Works for me, no clue about any other implications.
- Queries
- All Stories
- Search
- Advanced Search
- Transactions
- Transaction Logs
All Stories
Jun 14 2021
Jun 13 2021
In D3958#177586, @Schweini wrote:
- Quit to campaign menu, when in campaign session
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
- Quit to campaign menu, when in campaign session
Tried it for different languages (not all) and found no problems. Text fits nicely in the box / or at least better than before, in the case of greek.
certainly better than before.
To avoid the line break for Greek you would have to make the buttons even longer, it might be a better solution to focus more on height and keep the line break.
Looks fine, agree it's a bit better.
Improvement imo. To have more than four words on a line seems more natural than before. Also fixes the problem.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
In D3958#173567, @Langbart wrote:I can't find any problems with this patch. Should be added before the feature freeze - Deadline: 06/06/2021.
In D4161#177442, @Freagarach wrote:In D4161#177352, @Langbart wrote:
- Everything disappears in the end
Did you alt-tab?
In D4154#177502, @wraitii wrote:In D4154#177501, @chrstgtr wrote:Edit: what would the balancing fix be? Make melee units faster? That seems like it might have unintended consequences against inf.
Well, that and/or making archers slower.
The ultimate fix would be to allow units to attack while moving, obviously, but that's still some ways off.
In D4154#177501, @chrstgtr wrote:Edit: what would the balancing fix be? Make melee units faster? That seems like it might have unintended consequences against inf.
Well, that and/or making archers slower.
The ultimate fix would be to allow units to attack while moving, obviously, but that's still some ways off.
For balancing reasons, I prefer the left version, which I understand is the current SVN setup. Right looks like it will be a big nerf to melee cav in cav fights and allow units like archer cav to too easily escape.
It is quite verbose, but I guess okay.
Not going in this direction for now.
It looks very nice already! I'll check, test and commit after the FeatureFreeze has thawed.
There are some minor style things left, of which you won't learn much if I point them out, so I'll do that on rebase/commit.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Thanks for the gifs langbart, I think it demonstrates the point OK overall.
In D4161#177352, @Langbart wrote:
- Everything disappears in the end
Did you alt-tab?
In D4154#177427, @Freagarach wrote:Alas, it seems this is a necessary evil than, at least for now. If the chasing isn't worse than in A24b, I guess we'll have no choice.
In D4144#177429, @Freagarach wrote:In D4144#177260, @wraitii wrote:The delay seems useful to me mostly to avoid the autoqueue training hundreds of units if you somehow end up in a situation where you can train units really fast, such as when cheating.
I dislike this argument. Cheating can and will break a game, so having a delay specifically because of this sounds weird to me.
You should add the hotkey to the hotkeys.json in the GUI.
In D4144#177260, @wraitii wrote:The delay seems useful to me mostly to avoid the autoqueue training hundreds of units if you somehow end up in a situation where you can train units really fast, such as when cheating.
I dislike this argument. Cheating can and will break a game, so having a delay specifically because of this sounds weird to me.
Thanks for the detailed explanation, @wraitii! (And nice graph.)
Jun 12 2021
In D4156#177338, @Langbart wrote:
Here is a comparison for elephants, you can see a little less rotation in the lower left corner with the patch applied.
Siege weapons seem to pass tree obstacles faster with the patch applied.
In D4161#177358, @wraitii wrote:Fix button not existing.
In D4159#177337, @Stan wrote:For the _random preview, did you delete it because it's no longer accurate, or because it's no longer needed ?
Well, it was outdated and since I've biome-specific previews, this seemed to make sense.
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Fix button not existing.
I'm not sure they fit TBH.
the batch problem I described in ticket #6188 is gone and it also shows that the tutorial has been completed.
I don't feel strongly TBH.
Do we need the alpha channel? and mipmaps ? If not they could be disabled I suppose. in textures.xml
In D4159#177332, @wraitii wrote:Oh, I was mostly thinking about actual disk space, not GPU memory.
Nah, our disk space waste is much bigger than just UI previews. But previews add own wasted space as well.