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Mar 28 2020

Itms added a comment to D2671: Build: include libexecinfo on musl system.

I see. In that case I suppose this is OK (I find it rather ugly but that's personal taste).

Mar 28 2020, 7:34 PM
nephele added a comment to D2671: Build: include libexecinfo on musl system.

and waiting for the test compilation would slow down the pre-build process.

Atleast for my (by now low-to-medium end) system it's a negligable ammount of time.

Mar 28 2020, 7:19 PM
Itms requested changes to D2671: Build: include libexecinfo on musl system.

Hi! Thanks for your contribution.

Mar 28 2020, 7:09 PM
Stan added inline comments to D2667: Upgrade engine to handle up to 30 players.
Mar 28 2020, 7:09 PM
nani updated the diff for D2667: Upgrade engine to handle up to 30 players.
Mar 28 2020, 7:03 PM
nani added inline comments to D2667: Upgrade engine to handle up to 30 players.
Mar 28 2020, 7:00 PM
Itms requested changes to D2613: Updated cppformat.

Thanks for the rebase @s0600204! Jenkins is indeed broken when source files are deleted (or moved) but there is still a build error on a clean build due to the test file.

Mar 28 2020, 6:52 PM
Vulcan added a comment to D880: Ballistics..

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

Mar 28 2020, 5:30 PM
Vulcan added a comment to D880: Ballistics..

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

Mar 28 2020, 5:29 PM
Harbormaster failed remote builds in B9718: Diff 10072 for D880: Ballistics.!
Mar 28 2020, 5:29 PM
Vulcan added a comment to D880: Ballistics..

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

Mar 28 2020, 5:29 PM
Freagarach commandeered D880: Ballistics..
Mar 28 2020, 5:28 PM
Freagarach updated the diff for D880: Ballistics..

Different approach.

Mar 28 2020, 5:28 PM
Freagarach added a comment to D2676: Move common functionality of Foundation and Repairable to Buildable..

(I still think constructing a building should not necessarily be tied to Health.)

Mar 28 2020, 4:03 PM
Stan abandoned D1198: Add JSdoc to AuraManager.
Mar 28 2020, 1:41 PM
Stan added a reviewer for D1636: Dune random map.: Restricted Owners Package.
Mar 28 2020, 1:41 PM
Stan added a reviewer for D2642: Contrast-Adaptiv-Sharpening pass: vladislavbelov.
Mar 28 2020, 1:40 PM
Stan added a reviewer for D2479: Add thread names on Linux: vladislavbelov.
Mar 28 2020, 1:39 PM
Stan added a reviewer for D2671: Build: include libexecinfo on musl system: Itms.

Itms said this was not the correct way to do, it I'll let him explain why.

Mar 28 2020, 1:38 PM
Vulcan added a comment to D2611: [gameplay] make wall segment cost proportional.

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

Mar 28 2020, 10:54 AM
Vulcan added a comment to D2611: [gameplay] make wall segment cost proportional.

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

Mar 28 2020, 10:50 AM
Nescio updated the diff for D2611: [gameplay] make wall segment cost proportional.
Mar 28 2020, 10:47 AM
Feldfeld added a comment to D2596: [gameplay] unify Cavalry walk speeds.

It looks good to me. Only small grey area for me is that citizen cavalry is slightly faster as a result (x1.95 to x2.0) but at this point it's just nitpicking, I don't think it will have noticeable effect to balance.

Mar 28 2020, 10:47 AM
Nescio updated the diff for D2611: [gameplay] make wall segment cost proportional.

Updated because of rP23559/D2659.

Mar 28 2020, 10:46 AM
Vulcan added a comment to D2687: [gameplay] tweak gate cost.

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

Mar 28 2020, 10:40 AM
Vulcan added a comment to D2687: [gameplay] tweak gate cost.

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

Mar 28 2020, 10:36 AM
Nescio updated subscribers of D2596: [gameplay] unify Cavalry walk speeds.

@Feldfeld, any opinions on this?

Mar 28 2020, 10:36 AM
Feldfeld updated subscribers of D2640: adjust trader footprints.

I personally have nothing against this, I think a slight imbalance between traders will not change much there. Can ask @ValihrAnt just in case.

Mar 28 2020, 10:34 AM
Nescio updated the diff for D2687: [gameplay] tweak gate cost.

forgot maur gate loot

Mar 28 2020, 10:34 AM
Nescio created D2687: [gameplay] tweak gate cost.
Mar 28 2020, 10:31 AM
Silier updated subscribers of D2640: adjust trader footprints.

@Feldfeld anything against? If yes do we agree that camel traders need to have the same footprint, one or another?

Mar 28 2020, 10:19 AM
Nescio added inline comments to D2660: [gameplay] standardize wonder healing.
Mar 28 2020, 10:18 AM
Vulcan added a comment to D2660: [gameplay] standardize wonder healing.

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

Mar 28 2020, 10:16 AM
Nescio added a comment to D2496: tweak soldier footprints.

For what's it worth, I believe I ran a few AI vs AI test games when I proposed this patch in December, and didn't notice any difference. Cavalry footprint area is still much larger than that of Infantry, footprint length is unchanged, and Structure attack spread is typically low.
You can implement the patch with arc patch D2496 and try it out yourself.

Mar 28 2020, 10:16 AM
Nescio updated the diff for D2660: [gameplay] standardize wonder healing.
  • garrison heal to 5 (temples have 3)
  • garrison capacity from 30 to 50 (temples have 20)
  • garrison classes to Support or Soldier, which means you can also garrison war elephants inside (worker elephants were already possible)
Mar 28 2020, 10:12 AM
Vulcan added a comment to D2686: [gameplay] tweak pyramids and wonder costs and auras.

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

Mar 28 2020, 10:09 AM
Feldfeld added a comment to D2532: [gameplay] train champion cavalry at stable.

I have nothing against this patch, in the current state of the game it would do no harm, but i would like to note that if we are in a situation where champions are balanced and viable then suddenly persians would become (by far i think) the civ who would be able to spam them the fastest entering city phase and it could become a problem in that case.

Mar 28 2020, 10:06 AM
Nescio created D2686: [gameplay] tweak pyramids and wonder costs and auras.
Mar 28 2020, 10:01 AM
Feldfeld added a comment to D2496: tweak soldier footprints.

I also think it might affect balance. Here it is not the balance between civs but the balance between units which is also important (to compare, right now champions aren't really viable compared to citizen soldier which is a problem). If cav become harder to hit it would buff them. Now i don't know if this patch actually noticeably changes balance or not, but to me it would be the kind of patch that could use some testing to be on the safe side of things.
If it does affect balance but we still want that patch then maybe cavalry would have to be nerfed in some other stats.

Mar 28 2020, 9:55 AM
Feldfeld accepted D2511: [gameplay] give worker elephants an aura instead.
Mar 28 2020, 9:46 AM
Nescio added inline comments to rP23558: Remove deprecated variants from Brit structures actors..
Mar 28 2020, 9:32 AM
Nescio added a comment to D2605: [gameplay] Fix loot oversights.

This patch is practically superseded by D2659/rP23559 (thanks, Angen). Maybe it should be abandoned/closed, or replaced with a different differential?

Mar 28 2020, 9:29 AM
Nescio added a comment to D2530: [art/actors] change pers_cavalry_archer_* actor.

Is there another differential for the Seleucid Cavalry Javelinist? It's also a Persian unit.

Is it? It looks like ordinary Greek cavalry. Maybe you're confused with something else?

I know I am late to the game, but I agree with making the Scythe Chariot into a champion for the Persians. I already did this over a year ago for the Persians in Delenda Est.

This patch already changed it into a champion; it's just not trainable yet, because that would be a gameplay balance change, but there is a patch available for that. And yeah, I already did that in my 0abc mod long ago.
Feel free to propose patches for uncontroversial improvements you made in Delenda Est (e.g. art corrections), so they can be incorporated into the public folder. That'll make your mod smaller to download and easier to maintain in the long run; besides, the default game and other mods can also benefit.

Mar 28 2020, 9:26 AM
Freagarach added inline comments to rP18467: Allow entities to upgrade into other entities..
Mar 28 2020, 8:13 AM

Mar 27 2020

Silier added a comment to D2667: Upgrade engine to handle up to 30 players.

some more comments

Mar 27 2020, 11:41 PM
Silier accepted rP23558: Remove deprecated variants from Brit structures actors..

Fixed in rP23560

Mar 27 2020, 9:37 PM
Stan requested verification of rP23558: Remove deprecated variants from Brit structures actors..
Mar 27 2020, 9:32 PM
Stan committed rP23560: Fix missing <group> tag in rP23558.
Fix missing <group> tag in rP23558
Mar 27 2020, 9:32 PM
Silier raised a concern with rP23558: Remove deprecated variants from Brit structures actors..
Mar 27 2020, 9:26 PM
Harbormaster failed to build B11363: rP23559: [gameplay-a24] Standardize structure loot to 20% for rP23559: [gameplay-a24] Standardize structure loot to 20%!
Mar 27 2020, 9:18 PM
Silier committed rP23559: [gameplay-a24] Standardize structure loot to 20%.
[gameplay-a24] Standardize structure loot to 20%
Mar 27 2020, 9:14 PM
Silier closed D2659: [gameplay] standardize structure loot.
Mar 27 2020, 9:14 PM
Harbormaster failed to build B11362: rP23558: Remove deprecated variants from Brit structures actors. for rP23558: Remove deprecated variants from Brit structures actors.!
Mar 27 2020, 9:09 PM
Stan committed rP23558: Remove deprecated variants from Brit structures actors..
Remove deprecated variants from Brit structures actors.
Mar 27 2020, 9:03 PM
Stan closed D2633: [art/actors] remove frequency="0" variants from brit structure actors.
Mar 27 2020, 9:03 PM
Freagarach added a comment to D2679: Remove unnecessary argument of Pack-timer..

Thanks for the commit @Angen :)

Mar 27 2020, 9:02 PM
Silier committed rP23557: Remove unnecessary arguments in Pack.js.
Remove unnecessary arguments in Pack.js
Mar 27 2020, 9:00 PM
Silier closed D2679: Remove unnecessary argument of Pack-timer..
Mar 27 2020, 9:00 PM
Stan accepted D2633: [art/actors] remove frequency="0" variants from brit structure actors.

I'll fix the S when committing, thanks for the patch.

Mar 27 2020, 9:00 PM
Silier committed rP23556: Standardizes formating style of aura json files.
Standardizes formating style of aura json files
Mar 27 2020, 8:55 PM
Silier closed D2000: aura style corrections.
Mar 27 2020, 8:55 PM
OptimusShepard added a comment to rP23484: Adds anti-aliasing option with FXAA algorithm..
In rP23484#41603, @Stan wrote:

FXAA doesn't work on my linux system. On dual boot Windows it's working.
Manjaro 64Bit, Radeon RX 570

Same map? It doesn't work on all maps if postprocessing is disabled on the map settings...

Mar 27 2020, 8:29 PM
Stan added a comment to rP23484: Adds anti-aliasing option with FXAA algorithm..

FXAA doesn't work on my linux system. On dual boot Windows it's working.
Manjaro 64Bit, Radeon RX 570

Mar 27 2020, 8:24 PM
OptimusShepard raised a concern with rP23484: Adds anti-aliasing option with FXAA algorithm..

FXAA doesn't work on my linux system. On dual boot Windows it's working.
Manjaro 64Bit, Radeon RX 570

Mar 27 2020, 8:21 PM
nani added inline comments to D2667: Upgrade engine to handle up to 30 players.
Mar 27 2020, 8:03 PM
nani awarded D2667: Upgrade engine to handle up to 30 players a The World Burns token.
Mar 27 2020, 7:57 PM
nani added inline comments to D2667: Upgrade engine to handle up to 30 players.
Mar 27 2020, 7:53 PM
nani updated the diff for D2667: Upgrade engine to handle up to 30 players.
Mar 27 2020, 7:52 PM
Stan added a comment to D2530: [art/actors] change pers_cavalry_archer_* actor.

Thanks for coming to the party, it is very much appreciated :)

Mar 27 2020, 7:16 PM
wowgetoffyourcellphone added a comment to D2530: [art/actors] change pers_cavalry_archer_* actor.

Is there another differential for the Seleucid Cavalry Javelinist? It's also a Persian unit.

Mar 27 2020, 7:13 PM
Vulcan added a comment to D2680: Heal using Heal.js instead of UnitAI..

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

Mar 27 2020, 5:32 PM
Freagarach added inline comments to D2680: Heal using Heal.js instead of UnitAI..
Mar 27 2020, 5:29 PM
Freagarach updated the diff for D2680: Heal using Heal.js instead of UnitAI..

Also include range-check in cmpHeal.

Mar 27 2020, 5:27 PM
Nescio added a comment to D2685: simplify mercenary cost.

it hides cost change from templates

As is already the case for other technologies, both autoresearched (civbonuses/cart_walls.json) and ordinary (siege_cost_metal.json).

Mar 27 2020, 4:31 PM
Nescio updated the summary of D2675: structure selection groups.
Mar 27 2020, 4:18 PM
Nescio updated the summary of D2677: selection groups for support units.
Mar 27 2020, 4:17 PM
Nescio added a comment to D2660: [gameplay] standardize wonder healing.

So it seems right to remove inconsistencies if there has been no intent or no valid intent behind having the inconsistencies while actually fostering inconsistencies that are sound historically, gameplay-design and balancing wise.

That I fully agree with. (Hence this patch.)

Perhaps the number is meant to make the wonder more useful than only to gain more population.
If the numbers are equal, then it can incentivize the player to just build a new temple in place instead of moving all the way to the wonder after a long fight.
Another consequences of accumulating power at the wonder is to give the defender at his very center of the city (wonder) a boost, shaping more of an final/end-battle at that place.

As I wrote earlier:

The higher the number, the easier the wonder is to defend (kill some nearby enemies, garrison your wounded soldiers before they're killed, wait some seconds to heal them, send them back to the fight, repeat).
[...] That said, I don't have strong feelings on the exact value chosen

Mar 27 2020, 4:15 PM
Silier added inline comments to D2667: Upgrade engine to handle up to 30 players.
Mar 27 2020, 4:02 PM
Nescio added a comment to D2660: [gameplay] standardize wonder healing.

The wonders that are temples have the epic healing aura and there were people putting thought into it (regardless of whether that was a perfect thought).

Actually all wonders are temple complexes, including those that currently lack that aura:

  • Stonehenge (gaul) is a pre-Celtic religious site (from the Third Millennium)
  • Cancho Roano (iber) is a Tartessian religious site
  • The Great Stupa (maur) is a major Indian religious building
  • The Hanging Gardens of Babylon (pers) an actor is clearly inspired by Mesopotamian ziggurats (the small room on top is the shrine that housed the statue of the deity)
  • The Temple of the Pythian Apollo (sele) is based on a large sanctuary near the Syrian Tetrapolis (Antioch, Laodiceia, Apameia, Seleucia in Pieria), the core of the Seleucid Empire
Mar 27 2020, 3:57 PM
Freagarach added a comment to D2682: [gameplay] unify hero health.

Ideally heroes ought to be roughly equivalent.

I disagree here, heroes should be different, a "man-of-glass" hero which boosts some non-combat stuff should have way different stats than a tanky Leo, for example.
The player should have to carefully choose what hero fits their strategy, not just pick one randomly because it won't matter much anyway.

Mar 27 2020, 3:47 PM
Silier added inline comments to D2667: Upgrade engine to handle up to 30 players.
Mar 27 2020, 3:47 PM
Freagarach accepted D2677: selection groups for support units.

Great! I guess the rank changes can be split from this, although they are also compleat and correct.

Mar 27 2020, 3:39 PM
elexis added a comment to D2660: [gameplay] standardize wonder healing.

Method:
I am a bit worried about the procedure of how the resulting patch is determined.

Mar 27 2020, 3:35 PM
Vulcan added a comment to D2640: adjust trader footprints.

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

Mar 27 2020, 3:19 PM
Nescio updated the diff for D2640: adjust trader footprints.
Mar 27 2020, 3:15 PM
Nescio added a comment to D2660: [gameplay] standardize wonder healing.

4 health per second is 4× as higher as garrisoning units in barracks after researching heal_barracks.json and 8× as high as idle organic units regenerating after researching health_regen_units.json, so I would say it's quite quick. The higher the number, the easier the wonder is to defend (kill some nearby enemies, garrison your wounded soldiers before they're killed, wait some seconds to heal them, send them back to the fight, repeat).
I chose 4 as a compromise between the six wonders that heal at 1 and the seven that heal at 8; actually 5 would be closer to the average. That said, I don't have strong feelings on the exact value chosen, so alternative opinions are welcome.
What matters to me is that wonders are equivalent; having one civ's significantly better than another is not really “fair”, especially in wonder victory games.

Mar 27 2020, 3:11 PM
Silier added a reviewer for D2667: Upgrade engine to handle up to 30 players: Restricted Owners Package.
Mar 27 2020, 3:08 PM
Silier requested changes to D2640: adjust trader footprints.

please split footprint changes from name changes
else I agree, footprints should not be smaller than entity

Mar 27 2020, 3:01 PM
Freagarach added a comment to D2660: [gameplay] standardize wonder healing.

Isn't the idea of a wonder that it heals extremely quick (as the former tooltips describe)? Thus a rate of 8 would seem more appropriate?

Mar 27 2020, 2:57 PM
Freagarach added a comment to D2511: [gameplay] give worker elephants an aura instead.

@Feldfeld if you agree, you may accept the patch :)

Mar 27 2020, 2:50 PM
Nescio added a comment to D2496: tweak soldier footprints.

(Nonetheless, I still hope a team member is willing to review and commit this patch, as well as D2502 (walls) and D2640 (traders). Though footprints are not terribly important, aesthetics matter.)

Mar 27 2020, 2:48 PM
Nescio added a comment to D2572: templates: set svn:mime-type text/xml.

We generally avoid this kind of patches as it makes SVN blame harder.

rP22460 and https://code.wildfiregames.com/search/query/Q1SCB8AOz4Q0/#R
That said, I agree this patch is unimportant and do not object to it being abandoned; as I wrote in the summary:

I'm not sure it's necessary, but I suppose it doesn't do any harm.

Mar 27 2020, 2:44 PM
Freagarach removed a reviewer for D2496: tweak soldier footprints: Restricted Owners Package.

True that.

Mar 27 2020, 2:41 PM
Nescio added a comment to D2496: tweak soldier footprints.

True, there is a very small (neglible?) effect, but that affects all civs equally.
More importantly, footprint dimensions are determined by what looks good in game, not by balance considerations; otherwise any commit that introduces new actors would be a gameplay patch.

Mar 27 2020, 2:40 PM
Freagarach added a comment to D2496: tweak soldier footprints.

It will do, albeit only slightly.

Mar 27 2020, 2:35 PM
Freagarach added a comment to D2685: simplify mercenary cost.

Ah yes, I see it corrects for it ^^ (Templates.js globalscript L148.)

Mar 27 2020, 2:33 PM
Nescio added a comment to D2496: tweak soldier footprints.

Actually I don't think adjusting footprints really distorts gameplay balance.

Mar 27 2020, 2:32 PM
Silier added inline comments to D2684: [gameplay] make rams less effective vs organic units.
Mar 27 2020, 2:32 PM
Nescio added a comment to D2682: [gameplay] unify hero health.

Well it matter for citizen-soldiers and champions.

The difference is you can't train more than one hero. Moreover, heroes have auras. Ideally heroes ought to be roughly equivalent; having one clearly better choice is rather undesirable; giving them all the same health could be a step in the right direction.

Mar 27 2020, 2:31 PM
Nescio added a comment to D2685: simplify mercenary cost.

Is that in-game or at the structure tree from the main menu?

Accessed from the main menu, but it looks the same when opened from a game session. The tooltip in game also works:

Mar 27 2020, 2:27 PM