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Mar 10 2023

Stan added a comment to D4958: Let handlers check templates when requesting all..

So we are now iterating 2000+ templates to get 14 player templates?

Mar 10 2023, 3:10 PM
Freagarach added a comment to D4958: Let handlers check templates when requesting all..

So they get picked up by GetCivData.

Mar 10 2023, 12:26 PM
Stan added a comment to D4958: Let handlers check templates when requesting all..

Move players.

Mar 10 2023, 12:13 PM
Vulcan added a comment to D4967: Lower enet packet fragment max size to support certain VPN.

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

Mar 10 2023, 11:19 AM
Silier awarded D4967: Lower enet packet fragment max size to support certain VPN a Love token.
Mar 10 2023, 11:18 AM
Vulcan added a comment to D4967: Lower enet packet fragment max size to support certain VPN.

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

Mar 10 2023, 11:18 AM
Silier added a reviewer for D4967: Lower enet packet fragment max size to support certain VPN: Restricted Owners Package.
Mar 10 2023, 11:17 AM
Silier awarded D4967: Lower enet packet fragment max size to support certain VPN a Love token.
Mar 10 2023, 11:16 AM
sera updated the diff for D4967: Lower enet packet fragment max size to support certain VPN.

Update copyright year and add full diff context

Mar 10 2023, 11:12 AM
sera requested review of D4967: Lower enet packet fragment max size to support certain VPN.
Mar 10 2023, 10:38 AM
Freagarach abandoned D4901: Use "Formation" tag for Formation XML..
Mar 10 2023, 10:37 AM
Freagarach abandoned D4886: Use "Player" tag for Player XML..
Mar 10 2023, 10:37 AM
Freagarach updated the summary of D4958: Let handlers check templates when requesting all..
Mar 10 2023, 10:03 AM
Freagarach added a comment to D4963: improve messages of unmet requirements.

The change to Requires sounds good to me.
We (probably) won't commit this before the release, since it requires the translators to retranslate all the touched strings, for too little benefit.

Mar 10 2023, 9:24 AM
autobuild committed rP27572: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Mar 10 2023, 9:13 AM
Vulcan added a comment to D4965: Some cleaning in the barter component..

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

Mar 10 2023, 8:59 AM
Vulcan added a comment to D4965: Some cleaning in the barter component..

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

Mar 10 2023, 8:58 AM
Freagarach updated the diff for D4965: Some cleaning in the barter component..

Also define the batch size.

Mar 10 2023, 8:51 AM
Freagarach added inline comments to D4965: Some cleaning in the barter component..
Mar 10 2023, 8:24 AM
vladislavbelov updated the summary of D4966: Fixes decals with default normal texture.
Mar 10 2023, 8:20 AM
Freagarach added a comment to D4964: [Gameplay] non-random Building AI.

@Freagarach any idea how to sort a list of entities by range?

https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/helpers/Position.js$10

Mar 10 2023, 8:17 AM

Mar 9 2023

real_tabasco_sauce added inline comments to D4964: [Gameplay] non-random Building AI.
Mar 9 2023, 9:06 PM
Vulcan added a comment to D4947: Switches VMA to Vulkan 1.1.

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

Mar 9 2023, 8:53 PM
Vulcan added a comment to D4947: Switches VMA to Vulkan 1.1.

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

Mar 9 2023, 8:53 PM
vladislavbelov updated the diff for D4947: Switches VMA to Vulkan 1.1.
Mar 9 2023, 8:46 PM
real_tabasco_sauce updated the summary of D4964: [Gameplay] non-random Building AI.
Mar 9 2023, 8:04 PM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.
In D4964#211601, @Stan wrote:

You said they are ordered by distance. So idx = 0 is closer than idx n when n is > 0

My point is you also need to sort by class :)

Mar 9 2023, 6:54 PM
Stan added a comment to D4964: [Gameplay] non-random Building AI.

You said they are ordered by distance. So idx = 0 is closer than idx n when n is > 0

Mar 9 2023, 6:52 PM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.
In D4964#211599, @Stan wrote:

Is sorting less expensive than range queries? What data structure should I use to sort?

It depends but in general yes sorting should be faster.

What sort method is typically used?

Array.sort((a b) => a.weight > b.weight)

Is entities.length the range?? I thought it was the length of the array.

It's not I'm just abusing it to compute a weight.

Mar 9 2023, 6:35 PM
Stan added a comment to D4964: [Gameplay] non-random Building AI.

Is sorting less expensive than range queries? What data structure should I use to sort?

It depends but in general yes sorting should be faster.

What sort method is typically used?

Mar 9 2023, 6:29 PM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.

Is entities.length the range?? I thought it was the length of the array.
If not, I am unsure how

Mar 9 2023, 6:23 PM
vladislavbelov added a comment to D4966: Fixes decals with default normal texture.
In D4966#211595, @Stan wrote:

In the future we need to replace all textures by CLAMP_TO_EDGE, because border color might be only black, white or transparent on some hardware.

Can you clarify this for me? Do you mean texture samplers? What is the border here?

I mean address mode of texture samplers, particularly Sampler::AddressMode::CLAMP_TO_EDGE.

Mar 9 2023, 6:20 PM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.

@Stan
Is sorting less expensive than range queries? What data structure should I use to sort? What sort method is typically used?
Would this be done in "fire arrows" or "OnRangeUpdate"?
I am thinking the latter, since this is where new units are added and units outside range are taken off the array.
Sorry for all the questions, I have never written in js before.

Mar 9 2023, 6:09 PM
Stan added a comment to D4966: Fixes decals with default normal texture.

In the future we need to replace all textures by CLAMP_TO_EDGE, because border color might be only black, white or transparent on some hardware.

Can you clarify this for me? Do you mean texture samplers? What is the border here?

Mar 9 2023, 6:08 PM
chrstgtr added a comment to D4964: [Gameplay] non-random Building AI.

"Because targetUnits is filled in order of proximity, it makes a lot of sense to just use an array."
Well, after testing, this is true. However, since the order is taken when the units arrive at the area, the closest unit remains the "closest unit" even if it is moved far away. I am thinking "targetUnits" will need to be refilled every 2 seconds. I am not sure how this would effect performance.

Mar 9 2023, 5:58 PM
vladislavbelov requested review of D4966: Fixes decals with default normal texture.
Mar 9 2023, 5:57 PM
real_tabasco_sauce retitled D4964: [Gameplay] non-random Building AI from non-random Building AI to [WIP] non-random Building AI.
Mar 9 2023, 5:48 PM
Stan added a comment to D4964: [Gameplay] non-random Building AI.

Sorry if I wasn't clear =>

  • Get entities ordered by position
  • Weigh them by closest and class e.g:
let entity.priority = entities.length + (entity.hasClass("a") ? entities.length / 2 : 0)
  • Sort them by weight
  • Take N entities where N is the number of arrows.
  • Shoot them.
Mar 9 2023, 5:46 PM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.

"Because targetUnits is filled in order of proximity, it makes a lot of sense to just use an array."
Well, after testing, this is true. However, since the order is taken when the units arrive at the area, the closest unit remains the "closest unit" even if it is moved far away. I am thinking "targetUnits" will need to be refilled every 2 seconds. I am not sure how this would effect performance.

Mar 9 2023, 5:44 PM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.
In D4964#211571, @Stan wrote:

I mean you could prefer closest humans?

Some other tower might focus on closest ships, or closest fish

Mar 9 2023, 5:12 PM
Stan added a comment to D4964: [Gameplay] non-random Building AI.

I mean you could prefer closest humans?

Mar 9 2023, 5:07 PM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.
In D4964#211547, @Stan wrote:

What was so bad about prefering human units and weighting them higher?

Mar 9 2023, 4:29 PM
Stan added inline comments to D4965: Some cleaning in the barter component..
Mar 9 2023, 4:13 PM
Vulcan added a comment to D4965: Some cleaning in the barter component..

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

Mar 9 2023, 3:26 PM
Vulcan added a comment to D4965: Some cleaning in the barter component..

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

Mar 9 2023, 3:24 PM
Freagarach updated the diff for D4965: Some cleaning in the barter component..

{} -> null

Mar 9 2023, 3:21 PM
Freagarach requested review of D4965: Some cleaning in the barter component..
Mar 9 2023, 3:15 PM
Stan added inline comments to D1819: Make capture attack work with units with BuildingAI..
Mar 9 2023, 9:41 AM
Stan added a comment to D4964: [Gameplay] non-random Building AI.

What was so bad about prefering human units and weighting them higher?

Mar 9 2023, 7:50 AM
Stan added a comment to rP27571: Fix a bug introduced in Phab:rP18938..

Typo

Mar 9 2023, 7:47 AM
Vulcan added a comment to D4964: [Gameplay] non-random Building AI.

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

Mar 9 2023, 6:24 AM
Vulcan added a comment to D4964: [Gameplay] non-random Building AI.

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

Mar 9 2023, 6:22 AM
real_tabasco_sauce updated the diff for D4964: [Gameplay] non-random Building AI.

increase cc and fort spread, after comparison with archer damage distribution (archers have spread 2.5)

Mar 9 2023, 6:18 AM
Vulcan added a comment to D4964: [Gameplay] non-random Building AI.

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

Mar 9 2023, 6:08 AM
Vulcan added a comment to D4964: [Gameplay] non-random Building AI.

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

Mar 9 2023, 6:06 AM
real_tabasco_sauce updated the diff for D4964: [Gameplay] non-random Building AI.

Also exclude siege units from the first check alongside buildings.

Mar 9 2023, 6:03 AM
chrstgtr added a comment to D4964: [Gameplay] non-random Building AI.

I’m a no for the reasons stated in the forum thread. (I would be a yes in the community mod to experiment). No need to rehash debate here.

https://wildfiregames.com/forum/topic/106469-non-random-buildingai/

Mainly for the fort vs tower differentiation with respect to overkill right? Feel free to suggest changes, for instance, I can increase the ungarrisoned arrows of forts while decreasing the max arrows of CCs.

Honestly, I think I am conceptually opposed. Big part of it is overkill. This would be helpful against 1 unit at the rate of fire whereas before it was helpful against a lot of units (albeit, that helpfulness could also translate into 0 kills) but the prior system could kill many, many units in a short period of time. The prior system also introduced multiple variables when a player would have to decide whether or not to pushback (health of units and number of units) whereas the proposal makes it a single a variable calculation (just the number of units). I also like the overlapping CCs, forts, and towers "issue" because that encourages more strategic building (even if you dislike this, I think more sense to modify the towers themselves than change the AI).

I don't think your suggested examples are relevant because your proposed system really discourages garrisoning more than a few units (because of the overkill issue). Changing the number of ungarrisoned arrows is beyond the scope of this imo.

One suggestion I do have is that you should increase the dmg of forts, towers, CCs to compensate for lower accuracy. Otherwise, something like a sentry tower will be pretty useless because they will keep missing (warning: this could still be unhelpful and make sentry towers like skirm cav in a21).

I'm not trying to hijack or hold the process hostage. Do what you will, but that's just my opinion (and of some others). I don't know if I right or if you are right (and I don't think we can know until it's extensively played with), which is why I suggest it for community mod

Mar 9 2023, 5:10 AM
chrstgtr added a comment to D4964: [Gameplay] non-random Building AI.

I’m a no for the reasons stated in the forum thread. (I would be a yes in the community mod to experiment). No need to rehash debate here.

https://wildfiregames.com/forum/topic/106469-non-random-buildingai/

Mainly for the fort vs tower differentiation with respect to overkill right? Feel free to suggest changes, for instance, I can increase the ungarrisoned arrows of forts while decreasing the max arrows of CCs.

Mar 9 2023, 4:27 AM
real_tabasco_sauce added a comment to D4964: [Gameplay] non-random Building AI.

I’m a no for the reasons stated in the forum thread. (I would be a yes in the community mod to experiment). No need to rehash debate here.

https://wildfiregames.com/forum/topic/106469-non-random-buildingai/

Mar 9 2023, 3:56 AM
chrstgtr added a comment to D4964: [Gameplay] non-random Building AI.

I’m a no for the reasons stated in the forum thread. (I would be a yes in the community mod to experiment). No need to rehash debate here.

Mar 9 2023, 3:45 AM
real_tabasco_sauce requested review of D4964: [Gameplay] non-random Building AI.
Mar 9 2023, 3:30 AM
Langbart added a comment to D4947: Switches VMA to Vulkan 1.1.

Apply the patch and compile the game (release and debug)

Yes for release and debug

Run the game (release and debug)

Yes for pyrogenesis and pyrogenesis_dbg with -conf=rendererbackend:vulkan -mod=public -mod=0ad-spirv

Mar 9 2023, 12:11 AM

Mar 8 2023

Langbart added a comment to rP27571: Fix a bug introduced in Phab:rP18938..

Fix a bug introduced in Phab:rP18938.

How did u end up in rP18938, instead of rP18758 ?

Mar 8 2023, 11:47 PM
Langbart added a comment to D4961: Adjust batch modifier from upgraded Han CC.
Mar 8 2023, 11:30 PM · Balancing
Langbart added a comment to D4962: Converge catapult/ heavy warship stats and get their range closer to A23 values .
  • Units derived from template_unit_ship_heavy.xml still fire infinitely when ordered directly to attack a structure that is just enough in range.
    • Ref: rP25341 (templates/template_unit_ship_quinquereme.xml was renamed to template/template_unit_ship_warship_heavy.xml in rP27341)
Mar 8 2023, 11:15 PM · Balancing
Langbart added a comment to D4963: improve messages of unmet requirements.

Looks promising, let's wait what @Freagarach says about:

Mar 8 2023, 11:06 PM
asterix awarded D4963: improve messages of unmet requirements a Love token.
Mar 8 2023, 11:01 PM
abian added a reviewer for D4963: improve messages of unmet requirements: Freagarach.
Mar 8 2023, 7:49 PM
abian requested review of D4963: improve messages of unmet requirements.
Mar 8 2023, 7:31 PM
Stan committed rP27571: Fix a bug introduced in Phab:rP18938..
Fix a bug introduced in Phab:rP18938.
Mar 8 2023, 5:28 PM
asterix added a comment to D4623: Fix quicksave not appearing in the menu.

Hi, @Stan did you discuss this with @Itms?

Mar 8 2023, 11:27 AM
Vulcan added a comment to D4839: WIP: Editor in Pyrogenesis C++ Code.

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

Mar 8 2023, 5:07 AM
Vulcan added a comment to D4839: WIP: Editor in Pyrogenesis C++ Code.

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

Mar 8 2023, 4:38 AM
trompetin17 updated the diff for D4839: WIP: Editor in Pyrogenesis C++ Code.

this patch get AI Data, Civilization Data, Save Map and retrieve InitAttributes

Mar 8 2023, 4:24 AM

Mar 7 2023

chrstgtr added a comment to D4961: Adjust batch modifier from upgraded Han CC.

keep in mind, they already have the crossbow training upgrade which allows xbows to be trained almost as fast as women (as fast if they have the roman bonus)

Mar 7 2023, 8:12 PM · Balancing
real_tabasco_sauce added a comment to D4961: Adjust batch modifier from upgraded Han CC.

keep in mind, they already have the crossbow training upgrade which allows xbows to be trained almost as fast as women (as fast if they have the roman bonus)

Mar 7 2023, 7:06 PM · Balancing
chrstgtr added a comment to D4961: Adjust batch modifier from upgraded Han CC.

@chrstgtr I actually think this might be a good thing to give to champ buildings. It seems that most of the time dedicated champion buildings are less effective than champions trained from barracks/stable.
it makes sense that dedicated champ buildings could train champions better than barracks/stable. A -15% or -20% batch train modifier for champ buildings could go a long way for making champ buildings more balanced compared to training from barracks/stable.

Mar 7 2023, 6:36 PM · Balancing
Vulcan added a comment to D4870: Extends network profiler to show sampled values as statistics.

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

Mar 7 2023, 6:30 PM
real_tabasco_sauce added a comment to D4961: Adjust batch modifier from upgraded Han CC.

@chrstgtr I actually think this might be a good thing to give to champ buildings. It seems that most of the time dedicated champion buildings are less effective than champions trained from barracks/stable.
it makes sense that dedicated champ buildings could train champions better than barracks/stable. A -15% or -20% batch train modifier for champ buildings could go a long way for making champ buildings more balanced compared to training from barracks/stable.

Mar 7 2023, 6:02 PM · Balancing
Vulcan added a comment to D4870: Extends network profiler to show sampled values as statistics.

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

Mar 7 2023, 5:56 PM
edoput updated the diff for D4870: Extends network profiler to show sampled values as statistics.

update patch to address review

Mar 7 2023, 5:48 PM

Mar 6 2023

chrstgtr added a comment to D4961: Adjust batch modifier from upgraded Han CC.

In my opinion, features like this should have a particular set of strengths that make them interesting, rather than ALL of the possible strengths (my thoughts on han in general tbh).

also agreement on that

Separate it out to make it a new tech? For Han or another else. I don’t care, but I generally dislike cutting things instead of balancing them

I would keep it (for the Han) for now albeit a bit nerfed.

And yes cutting features is also bad - I mostly wanted to agree that each civ should imo have a well defined set of positive traits and weaknesses.
Just reminded me on the whole discussion about what type of soldiers the the Han should have and one opinion was: every possibly type.
But to me it doesn't seem that fun to have a faction that has every possible feature stacked.

I agree/am ok with every that’s been said. My only point is that we should modify what we have (even if that is just giving it to another civ) instead of scrapping it entirely.

I don't think removing 1 bonus of the super CC is "scrapping it entirely". It's not wasted effort to delete one line from an xml file.
"Modifying" the super cc would be removing one of its bonuses. It is not good design to allow one feature to have all the possible benefits. Imagine we add a hero that gives a move speed aura, damage aura, armor aura, healing aura, and capture aura to all soldiers. It would be ridiculous.
Halving it to 25% would make it more balanced I guess, but from a design standpoint it is questionable to have one building thats good at everything.

Mar 6 2023, 10:49 PM · Balancing
real_tabasco_sauce added a comment to D4961: Adjust batch modifier from upgraded Han CC.

In my opinion, features like this should have a particular set of strengths that make them interesting, rather than ALL of the possible strengths (my thoughts on han in general tbh).

also agreement on that

Separate it out to make it a new tech? For Han or another else. I don’t care, but I generally dislike cutting things instead of balancing them

I would keep it (for the Han) for now albeit a bit nerfed.

And yes cutting features is also bad - I mostly wanted to agree that each civ should imo have a well defined set of positive traits and weaknesses.
Just reminded me on the whole discussion about what type of soldiers the the Han should have and one opinion was: every possibly type.
But to me it doesn't seem that fun to have a faction that has every possible feature stacked.

I agree/am ok with every that’s been said. My only point is that we should modify what we have (even if that is just giving it to another civ) instead of scrapping it entirely.

Mar 6 2023, 5:11 PM · Balancing
Freagarach committed rP27570: Fix string issue noted by @rollieoo at Transifex..
Fix string issue noted by @rollieoo at Transifex.
Mar 6 2023, 4:04 PM
Stan updated subscribers of D4947: Switches VMA to Vulkan 1.1.

Had a weird issue on Telegram but it seemed like it might have been a compilation leftover. @Langbart if you have some time, can you test too, just to make sure?

Mar 6 2023, 11:18 AM
autobuild committed rP27569: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Mar 6 2023, 9:12 AM
Freagarach committed rP27568: Give Chandragupta Maurya Hero two auras..
Give Chandragupta Maurya Hero two auras.
Mar 6 2023, 8:37 AM
Freagarach closed D4952: Give Chandragupta Maurya Hero two auras.
Mar 6 2023, 8:37 AM
chrstgtr added a comment to D4961: Adjust batch modifier from upgraded Han CC.

In my opinion, features like this should have a particular set of strengths that make them interesting, rather than ALL of the possible strengths (my thoughts on han in general tbh).

also agreement on that

Separate it out to make it a new tech? For Han or another else. I don’t care, but I generally dislike cutting things instead of balancing them

I would keep it (for the Han) for now albeit a bit nerfed.

And yes cutting features is also bad - I mostly wanted to agree that each civ should imo have a well defined set of positive traits and weaknesses.
Just reminded me on the whole discussion about what type of soldiers the the Han should have and one opinion was: every possibly type.
But to me it doesn't seem that fun to have a faction that has every possible feature stacked.

Mar 6 2023, 8:32 AM · Balancing
Freagarach committed rP27567: Revert r27559 / rP27559..
Revert r27559 / rP27559.
Mar 6 2023, 8:30 AM
Stan added a comment to D4945: Autocontinue constructing farms when the first is full..

Guess it wasn't that easy after all

Mar 6 2023, 8:27 AM
Freagarach abandoned D4960: Another change to the autocontinue logic..
Mar 6 2023, 8:20 AM
marder added a comment to D4961: Adjust batch modifier from upgraded Han CC.

In my opinion, features like this should have a particular set of strengths that make them interesting, rather than ALL of the possible strengths (my thoughts on han in general tbh).

also agreement on that

Separate it out to make it a new tech? For Han or another else. I don’t care, but I generally dislike cutting things instead of balancing them

Mar 6 2023, 8:16 AM · Balancing

Mar 5 2023

chrstgtr added a comment to D4961: Adjust batch modifier from upgraded Han CC.

In my opinion, features like this should have a particular set of strengths that make them interesting, rather than ALL of the possible strengths (my thoughts on han in general tbh).

also agreement on that

Mar 5 2023, 10:03 PM · Balancing
marder added a comment to D4961: Adjust batch modifier from upgraded Han CC.

In my opinion, features like this should have a particular set of strengths that make them interesting, rather than ALL of the possible strengths (my thoughts on han in general tbh).

Mar 5 2023, 3:59 PM · Balancing
marder added a comment to D4961: Adjust batch modifier from upgraded Han CC.

How about we go for <BatchTimeModifier op="mul">0.8</BatchTimeModifier> / slightly worse then half the current effect

Mar 5 2023, 3:57 PM · Balancing
real_tabasco_sauce added a comment to D4961: Adjust batch modifier from upgraded Han CC.

I side more towards removing it:
It is currently considered a "Super CC" which is aptly named.

Mar 5 2023, 5:41 AM · Balancing
real_tabasco_sauce accepted D4962: Converge catapult/ heavy warship stats and get their range closer to A23 values .

I like it on a balance level and for "fixing" the issue. Lowering the min range is also nice.

Mar 5 2023, 5:34 AM · Balancing

Mar 4 2023

marder updated the summary of D4962: Converge catapult/ heavy warship stats and get their range closer to A23 values .
Mar 4 2023, 10:17 PM · Balancing
chrstgtr added a comment to D4961: Adjust batch modifier from upgraded Han CC.

What if it would be halfed instead of removed?

Mar 4 2023, 8:11 PM · Balancing