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Feb 27 2021

wraitii committed rP24943: Fix water wind speed computation.
Fix water wind speed computation
Feb 27 2021, 11:08 AM
wraitii closed D3551: Fix water wind speed computation.
Feb 27 2021, 11:08 AM
DanW58 updated the diff for D3603: Water-Patch.

Solved the problem of reflections being too faint.
Solved a problem with artifacts on land; it yielded to a number changed in the Schlick approximation from 1.0 to 1.15.
Found another mistake: The refracted bottom had no incident lighting computed; it was essentially an emitter.
Added a hack to make coasts exhibit a darker band resembling wetness. It was at the cost of draining some of the water (lowering the level, optically).
Added crossing waves at 90 degrees with different scaling, to try to break or hide the tiled look of waves.
EDIT: Thanks, Gameboy; missed your comment.
For a screenshot, see this post:
https://wildfiregames.com/forum/topic/36330-a-psychic-shader-mod-development-begins/?do=findComment&comment=418155

Feb 27 2021, 11:00 AM
Vulcan added a comment to D3583: Fix division by 0 error in PickSpawnPoint.

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

Feb 27 2021, 10:52 AM
Vulcan added a comment to D3585: Fix *nix tarballs to extract in a subfolder..

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

Feb 27 2021, 10:51 AM
wraitii updated the diff for D3583: Fix division by 0 error in PickSpawnPoint.

Use if to make it more explicit

Feb 27 2021, 10:49 AM
wraitii updated the diff for D3585: Fix *nix tarballs to extract in a subfolder..

Include CI changes

Feb 27 2021, 10:46 AM
wraitii committed rP24942: Add Bellaz89 to the programming credits.
Add Bellaz89 to the programming credits
Feb 27 2021, 10:34 AM
wraitii closed D3591: Add Bellaz89 to the programming credits.
Feb 27 2021, 10:34 AM
wraitii committed rP24941: Patch SM78.6 for Rust 1.50.
Patch SM78.6 for Rust 1.50
Feb 27 2021, 10:31 AM
wraitii closed D3590: Patch SM78.6 for Rust 1.50.
Feb 27 2021, 10:31 AM
Imarok committed rP24940: The `SetCameraTarget` script function should not change the orientation.
The `SetCameraTarget` script function should not change the orientation
Feb 27 2021, 10:13 AM
Imarok closed D3569: The `SetCameraTarget` script function should not change the orientation.
Feb 27 2021, 10:13 AM
Stan committed rP24939: Bump version to alpha 25..
Bump version to alpha 25.
Feb 27 2021, 10:13 AM
Stan closed D3571: Bump version to A25.
Feb 27 2021, 10:13 AM
Freagarach retitled D3607: [Gameplay] - Search for resources near a current location (mostly a dropsite) before going far away. from [Gameplay] - Search for resources near a dropsite before going far away. to [Gameplay] - Search for resources near a current location (mostly a dropsite) before going far away..
Feb 27 2021, 6:44 AM
nani added a comment to D2936: Allow limiting the max number of corpses simultaneously visible in the game.

You need an ordered set by insertion, all the others options are just doing the same with extra steps. Maybe you can skip the set and do a linked list if you can guarantee no insert repetition.

Feb 27 2021, 3:59 AM
s0600204 requested changes to D1593: Patches required to work with latest clang on FreeBSD.

Requires an update and rebase.

Feb 27 2021, 12:42 AM

Feb 26 2021

wraitii added inline comments to D3607: [Gameplay] - Search for resources near a current location (mostly a dropsite) before going far away..
Feb 26 2021, 9:45 PM
wraitii added a comment to D3607: [Gameplay] - Search for resources near a current location (mostly a dropsite) before going far away..

This is technically not looking for the resource nearest to the dropsite.

Feb 26 2021, 9:40 PM
wraitii added a comment to D3601: [gameplay] lower city phase territory increase.

(again for another diff)
An alternative that I would maybe prefer would be to generalise the 'military colony' building, with an 'outpost' building that's relatively cheaper & weaker, but acts as a territory root to claim territory. Possibly we'd want to give another bonus to civil centres though.

Feb 26 2021, 9:33 PM
Nescio added a comment to D3601: [gameplay] lower city phase territory increase.

Civic centre costs ought to be revisited regardless of this patch. Right now they're very expensive, making it really hard to rebuild after your last centre has been destroyed. I think e.g. 600 wood, 300 stone, 0 metal would be more reasonable. Anyway, that's something for a different patch.

Feb 26 2021, 8:56 PM
borg- added a comment to D3601: [gameplay] lower city phase territory increase.

Certainly the patch encourages the use of new ccs and military camps and makes the use of theaters more interesting. It also opens up a possibility for new auras / technologies to gain territory.

Feb 26 2021, 8:51 PM
borg- added a comment to D3606: add range overlay to artillery.

Good patch. I will include only quinquireme.

Feb 26 2021, 8:43 PM
Nescio added a comment to D3607: [Gameplay] - Search for resources near a current location (mostly a dropsite) before going far away..

Thank you! I've tried your patch, it works, and it's really much better than the current situation!
I'd even go as far as saying that if there is an A24c, this should be included.

Feb 26 2021, 8:34 PM
Vulcan added a comment to D3605: Add option to push orders to the front of the queue..

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

Feb 26 2021, 8:29 PM
Vulcan added a comment to D3605: Add option to push orders to the front of the queue..

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

Feb 26 2021, 8:27 PM
Freagarach updated the diff for D3605: Add option to push orders to the front of the queue..

Update AI.

Feb 26 2021, 8:23 PM
Freagarach requested review of D3607: [Gameplay] - Search for resources near a current location (mostly a dropsite) before going far away..
Feb 26 2021, 8:13 PM
Nescio requested review of D3606: add range overlay to artillery.
Feb 26 2021, 7:53 PM
Vulcan added a comment to D2936: Allow limiting the max number of corpses simultaneously visible in the game.

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

Feb 26 2021, 7:20 PM
Vulcan added a comment to D2936: Allow limiting the max number of corpses simultaneously visible in the game.

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

Feb 26 2021, 7:17 PM
Vulcan added a comment to D2936: Allow limiting the max number of corpses simultaneously visible in the game.

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

Feb 26 2021, 7:14 PM
Stan updated the diff for D2936: Allow limiting the max number of corpses simultaneously visible in the game.

Restore to the previous version + rebase

Feb 26 2021, 7:08 PM
Vulcan added a comment to D3303: Split treasures from ResourceSupply..

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

Feb 26 2021, 6:01 PM
Vulcan added a comment to D3303: Split treasures from ResourceSupply..

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

Feb 26 2021, 5:59 PM
Freagarach updated the diff for D3303: Split treasures from ResourceSupply..

More extensive testing.

Feb 26 2021, 5:55 PM
nwtour added a comment to D1202: Fix Atlas compilation error in wxWidget 3.0.X.
In D1202#157175, @Stan wrote:

One thing you can do is close this one (abandon) and commandeer the other one so we can finish it.

Feb 26 2021, 4:21 PM
Stan added a comment to D1202: Fix Atlas compilation error in wxWidget 3.0.X.

I didn't commit it cause I could not reproduce the bug D1593 looks simple enough for me to commit it. One thing you can do is close this one (abandon) and commandeer the other one so we can finish it.

Feb 26 2021, 3:37 PM
nwtour added a comment to D1202: Fix Atlas compilation error in wxWidget 3.0.X.

I'm not sure which code is correct either. Mine is taken from official documentation but looks dirtier

Feb 26 2021, 3:36 PM
Langbart added a comment to D2646: Remove special Animal state..
Slaughter a domestic animal and verify it won't move.
Feb 26 2021, 11:03 AM
Vulcan added a comment to D3303: Split treasures from ResourceSupply..

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

Feb 26 2021, 10:50 AM
Vulcan added a comment to D3303: Split treasures from ResourceSupply..

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

Feb 26 2021, 10:49 AM
Freagarach updated the diff for D3303: Split treasures from ResourceSupply..

Change merc-tech.

Feb 26 2021, 10:45 AM
Freagarach added a comment to D3303: Split treasures from ResourceSupply..

Happens :)

Feb 26 2021, 10:42 AM
Nescio added a comment to D3303: Split treasures from ResourceSupply..

Why is that?
[EDIT] Ah, I think you mean ResourceGatherer/BaseSpeed?

Yeah, I did: the current situation (replacing the rates of each resource sub-type) was done to ensure treasures were still gatherable; now they're in a separate node, that technology file can be cleaned up significantly.
When writing my previous reply I copied and pasted the wrong lines, I apologize for the confusion, I should have checked before clicking “Submit”.

Feb 26 2021, 10:39 AM
Freagarach updated subscribers of D3303: Split treasures from ResourceSupply..

You should also replace the last modifications in simulation/data/technologies/unit_mercenary.json with:

		{ "value": "TreasureCollecter/MaxDistance", "replace": 0 }

or something.

Why is that?
[EDIT] Ah, I think you mean ResourceGatherer/BaseSpeed?

(What happened with the Rate?)

Not yet implemented, so no change with how it worked before.

Feb 26 2021, 10:25 AM
Stan added a comment to D3303: Split treasures from ResourceSupply..

I really wish we would have gone for alphabetical schema ordering, it's soooo easy to autofix. I did it for hyrule and it's pretty cool.

Feb 26 2021, 10:24 AM
Nescio added a comment to D1718: Decay/regenerate option for resources..

Apparently I misunderstood, thank you for the clarifications.
I fully agree this patch should just contain the necessary code to support resource regeneration, without actually changing gameplay here, which can be done later in mods or future patches.

Feb 26 2021, 10:24 AM
Nescio added a comment to D3303: Split treasures from ResourceSupply..

You should also replace the last modifications in simulation/data/technologies/unit_mercenary.json with:

		{ "value": "TreasureCollecter/MaxDistance", "replace": 0 }

or something. (What happened with the Rate?)

Feb 26 2021, 10:22 AM
Freagarach added a comment to D1718: Decay/regenerate option for resources..

@Nescio, this diff does not change template values, that is for another diff. It _can_ be done after this one.

Feb 26 2021, 10:19 AM
wraitii added a comment to D1718: Decay/regenerate option for resources..

Why not? Resource regeneration makes especially sense for fish and fruit. Moreover, I don't really understand why it would work for animals (meat) but not for them (fish and fruit), they're not that different, are they?

Essentially regenerating resources will lead to one of two things:

  • it's infinite
  • it's micro-intensive and annoying.
Feb 26 2021, 10:19 AM
Nescio added a comment to D1718: Decay/regenerate option for resources..

Regeneration for berries/ fish does not work. rP24938+D1718

Not implemented :)

Why not? Resource regeneration makes especially sense for fish and fruit. Moreover, I don't really understand why it would work for animals (meat) but not for them (fish and fruit), they're not that different, are they?

Feb 26 2021, 10:16 AM
Vulcan added a comment to D3303: Split treasures from ResourceSupply..

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

Feb 26 2021, 9:42 AM
Vulcan added a comment to D3303: Split treasures from ResourceSupply..

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

Feb 26 2021, 9:41 AM
Freagarach added inline comments to D3303: Split treasures from ResourceSupply..
Feb 26 2021, 9:40 AM
Freagarach updated the diff for D3303: Split treasures from ResourceSupply..

Use a ProcessMessage UnitAI function.
Some minor style stuff.

Feb 26 2021, 9:37 AM
Stan added inline comments to D1718: Decay/regenerate option for resources..
Feb 26 2021, 8:29 AM
asterix awarded D1718: Decay/regenerate option for resources. a 100 token.
Feb 26 2021, 8:16 AM
Freagarach updated the summary of D1718: Decay/regenerate option for resources..
Feb 26 2021, 8:11 AM
Vulcan added a comment to D1718: Decay/regenerate option for resources..

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

Feb 26 2021, 8:10 AM
Vulcan added a comment to D1718: Decay/regenerate option for resources..

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

Feb 26 2021, 8:09 AM
Freagarach updated the diff for D1718: Decay/regenerate option for resources..

Update without gameplay changes.

Feb 26 2021, 8:05 AM
Stan added a comment to D1202: Fix Atlas compilation error in wxWidget 3.0.X.

Did you see D1593? It has a different approach not sure which is better

Feb 26 2021, 7:36 AM
nwtour updated the diff for D1202: Fix Atlas compilation error in wxWidget 3.0.X.

Update patch for git 0ad

Feb 26 2021, 5:42 AM
nwtour added a comment to D1202: Fix Atlas compilation error in wxWidget 3.0.X.

With wxWidgets-3.1.X version compilation now successfull (linux+gcc)
With wxWidgets-3.0.X version compilation failed

Feb 26 2021, 5:39 AM
gameboy added a comment to D3603: Water-Patch.

@DanW58 I believe these problems can be solved, and I support you.

Feb 26 2021, 12:44 AM

Feb 25 2021

nwtour updated the diff for D3604: responsive hotkey scrollspeed.
  • Update year
  • Value now natural digit
  • String can be translated
Feb 25 2021, 9:55 PM
borg- added a comment to D3487: [gameplay] unify unit vision range.

I am not in favor of increasing the vision range and also the same vision range for all units.

Feb 25 2021, 6:35 PM
borg- added a comment to D3416: [gameplay] fix unlock shared dropsites requirement.

I am willing to accept. I really like this change.

Feb 25 2021, 6:17 PM
Freagarach added a comment to D1718: Decay/regenerate option for resources..

Thanks for testing :)

Regeneration for berries/ fish does not work. rP24938+D1718

Not implemented :)

Feb 25 2021, 5:36 PM
Langbart added a comment to D1718: Decay/regenerate option for resources..

Decay works for goat (loss of about 2 meat per second).
Regeneration for berries/ fish does not work. rP24938+D1718

Feb 25 2021, 4:47 PM
Vulcan added a comment to D1718: Decay/regenerate option for resources..

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

Feb 25 2021, 3:57 PM
Vulcan added a comment to D1718: Decay/regenerate option for resources..

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

Feb 25 2021, 3:56 PM
Freagarach updated the diff for D1718: Decay/regenerate option for resources..

Fix AI.

Feb 25 2021, 3:51 PM
Silier added a comment to D3488: [gameplay] lower unit movement speed.

just note.
slower units would mean more time for ranged units to kill them, they need speed to get to them relatively fast

Feb 25 2021, 3:26 PM
Nescio added a comment to D3488: [gameplay] lower unit movement speed.

If anything, making the default Walk Speed "10" might make more sense.

Given that archer attack ranges were lowered (from 72+4+4 to 60) recently, I think a lower base movement speed is justified. Moreover, some people somehow complained maps were smaller; having a lower base speed could give a larger feel (as does a smaller land grap: D3601).

The unit that really bothers me is the ranged cavalry, they are very slow.
For infantry I would be willing to see it a little faster, but I have no problems as it is now

If infantry is a bit faster and cavalry is left unchanged, then ranged cavalry will effectively be relatively slower.

I don't think we can make Archer cavalry much faster without completely breaking the game though.

I think changing the 0.835× to 0.9× could be tried, especially since cavalry melee ranges are much longer now (D3483).

Feb 25 2021, 3:16 PM
Nescio added a comment to D3599: [gameplay] tweak elephant archer again.

Unrelated, but are you up to make a "normalise armour" path?

Yes, I am; I was actually planning on that for A25 anyway. D3397/rP24689 did it for animals, D2956 does is for ships, and D3600 does it for foundations. Once that one is committed I intend to standardize structure resistances; soldiers can follow later.
As for elephant archers, 300 + 4,3,15 is about the same as 400 + 1,1,12; I could include that here, if you like.

(@wraitii Please mind the effect this has on poison/fire damages.)

I don't think the poison (Mauryan maiden archer) and fire (Iberian champion cavalry) damages are particularly balanced right now.

Feb 25 2021, 3:07 PM
wraitii added a comment to D3488: [gameplay] lower unit movement speed.
In D3488#157098, @borg- wrote:

The unit that really bothers me is the ranged cavalry, they are very slow.

I don't think we can make Archer cavalry much faster without completely breaking the game though.

Feb 25 2021, 2:45 PM
borg- added a comment to D3488: [gameplay] lower unit movement speed.

The unit that really bothers me is the ranged cavalry, they are very slow.
For infantry I would be willing to see it a little faster, but I have no problems as it is now.

Feb 25 2021, 2:43 PM
Freagarach added a comment to D3599: [gameplay] tweak elephant archer again.

(@wraitii Please mind the effect this has on poison/fire damages.)

Feb 25 2021, 2:40 PM
Freagarach added a comment to D3488: [gameplay] lower unit movement speed.

People can always set the speeds differently ^^

Feb 25 2021, 2:39 PM
wraitii added a comment to D3488: [gameplay] lower unit movement speed.

Yeah I think we have to face the fact that our current player base, in MP, enjoys 0 A.D. because it's fast.

Feb 25 2021, 2:35 PM
wraitii added a comment to D3599: [gameplay] tweak elephant archer again.

I'm not sure about the HP increase - I think they also have higher armor - need to check consistency with other eles and with cav.

Health and resistances:

basic infantry             :  50 ;  1 ,  1 , 10
basic infantry spearman    : 100 ;  5 ,  5 , 15
basic cavalry archer       : 100 ;  3 ,  1 , 15
basic cavalry spearman     : 160 ;  4 ,  3 , 15
elephant archer            : 200 ;  4 ,  3 , 15

champion infantry archer   : 120 ;  3 ,  3 , 20
champion infantry spearman : 200 ;  8 ,  8 , 20
champion cavalry archer    : 240 ;  5 ,  3 , 20
champion cavalry spearman  : 300 ;  8 ,  7 , 20
champion elephant          : 750 ; 10 , 10 , 20
Feb 25 2021, 2:34 PM
borg- added a comment to D3488: [gameplay] lower unit movement speed.

Some players are reporting that the game is "slower" now, due to the movement speed of some units, which goes against this patch.

Feb 25 2021, 2:01 PM
borg- added a comment to D3565: [gameplay] make all support units bribable.

For me are nice changes, nothing against this patch.

Feb 25 2021, 1:57 PM
borg- added a comment to D3246: [gameplay] increase advanced and elite and lower champion ranged attack damage.

Well, now we have time haha.
I did some tests and in general it looks good, but the damage of iber champion fire should be increased a little.
Obviously, some changes will be made to melee units over the course of the a25 development, so it doesn't seem risky to give 10% attack to ranged advance / elite units now.

Feb 25 2021, 1:52 PM
borg- added a comment to D3599: [gameplay] tweak elephant archer again.

After some tests, the attack is really very strong.
It is not an op unit because they are slow and expensive (champions can easily kill for example), but the patch is very valid for me.

Feb 25 2021, 1:46 PM
Freagarach added a comment to D1718: Decay/regenerate option for resources..

Yes it is limited, but not minimal and I feel like making it more compleat also increases complexity _a lot_ which reduces the chance of review/merge. IMHO we can have this as a first step and the internals can be changed/generalised later.
(Also good to notice that the gameplay affecting template changes will (at least should) not be committed.)

Feb 25 2021, 11:38 AM
wraitii added a comment to D1718: Decay/regenerate option for resources..

I would say the code looks surprisingly clean (maybe I'm misremembering older diffs).
I haven't tested it but it looks OK to me, as in "could be merged".

Feb 25 2021, 11:08 AM
Freagarach planned changes to D3303: Split treasures from ResourceSupply..

Thanks! I'll try 3 with 2.
I'm not sure what you mean with the passthrough functions, though? (Things like: TimerHandler, OnMotionUpdate and ConstructionFinished?)

Feb 25 2021, 10:54 AM
wraitii added a comment to D3303: Split treasures from ResourceSupply..

Overall, I think this is an excellent cleanup. See inlines for a number of cosmetic/naming remarks.

Feb 25 2021, 10:35 AM
wraitii added a comment to D3604: responsive hotkey scrollspeed.

Good idea 👍

Feb 25 2021, 10:05 AM
Freagarach added a comment to D3289: Only stop moving when state requests that..

Orders shouldn't call StopMoving(), but leave handlers should ;)

Feb 25 2021, 10:04 AM
wraitii awarded D3605: Add option to push orders to the front of the queue. a 100 token.
Feb 25 2021, 10:00 AM
wraitii added a comment to D3289: Only stop moving when state requests that..

I'm somewhat surprised that you can actually remove that many, but I guess the logic is sound if orders calls StopMoving() correctly.

Feb 25 2021, 9:44 AM
Freagarach requested review of D3605: Add option to push orders to the front of the queue..
Feb 25 2021, 8:01 AM
nwtour updated the diff for D3604: responsive hotkey scrollspeed.

Full context + screenshot

Feb 25 2021, 12:16 AM

Feb 24 2021

nwtour requested review of D3604: responsive hotkey scrollspeed.
Feb 24 2021, 11:59 PM
nwtour updated the diff for D3582: Garbage in menu Language.

I still think that it is not working correct now
IMHO Game cannot add endonyms if you cannot provide the glyphs in which they are printed

Feb 24 2021, 10:48 PM