Build failure - The Moirai have given mortals hearts that can endure.
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Oct 14 2021
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
Fixed @Angen 's comments
I agree that the current names are confusing and should be renamed.
Oct 13 2021
Successful build - Chance fights ever on the side of the prudent.
Successful build - Chance fights ever on the side of the prudent.
Keeping all existing sizes, as 384/448 are good for nautical maps and we don't want to limit the possibilities.
Only a renaming of the maps above "Normal" so that we can get rid of "Medium".
In D4305#183348, @Jammyjamjamman wrote:Could be done. But there would end up being 5 options:
- Normal
- Explored
- Allied View
- Explored + Allied View
- Revealed
Could be done. But there would end up being 5 options:
In D4303#183343, @andy5995 wrote:In D4303#183277, @Langbart wrote:Should the option appear if there are only two players? Better just disable and gray them out.
That would be a separate patch. The random option is also presented for the Frontier and Ambush map.
It seems the default when using "TeamPlacements" is to add that random option (not the randomGroup which is completely different); So any patch that changes the code to remove the random option would affect all maps that use TeamPlacements in the .json file.
In D4303#183276, @Langbart wrote:
In D4303#183277, @Langbart wrote:Should the option appear if there are only two players? Better just disable and gray them out.
@Stan not if we would remove the subpar maps :P
In D4307#183320, @Stan wrote:I'm not sure this declutters anything?
That ^ and why limit user choice needlessly? The Normal vs Medium discussion is one that has occured more often.
I'm not sure this declutters anything?
Yeah, but it might also give them a fake idea of the map quality in the game...
This also helps new players, because sometimes people ask on IRC how to change the number of AI players or the size of the map. Random maps allow this.
In D4303#183163, @Freagarach wrote:Teams together
:)
In D4305#183281, @Langbart wrote:Works, would you agree to put those 3 options under one dropdown menu?
Agreed.
The naming could be done better instead of Tight Arc/ Circle just call it Teams Together/ Equally distanced.
Twitch: AOE4 - Highlight: rank 1 rush king returns | best rusher(7/Oct/21)
Works, would you agree to put those 3 options under one dropdown menu?
AOE HD calls it Reveal Map
Youtube: AGE OF EMPIRES HD how to play: Setting up a standard game against the computer (8/Nov/15)
maybe also as a general note: What I wrote about rams and @Langbart wrote about formations applies more generally. This basically makes all ranged units and especially buildings stronger (Don't have to move that often), while it at the same time makes melee units weaker (longer path, more stops and turns). So one might also want to think about re-balancing that when this stays in.
In D4303#183277, @Langbart wrote:Should the option appear if there are only two players? Better just disable and gray them out.
That seems something for a separate patch, but a good idea indeed.
Should the option appear if there are only two players? Better just disable and gray them out.
I would remove the Random option, players expect a certain type of team placement by default. There is no Random for the map size either.
LGTM!
In D4303#183237, @andy5995 wrote:I think it would be good to also add the "stronghold" formation that's used on the Frontier map. I haven't figured out how to implement it cleanly yet though.
Oct 12 2021
Successful build - Chance fights ever on the side of the prudent.
Works as advertised. Looks good (apart from a little rename I can do while committing)
Build failure - The Moirai have given mortals hearts that can endure.
Successful build - Chance fights ever on the side of the prudent.
Reduction of duplicate code via const hasSecondary = !secondaryName || primaryName == secondaryName;
Nice! Might be worth looking at other expensive math we might be doing on the js side :)
I think it would be good to also add the "stronghold" formation that's used on the Frontier map. I haven't figured out how to implement it cleanly yet though.
The Ishtar Gate of Babylon has only one name and the name is always nicely centered.
XD I was testing stone mines... Works nevertheless
temporarily revert african_plains to original version
I always felt rams were much too mobile. But one may want to balance it with armour/health I guess.
remove unused tight_arc from g_PlayerbaseTypes (setup.js)
implemented TeamPlacement (per-map) settings similar to Frontier
this is my best attempt to measure the impact on rams
sad, but yes when the units just commit suicide its not a good idea
This works fine and reads correct.
In D4304#183219, @chrstgtr wrote:I would warn, however, this can create a real mess with pathfinding as units may inadvertently walk by these and get damaged. That would be neither realistic nor desirable from a gameplay perspective
Yes, you are right. The AI keeps sending cavalry units to the same place and the horses keep dying. There is no need to test this patch further.
Successful build - Chance fights ever on the side of the prudent.
This seems pretty different from a proximity damage (aka trampling). It’s basically just palasaides that deal dmg. I’m not crazy about turtling in general but I guess it’s fine if the stats (cost, build time, and dmg) are right. Otherwise this could really slow things down and limit Cavs’ ability to move around.
Redo the patch with the help of bb.
Looks better.
The Ishtar Gate of Babylon has only one name and the name is always nicely centered.
Build failure - The Moirai have given mortals hearts that can endure.
Build failure - The Moirai have given mortals hearts that can endure.
I really like the idea.
@Freagarach sure with proximity attack would be nicer, but one could still use this as a proxy for now and then use the proximity attack once that is in the game?
Sorry, I think my second idea was better. Using the getTextSize is good in many occasions, but not ideal here. Sorry to put you one the wrong hook here. From a user perspective the proposed patch seems to work.
Fixes the issue, looks good.
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Please don't introduce an OOS....
I noticed some issues indeed with the "ghosts" of the autotrain.
I guess this is quite safe now?
concern fixed by rP25914
I'd rather have D1838 for this. ^^'
Successful build - Chance fights ever on the side of the prudent.
Build failure - The Moirai have given mortals hearts that can endure.
Removing capture points and the rangeoverlay.
Successful build - Chance fights ever on the side of the prudent.
I want to test it a bit longer before raising a concern. That is just my impression from one game.
Does this warrant for a concern?
finally got to try it and this is my first impression: It multiplies all the issues that are there already with the normal pathfinding. So rams take extremely long to turn and reach their goal, which makes them way less effective, formations struggle even more as currently, as they are always shifting and therefore stopping and accelerating again.
not sure if it's a bug, but I'm also not sure what this productionqueue is supposed to tell me:
I didn't use the feature knowingly, just manually queuing + autotrain + limited population space
In D4303#183165, @Freagarach wrote:Also, have you seen the Frontier random map? That seems to have what you want.
Also, have you seen the Frontier random map? That seems to have what you want.
Do you think it could be a general game-setup option? (I'm not sure whether we can generalise it like that.) I envision a checkbox Teams together for random maps that squeezes teammates closer when possible.
clean-up
removed 2 duplicated variables