See also https://wildfiregames.com/forum/topic/24495-celtic-reference/page/8/
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Sep 21 2020
This (D2950) and the other (D2841) are two separate patches, with different aims, that can be reviewed independently. If and when one is committed, the other will have to be rebased, though that's unimportant for the discussion here.
This patch initially kept the population for brit and gaul structures, but that exception was later removed, per @borg-.
As for D2841, the purpose of which is to differentiate brit and gaul, it's unclear if and in what form it will end up. There was some more discussion on the forums last month, which indicate that perhaps the brit might keep the structure build time discount and the gauls would get one or more new bonuses (still to be determined). Anyway, that's outside the scope of this patch, and belongs in D2841.
gui/credits/texts/art.json?
@gameboy No sir, this patch is not ready. In the title it says [WIP] -- meaning that it is a work in progress. Moreover the status of the patch is Changes Planned meaning there is stuff that needs to be done but time (and motivation) to be found.
Sep 20 2020
Will that break Atlas animation hotloading?
Fixes: #5823
Given we won't have the building time bonus as per https://code.wildfiregames.com/D2841, what is the justification for removing from britons?
Anything that increases the role of melee is a plus for me. My comments:
@Freagarach Is this patch ready to be released?
Sep 19 2020
Just found this nice post about MSAA that might come in handy here @vladislavbelov https://mynameismjp.wordpress.com/2012/10/24/msaa-overview/
- redone from scratch
@Itms ping :)
DefaultArrowCount 1.
Sep 18 2020
This is complete and correct (awaiting the answer).
without [...] this patch makes little sense IMHO.
That's a fair point. This patch does mean more duplication. When writing it, I envisioned the following:
- move various values to specific fauna files (this patch)
- move <UnitAI/NaturalBehaviour> and the related <Vision/Range> to specific fauna files
- reduce the number of generic template_unit_fauna* from the current 25 to perhaps three or four that are meaningful
- differentiate animal stats (cf. D497, #3778, #3918), affecting gameplay
The first and second are prerequisites of the third and also make the fourth easier. This patch is already quite large, however, if you believe it's better, I suppose I could merge the first three and do all those things here.
@Freagarach, since this patch now is completely different from the initial version, you should just commandeer.
Maybe we should allow specific resources to go negative, eg if one wants to use coin. Out of scope though.
One could use a technology to swap the house with the apartment in the build list? Meaning the player would have houses and can build apartments thereafter.
E.g. the player builds one house, researches the technology and can only build apartments next.
Just tested -> couldn't reproduce the crash via launching a map or triggering a shrinking GC on the lobby page.
To me this adds merely a lot of duplication actually. While I am not opposed to moving values to specific templates, without the number of template_unit_fauna_* files can be greatly reduced, keeping only those that are meaningful (e.g. elephant, whale). this patch makes little sense IMHO.
E.g. there are three bears, nicely inheriting from a *bear template, which now all three have the exact same values added. I know that in reality those three bears are vastly different and should have different stats, but until they do I do no think it is necessary to duplicate those values.
Sep 17 2020
In D1009#131906, @Nescio wrote:I'm hoping someone knows a clever way to move and rename all of them at once with a single command while preserving their svn file history.
I would be interested in that as well. In the meantime one could write a bash script like used for the civ-moving. (Notice the first part of each sentence in my itemisation was a command one could use :) )
(svn rename is just an alias to svn mv according to its help function, whereas the rename program can do more.)
Yeah, I figured that out already.
My knowledge is limited, but I would do something along the lines of:
- find files with name matching flora_tree_*
- cut that part from the name
- svn mv the matching files to tree/ with their new name
That's what I want to do, however, there are over 70 such files and I don't really want to svn mv them one by one, so I'm hoping someone knows a clever way to move and rename all of them at once with a single command while preserving their svn file history.
My knowledge is limited, but I would do something along the lines of:
- find files with name matching flora_tree_*
- cut that part from the name
- svn mv the matching files to tree/ with their new name
(svn rename is just an alias to svn mv according to its help function, whereas the rename program can do more.)
Did you svn add tree/ ?
TODO: flora_tree_* → tree/*
The following does what I want:
svn mv flora_tree_* tree/ cd tree/ rename 'flora_tree_' '' flora_tree_*
However, replacing rename with svn rename doesn't work on my end, and without it the svn history is lost. Any suggestions?
- redone from scratch
Addition of splash damage story
http://irclogs.wildfiregames.com/2012-02/2012-02-06-QuakeNet-%230ad-dev.log
Hi there! I rebased https://github.com/na-Itms/0ad/tree/spidermonkey upon this. Please test it, along SM52 ? I'll update the forum post whenever I have the chance.
instead of removing this information, maybe it could be moved to extended version of tooltip
That varies from case to case. For attack & resistance specifically, I suppose only combat and action (e.g. healer, gatherer) stats.
Yes, the extra population is removed from the brit, gaul, and iber structures; brit and gaul structures already are built more quickly, whereas iber fortress and tower have significantly more health; see also the D2841 discussion.
Agreed, but then there is the question what is ,,only the most important and relevant information'' ;)
In my opinion the tooltip that opens when right-clicking on a entity icon should list everything (as is already the case), but the smaller ones that pop up when hovering over an icon ought to display only the most important and relevant information, hence this patch.
See IRC on acceptance-day.
In D2985#131860, @Nescio wrote:in the one that opens when right-clicking on an entity icon.
Hmm, maybe that is indeed enough,,,
The Brit one did ?
Perhaps this could be moved to the tooltip of the entity icon?
Which tooltip do you mean exactly?
Loot and resource trickle are already displayed in the one that pops up when hovering over an icon in the structure tree, as well as in the one that opens when right-clicking on an entity icon.
A fireship is “a ship loaded with burning material and explosives and set adrift to ignite and blow up an enemy's ships”. It should not be confused with a warship armed with flamethrowers and Greek fire, as used by the Byzantines in the 7th C AD. Age of Empires II erroneously calls the latter a “Fire Ship”, while their “Demolition Ship” actually resembles a real fireship.
Perhaps this could be moved to the tooltip of the entity icon?
@Stan did the discussion help you any further?
- rebased
In D2477#103805, @Nescio wrote:It isn't pretty, but it works.
Since a key of 0 A.D. is prettiness, I don't think this should be committed.
For simplicity and consistency it might be best if the name node takes exactly the name of its parent, i.e. Capture, Melee, Ranged, or Slaughter. If and when multiple attacks are enabled and can have any name, then the translatable string can be renamed too.
In D2802#119810, @borg- wrote:As far as I know about them, they were Greek and not Iberian ships, but I must be mistaken. It would be interesting to have a historical expert here.
Successful build - Chance fights ever on the side of the prudent.
In D2507#123985, @badosu wrote:This would be ideal, unfortunately I don't have the skills to be able to figure out if this is a meta changing patch with a few games.
(Better not commit this too late in the dev-cycle then.)
Changed some JSDOC.
In D2161#131391, @Angen wrote:Spreading this issue to melee units is not happy solution. Also I am not sure if this is actually needed for melee. Or target is 2 meters from me and I can reach in any direction, does not matter if target stays a bit higher than me or below or I cant reach it because my weapon is too short.
Notice melee units don't use parabolic range, so the only described case that would be true is that the range query would return entities which are actually out of range.
In D2993#131489, @Nescio wrote:it's consistent to remove them.
True that.
The main reason for this differentiation above just Melee and Ranged is secondary attacks (which _will_ come and thus should be counted with). Then one can have a longer ranged melee attack, e.g. using a sarissa and one for close combat, e.g. a sword and Melee wouldn't suffice anymore.
We may just use AttackName and use the weapon there when possible (i.e. the above mentioned case) and revert to Melee and Ranged when it is either not possible (e.g. animals) or undesirable (e.g. structures).
Works as advertised.
Sep 16 2020
Right, hence not having null be distinguished from null.
I do not see ai getting any valueable information knowing that some was defined as null instead of undefined.
metal: null equals to not including that line at all from simulation point of view so should be the same as `undefined'.
Fix research.
O (2*n) for filter so O (n).
Successful build - Chance fights ever on the side of the prudent.