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Jun 11 2021
Personally, I like the randomness. It creates more diverse strategies (i.e., I see I have a lot of metal on this map, so I will go champs/mercs or I see there are three mines located in one spot, so I am going to invest in an early CC to get the good spot). The problem is that too often some players are blessed with massive amounts of extra resources while other other players have no extra mines. This creates the situation where map position becomes outcome determinative. Based on the couple of gens you posted, I don't know if diverse strategies will necessarily be eliminated but it's something to consider when we start talking about being "fairer" and spacing things farther apart.
Jun 10 2021
It addresses the main problems like moving large groups from one wood line to another or sending large batches from your CC to a specific wood line. They don't get lost anymore and that is a good thing. I think you should commit it.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
In rP25767#53025, @Langbart wrote:Created a diff: D4151
Make the bot happy with const
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
CMiniMap: Use floats for flareLifetime and animationSpeed.
js: use a slider.
Better fix at D4152
In rP25767#53023, @marder wrote:Found a problem:
EMBASSIES AND MERCENARY CAMPS is too long, it gets cut down to EMBASSIES AND MERCENARY.
We either need to add a line break or shorten the title.
Found a problem:
EMBASSIES AND MERCENARY CAMPS is too long, it gets cut down to EMBASSIES AND MERCENARY.
We either need to add a line break or shorten the title.
In D4135#177037, @marder wrote:120 seems excessive to me, but maybe some people want it that way.
When the max is 120 sec as in D4135 implemented, I wouldn't lower the cooldown (or at least not so much). It can get quite crowded otherwise. Maybe 4?
Works. I tried to trigger an error but was all good.
120 seems excessive to me, but maybe some people want it that way.
Looks fine.
The search radius seems to be a bit big for my test in general, but I guess that's not in the scope of this diff.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Don't look for resources near own position on forced orders.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
In D4146#177004, @wraitii wrote:In D4146#177000, @Langbart wrote:I got a group of 26 ladies and ordered them to chop those trees trees, two ladies would go the other way.
In A23b the 2 ladies would have gone with the other 24 ladies and then returned to the CC without wood, I guess this problem arose as a result of the solution to the problem I mentioned earlier?I think that's heavily distance dependent. I don't think it's completely broken for the 2 women to go on the left tbh.
Relics and ruins don't show the button anymore
Played a test game and it seems that everything works according to the test plan.
Maybe Relics should not have the symbol either? (the Scenario map Units Demo is great for testing such things)
Agreed, better they go somewhere else and fulfill the task then become idle.
On the contrary, I'd say this in intended behaviour.
In D4146#177000, @Langbart wrote:I got a group of 26 ladies and ordered them to chop those trees trees, two ladies would go the other way.
In A23b the 2 ladies would have gone with the other 24 ladies and then returned to the CC without wood, I guess this problem arose as a result of the solution to the problem I mentioned earlier?
I think that's heavily distance dependent. I don't think it's completely broken for the 2 women to go on the left tbh.
I think this is introduced in A24?
This is definitely better than the current situation, a small problem I noticed that makes it hard to keep your wood gatherers organised:
I got a group of 26 ladies and ordered them to chop those trees trees, two ladies would go the other way.
In D4144#176901, @Freagarach wrote:So if the autoqueue is on even normal production is delayed?
Yes, but 'normal production' is not a thing when the autoqueue is on. You're just changing the autoqueue.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Also do Stone, but have less stone. Update description.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Button is not shown anymore, if the unit wouldn't be moved anyway
Successful build - Chance fights ever on the side of the prudent.
Fix case noticed by @Langbart.
IRC today.
[14:18:37] <Freagarach> JCWasmx86: Nope, you don't disagree. ;) [14:18:53] <Freagarach> Let me explain. [14:19:23] <Freagarach> I meant that in the simulation we only need a function to drop of to the nearest dropsite and one to attack walk. Which can be used separately. [14:20:05] <Freagarach> Then in the GUI one has one button, that performs both of these tasks. It first orders the entities to drop off to the closest dropsite, and queues an attack-walk. [14:20:16] <Freagarach> So it is still one button.
Freagarach, I disagree with you.
I kinda wrote this implementation, but we need to think whether this is the correct route. I think we don't need another UnitAI function. What we want is:
- Drop off at the nearest dropsite.
- Then attack walk.
The former is not possible from the UI, but it sounds useful to be able to do that.
The latter _is_ possible from the current UI.
Maybe we can implement this function UI only? (Since we can already queue orders.)
It's good that the soldier drops resources first, otherwise that would be extra loot for my opponent.
I'm confused with that thread. Should I just link it when committing or does it advocate for dropping the patch ?
I applied this patch to my working copy rP25764.
At first glance it works better than the current SVN version, but I noticed a problem with ladies not chopping wood. They were produced in the CC and moved specifically to one tree. Another group of ladies were also ordered to chop wood at this tree, although they arrived later at this destination, then the first group of 6 ladies produced from the CC, they chopped wood.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Less code, fixes the queued case.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
In D4126#176868, @wraitii wrote:I think that would be mitigated by adding mipmaps. Add this file in the ranks folder:
textures.xml120 BDownload(though this will only work well for icons that are used in the 3D scene, not for GUI icons).
So if the autoqueue is on even normal production is delayed?
Freagarach reminded my that units lose the 'force' of their order after the first target is found. So this is actually behaving quite a bit like 'gather-near-position'. I think in general it should alleviate the worst case of the current behaviour, which I think langbart describes well here https://trac.wildfiregames.com/ticket/6085#comment:4
In D4146#176887, @Freagarach wrote:It was buggy because it led us very far from the dropsites when gathering on its own.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
I like the blue overlay of the autoqueued items. Nicely done.
I honestly think the old ones look better. :)
Fix tests.
In D4146#176882, @wraitii wrote:Mh, yes, the 'near the latest resource' was actually the 'buggy' behaviour in A24 which we changed to 'look near myself, hoping we are near a dropsite'.
It was buggy because it led us very far from the dropsites when gathering on its own.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Mh, yes, the 'near the latest resource' was actually the 'buggy' behaviour in A24 which we changed to 'look near myself, hoping we are near a dropsite'.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Don't show 'ghosts' for techs.