added a comment to D4748: Remove redundant references to deleted .dtd files.

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

Aug 2 2022, 12:55 PM
Vulcan added a comment to D4748: Remove redundant references to deleted .dtd files.

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

Aug 2 2022, 12:44 PM
Stan accepted D4748: Remove redundant references to deleted .dtd files.

LGTM.

Aug 2 2022, 12:42 PM
Langbart updated the diff for D4748: Remove redundant references to deleted .dtd files.

Restore catalog.xml

Aug 2 2022, 12:39 PM
Stan added a comment to D4748: Remove redundant references to deleted .dtd files.

I'm not sure about the last one since it's an external lib. Otherwise looks good. I wonder if DTDs give more useful messages than RNG.

Aug 2 2022, 11:13 AM
Freagarach added a comment to D4380: [Gameplay] - Garrison Domestic Animals into the Corral to get a <ResourceTrickle> of Food.

I guess an aura is (currently) suboptimal, as the animals may wander outside of the aura.

Aug 2 2022, 7:01 AM
Langbart updated the summary of D4748: Remove redundant references to deleted .dtd files.
Aug 2 2022, 6:30 AM
Langbart requested review of D4748: Remove redundant references to deleted .dtd files.
Aug 2 2022, 6:20 AM
real_tabasco_sauce added a comment to D4744: [Gameplay] Cavalry vision range 92m -> 80m.

because much of the discussion is tangential, and they mostly just shoot down the patch.

Aug 2 2022, 12:49 AM
real_tabasco_sauce added a comment to D4736: [Gameplay] Differentiating Sparta.
In D4736#202065, @borg- wrote:

Alright, I'll make the final adjustments.

One question, should I add a tooltip to neodamodes about not being able to collect and build?

Aug 2 2022, 12:47 AM · Balancing
chrstgtr added a comment to D4744: [Gameplay] Cavalry vision range 92m -> 80m.
In D4744#202074, @borg- wrote:

putting this in the forum was a mistake :c

Why?

Aug 2 2022, 12:13 AM

Aug 1 2022

borg- added a comment to D4744: [Gameplay] Cavalry vision range 92m -> 80m.

putting this in the forum was a mistake :c

Aug 1 2022, 11:59 PM
marder committed rP27025: [Fix] Adjust position of ice house and ministry in the building panel.
[Fix] Adjust position of ice house and ministry in the building panel
Aug 1 2022, 8:57 PM
marder closed D4746: Smaller adjustments to the building order.
Aug 1 2022, 8:57 PM
real_tabasco_sauce added a comment to D4744: [Gameplay] Cavalry vision range 92m -> 80m.

putting this in the forum was a mistake :c

Aug 1 2022, 7:35 PM
Mister added a comment to D4740: [WIP] - Allow to limit the structures a builder can construct..

I'll write you some tests when I have some more time on my hands. Feel free to do it yourself though.

Aug 1 2022, 5:06 PM
borg- added a comment to D4736: [Gameplay] Differentiating Sparta.

Alright, I'll make the final adjustments.

Aug 1 2022, 4:49 PM · Balancing
autobuild committed rP27024: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Aug 1 2022, 9:14 AM
Langbart accepted D4746: Smaller adjustments to the building order.

It fixes all the problems referenced in the ticket.

Aug 1 2022, 8:35 AM
Langbart added a comment to D4736: [Gameplay] Differentiating Sparta.

Thank you @borg- for making this.

Good pointing it out from you. 👏 a lot of time needed to make gameplay patches.

Aug 1 2022, 8:33 AM · Balancing

Jul 31 2022

marder added inline comments to rP27022: [Alpha 26] [Fix] [Persians] Remove the "City" class from the Persian Ice House..
Jul 31 2022, 11:15 PM
marder committed rP27023: [Fix] Add missing loot to the Han minister.
[Fix] Add missing loot to the Han minister
Jul 31 2022, 11:05 PM
wowgetoffyourcellphone committed rP27022: [Alpha 26] [Fix] [Persians] Remove the "City" class from the Persian Ice House..
[Alpha 26] [Fix] [Persians] Remove the "City" class from the Persian Ice House.
Jul 31 2022, 10:56 PM
marder added a comment to D4598: [GUI] fancy endgame message.

planned for a27. but no further update right now.
Mostly a question of what artwork we want to use.

Jul 31 2022, 10:45 PM
marder added a comment to D4690: [GUI] rename minimap idle worker -> idle citizens.

nah not really

Jul 31 2022, 10:43 PM
marder added a comment to D4746: Smaller adjustments to the building order.
In D4746#202048, @Stan wrote:

Sounds safer indeed. Sometimes I wonder if special buildings should not just all be named special_01 or something to remove duplication

Jul 31 2022, 10:43 PM
marder planned changes to D4697: [Gameplay] Switch default behavior from capture to attack.

thx for the acceptance, but I still think this part of the summary has to be done to complete the change:
Building stats (health & capture points) will probably need to be adjusted to accommodate this.

Jul 31 2022, 10:41 PM
chrstgtr accepted D4697: [Gameplay] Switch default behavior from capture to attack.
Jul 31 2022, 10:13 PM
Stan added a comment to D1581: Mod Interface: Enable setting territory visibility.

A27

Jul 31 2022, 10:10 PM
Stan added inline comments to D4736: [Gameplay] Differentiating Sparta.
Jul 31 2022, 9:45 PM · Balancing
asterix awarded D4747: Adjust playerPlacementRiver to group teams on the same side for the most part a Like token.
Jul 31 2022, 9:44 PM
asterix added a comment to D1581: Mod Interface: Enable setting territory visibility.

@Stan do you want this to be committed for A26 or A27 ?

Jul 31 2022, 9:43 PM
andy5995 awarded D4747: Adjust playerPlacementRiver to group teams on the same side for the most part a Like token.
Jul 31 2022, 9:43 PM
Stan added a comment to D4746: Smaller adjustments to the building order.

Sounds safer indeed. Sometimes I wonder if special buildings should not just all be named special_01 or something to remove duplication

Jul 31 2022, 9:31 PM
asterix added a comment to D4690: [GUI] rename minimap idle worker -> idle citizens.

any update?

Jul 31 2022, 9:19 PM
asterix added a comment to D4598: [GUI] fancy endgame message.

any update on this?

Jul 31 2022, 9:18 PM
asterix accepted D4697: [Gameplay] Switch default behavior from capture to attack.

I believe this is a nice change I agree with, please correct the inlines which others mentioned.

Jul 31 2022, 9:16 PM
asterix added a comment to D4735: Move all buildings to the builder mixin.

I already voted on the forum for the version with the image on the right.

Jul 31 2022, 9:14 PM
asterix accepted D4744: [Gameplay] Cavalry vision range 92m -> 80m.

I also believe this patch goes in the right direction and could be committed so it could be tried in the next RC release.

Jul 31 2022, 9:11 PM
asterix accepted D4736: [Gameplay] Differentiating Sparta.

Thank you @borg- for making this. There might be some reduction in armour maybe for Neomadodes.

Jul 31 2022, 9:07 PM · Balancing
asterix accepted D4746: Smaller adjustments to the building order.

I am ok with this.

Jul 31 2022, 9:01 PM
marder added inline comments to D4747: Adjust playerPlacementRiver to group teams on the same side for the most part.
Jul 31 2022, 8:54 PM
marder requested review of D4747: Adjust playerPlacementRiver to group teams on the same side for the most part.
Jul 31 2022, 7:43 PM
marder requested review of D4746: Smaller adjustments to the building order.
Jul 31 2022, 6:39 PM
Mister added a comment to D4740: [WIP] - Allow to limit the structures a builder can construct..

This is how we say a patch is WIP. :) (By prefixing the title.)
Regarding the "cannot repair structures not known", it means that once captured a barracks of the enemy, we cannot repair it. Be aware of that. :) (One can check around that, using the hint provided inline.)

Jul 31 2022, 5:49 PM
Mister added a comment to D4740: [WIP] - Allow to limit the structures a builder can construct..

I'll write you some tests when I have some more time on my hands. Feel free to do it yourself though.

Jul 31 2022, 5:47 PM
real_tabasco_sauce added a comment to D4722: Balance Fanatic.

I would like to cut the metal cost of fanatics. If the metal cost is fully removed, I am afraid it just will be fairly easy to spam and function as a superior spearman.

Food is gathered more slowly than metal, they’re more expensive units, and have slower train times. I don’t think this is a disqualifying concern.

If anything, they might become like a more expensive, slower trained spear cav that isn’t vulnerable to a spear attack multiplier. I am ok with that.

Jul 31 2022, 5:28 PM
real_tabasco_sauce added a comment to D4736: [Gameplay] Differentiating Sparta.
In D4736#201963, @borg- wrote:

Yes, they really are units that scare the enemy now, but we must remember that to reach this level it is necessary to sacrifice some of the javelineer training time, and also need time to promote them in the barracks, and maybe spend a little more resources on "tradition hoplite" if you want this promotion faster. The cost of 2 pop seems to me enough to stop a possible "op unit" that breaks the balance.

Then it's ok for me.

About techs, when it involves more than one unit, as is the case with krypteia, so I find it interesting to be in the gerusia, in addition to the fact that you need to spend a little resource to have access to these technologies, instead of screens already available in the barracks or cc.

I am ok with those the apophora & krypteia being researched in the gerusion.
Just the unlock neodamos tech should be available in the all the places where you can train the neodamos. If you don't know it beforehand, you see a unit that needs a tech to be unlocked but have no idea where that unlock tech is being researched, which is a bit confusing imo.

Regarding the noedamos, yes, I can agree here, maybe it can be moved to phase 1, but I think it needs some attack, armor or health adjustment, so it doesn't become op. This unit in phase 1 would make Sparta even more aggressive, and I like that.

I don't think noedamodes should be available p1: As we learned from mercenaries, spammy units are trouble early in the game. Spartiates can stay in p1 IMO; you could only afford a handful in the early game. Allowing both spartiates and noedamodes in p1 would make the civ too "all in" in p1.
It makes more sense as is. I could imagine them being used after a loss to ready an army quickly for defense. If you wanted them to be earlier, p2 could work.
I am just worried that p3 will become devoid of content if we move so many things to p1, p2.

my problem is more of a meta/ design choice. With the current design of the patch sparta would be a big outlier compared to all other civs. Their "village" phase would now include the senate and the military mess hall, which are both the type of buildings the would normally be unlocked in the city phase as they are... well, not buildings in a small village but buildings of a big city.
So yes, I think sparta should have a strong focus on it's champions, but putting them and the buildings that train them in phase one seems a bit strange to me. That's why just from my personal feeling, the noedamodes would fit much better in phase one, as they are not that "super" unit and it seems more logical to me to have them trained in the barracks in village or town phase.

Jul 31 2022, 5:13 PM · Balancing
Vulcan added a comment to D4745: Espionage rework - Hide diplomacy and stats of enemy units.

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

Jul 31 2022, 2:33 PM
Vulcan added a comment to D4745: Espionage rework - Hide diplomacy and stats of enemy units.

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

Jul 31 2022, 2:32 PM
Grapjas updated the diff for D4745: Espionage rework - Hide diplomacy and stats of enemy units.

Edited the espionage tech description to fit the new mechanic.

Jul 31 2022, 2:23 PM
marder added inline comments to D4736: [Gameplay] Differentiating Sparta.
Jul 31 2022, 1:29 PM · Balancing
marder committed rP27021: [Gameplay] Rebalancing of the Gaul fanatic.
[Gameplay] Rebalancing of the Gaul fanatic
Jul 31 2022, 1:15 PM
marder closed D4722: Balance Fanatic.
Jul 31 2022, 1:14 PM
marder added a comment to D4722: Balance Fanatic.

I am ok to try it as it is right now.
If it's not ok you can blame me and ping me to make a hotfix/ last minute adjustments.

Jul 31 2022, 1:01 PM
marder added a comment to D4736: [Gameplay] Differentiating Sparta.
In D4736#201963, @borg- wrote:

Yes, they really are units that scare the enemy now, but we must remember that to reach this level it is necessary to sacrifice some of the javelineer training time, and also need time to promote them in the barracks, and maybe spend a little more resources on "tradition hoplite" if you want this promotion faster. The cost of 2 pop seems to me enough to stop a possible "op unit" that breaks the balance.

Jul 31 2022, 12:54 PM · Balancing
chrstgtr added a comment to D4722: Balance Fanatic.

I would like to cut the metal cost of fanatics. If the metal cost is fully removed, I am afraid it just will be fairly easy to spam and function as a superior spearman.

Jul 31 2022, 1:24 AM
real_tabasco_sauce added a comment to D4722: Balance Fanatic.

I would like to cut the metal cost of fanatics. If the metal cost is fully removed, I am afraid it just will be fairly easy to spam and function as a superior spearman.

Jul 31 2022, 12:59 AM

Jul 30 2022

borg- added a comment to D4380: [Gameplay] - Garrison Domestic Animals into the Corral to get a <ResourceTrickle> of Food.

Well, about the values I don't think op, but I would be happier with an aura to fatten the animals, like I did in my mod.

Jul 30 2022, 9:38 PM
real_tabasco_sauce added a comment to D4744: [Gameplay] Cavalry vision range 92m -> 80m.

Crazy me would prefer an even further vision range reduction, which would make scouting more intense and maps feel larger (without needing to increase their actual size). Or perhaps keep the 80 range and adjust the chase range in UnitAI.js

	else if (this.GetStance().respondChase)
		ret.max = visionRange * 0.85; // << This has changed from 100% to 85% of vision range. Stops units from berserking after any enemy unit in vision range.

That is a different topic and only partly related to this current differential. So, Accepted.

Jul 30 2022, 9:35 PM
borg- added a comment to D4744: [Gameplay] Cavalry vision range 92m -> 80m.

Crazy me would prefer an even further vision range reduction, which would make scouting more intense and maps feel larger (without needing to increase their actual size). Or perhaps keep the 80 range and adjust the chase range in UnitAI.js

	else if (this.GetStance().respondChase)
		ret.max = visionRange * 0.85; // << This has changed from 100% to 85% of vision range. Stops units from berserking after any enemy unit in vision range.

That is a different topic and only partly related to this current differential. So, Accepted.

Jul 30 2022, 9:31 PM
real_tabasco_sauce added a comment to D4736: [Gameplay] Differentiating Sparta.
In D4736#201963, @borg- wrote:

They have now incredibly strong champions when you combine all available techs and hero auras.
See the Sacred Band Infantry of Carthage on top vs the Olympian champion on the bottom


I don't think that is balanced? But I'm no expert, so tell me if this is ok.

I think it is too op to have champions in phase one. They are super strong and it doesn't fit into the whole phase concept all other civs follow. I think it would be better to put the gerousia in phase 3 and the syssiton in phase 2.

For the Neodamodes: I don't see a huge benefit to have them in phase 3 when you already have better units available. I would rather remove the unlock tech and just make them trainable in the barracks in phase 1, so that you can have some nice strategic decision, if you want cheap units that don't support you eco, or regular units. (Another point is that it is confusing to have the tech in a different place then they are trained, but with my suggestion that wouldn't matter anymore)

Yes, they really are units that scare the enemy now, but we must remember that to reach this level it is necessary to sacrifice some of the javelineer training time, and also need time to promote them in the barracks, and maybe spend a little more resources on "tradition hoplite" if you want this promotion faster. The cost of 2 pop seems to me enough to stop a possible "op unit" that breaks the balance.

Regarding the noedamos, yes, I can agree here, maybe it can be moved to phase 1, but I think it needs some attack, armor or health adjustment, so it doesn't become op. This unit in phase 1 would make Sparta even more aggressive, and I like that.

About techs, when it involves more than one unit, as is the case with krypteia, so I find it interesting to be in the gerusia, in addition to the fact that you need to spend a little resource to have access to these technologies, instead of screens already available in the barracks or cc.

Tnx feedback @marder

Jul 30 2022, 9:21 PM · Balancing
borg- added inline comments to D4736: [Gameplay] Differentiating Sparta.
Jul 30 2022, 8:59 PM · Balancing
borg- updated the diff for D4736: [Gameplay] Differentiating Sparta.
Jul 30 2022, 8:57 PM · Balancing
borg- added a comment to D4736: [Gameplay] Differentiating Sparta.

They have now incredibly strong champions when you combine all available techs and hero auras.
See the Sacred Band Infantry of Carthage on top vs the Olympian champion on the bottom


I don't think that is balanced? But I'm no expert, so tell me if this is ok.

I think it is too op to have champions in phase one. They are super strong and it doesn't fit into the whole phase concept all other civs follow. I think it would be better to put the gerousia in phase 3 and the syssiton in phase 2.

For the Neodamodes: I don't see a huge benefit to have them in phase 3 when you already have better units available. I would rather remove the unlock tech and just make them trainable in the barracks in phase 1, so that you can have some nice strategic decision, if you want cheap units that don't support you eco, or regular units. (Another point is that it is confusing to have the tech in a different place then they are trained, but with my suggestion that wouldn't matter anymore)

Jul 30 2022, 8:53 PM · Balancing
borg- updated the diff for D4736: [Gameplay] Differentiating Sparta.
  • Grammatical errors @Langbart (tnx so much)
  • Champion xp required for promotion from 100 to 120
Jul 30 2022, 8:45 PM · Balancing
wowgetoffyourcellphone added a comment to D4744: [Gameplay] Cavalry vision range 92m -> 80m.

Crazy me would prefer an even further vision range reduction, which would make scouting more intense and maps feel larger (without needing to increase their actual size). Or perhaps keep the 80 range and adjust the chase range in UnitAI.js

Jul 30 2022, 8:09 PM
wowgetoffyourcellphone awarded D4744: [Gameplay] Cavalry vision range 92m -> 80m a Dat Boi token.
Jul 30 2022, 8:03 PM
wowgetoffyourcellphone accepted D4744: [Gameplay] Cavalry vision range 92m -> 80m.
Jul 30 2022, 8:03 PM
marder added a comment to D4736: [Gameplay] Differentiating Sparta.

I finally had time to test this so here are my comments:

Jul 30 2022, 7:28 PM · Balancing
Langbart added a comment to D4736: [Gameplay] Differentiating Sparta.

TEST PLAN
grammatical errors;

Jul 30 2022, 6:11 PM · Balancing
Vulcan added a comment to D4745: Espionage rework - Hide diplomacy and stats of enemy units.

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

Jul 30 2022, 5:48 PM
Vulcan added a comment to D4745: Espionage rework - Hide diplomacy and stats of enemy units.

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

Jul 30 2022, 5:48 PM
Grapjas updated the summary of D4745: Espionage rework - Hide diplomacy and stats of enemy units.
Jul 30 2022, 5:46 PM
Grapjas updated the diff for D4745: Espionage rework - Hide diplomacy and stats of enemy units.

Should fix most lint issues.

Jul 30 2022, 5:42 PM
real_tabasco_sauce added a comment to D4736: [Gameplay] Differentiating Sparta.

Here are my two remaining concerns:
Neodamodes spearmen: the low cost warrior could be a really cheap meat shield in the late game, it would probably be wise to reduce their armor (-1 hack -1 pierce or something).

Jul 30 2022, 5:17 PM · Balancing
LetswaveaBook awarded D4683: [Gameplay - A26] Axe cav buff — Lite — edition a Like token.
Jul 30 2022, 5:02 PM
LetswaveaBook awarded D4380: [Gameplay] - Garrison Domestic Animals into the Corral to get a <ResourceTrickle> of Food a Love token.
Jul 30 2022, 5:01 PM
chrstgtr accepted D4736: [Gameplay] Differentiating Sparta.
Jul 30 2022, 4:53 PM · Balancing
wowgetoffyourcellphone accepted D4380: [Gameplay] - Garrison Domestic Animals into the Corral to get a <ResourceTrickle> of Food.
Jul 30 2022, 4:03 PM
wowgetoffyourcellphone awarded D4380: [Gameplay] - Garrison Domestic Animals into the Corral to get a <ResourceTrickle> of Food a Dat Boi token.
Jul 30 2022, 4:01 PM
LetswaveaBook added a comment to D4722: Balance Fanatic.

I would like to cut the metal cost of fanatics. If the metal cost is fully removed, I am afraid it just will be fairly easy to spam and function as a superior spearman.

Jul 30 2022, 3:51 PM
LetswaveaBook 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

Jul 30 2022, 2:58 PM
Stan added a comment to D4741: Fix writing mod.json with non latin chars in path..

Seems also to be a windows only issue. No problem with Ubuntu. @vladislavbelov is it acceptable to use the windows proprietary overload with an #ifdef?

Jul 30 2022, 2:29 PM
borg- added a comment to D4736: [Gameplay] Differentiating Sparta.

I'm not @Stan, but you have to make your edit policy less strict. E.g. all users.

Jul 30 2022, 1:24 PM · Balancing
borg- set the repository for D4736: [Gameplay] Differentiating Sparta to rP 0 A.D. Public Repository.
Jul 30 2022, 1:23 PM · Balancing
Vulcan added a comment to D4744: [Gameplay] Cavalry vision range 92m -> 80m.

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

Jul 30 2022, 5:31 AM