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borg- accepted D2668: [gameplay] deprecate rotary mill, introduce special gaul farming technology.

Ok, im fine with 15%.

Thu, Jun 4, 4:11 AM
borg- added a comment to D2782: [Gameplay] make ram less effective.

Up new patch.

Thu, Jun 4, 4:08 AM · Restricted Project, Contributors
borg- updated the summary of D2782: [Gameplay] make ram less effective.
Thu, Jun 4, 4:07 AM · Restricted Project, Contributors
borg- updated the diff for D2782: [Gameplay] make ram less effective.
Thu, Jun 4, 4:02 AM · Restricted Project, Contributors
borg- added a comment to D2782: [Gameplay] make ram less effective.

Restricting Organic already changes the gameplay balance significantly, so I don't see why Unit is suddenly problematic.

Thu, Jun 4, 3:51 AM · Restricted Project, Contributors
borg- added a comment to D2782: [Gameplay] make ram less effective.

A few more things:

  • The current vision range seems rather excessive; perhaps it should be lowered to 40 or less. What do you think?
  • If rams can no longer attack (organic) units, that makes them significantly less effective, so should its cost be changed?
  • Could you change the <PreferredClasses> to "Gates Defensive Structure", in that order (cf. D2684), so rams prioritize structures capable of shooting arrows over others?
Thu, Jun 4, 3:43 AM · Restricted Project, Contributors

Yesterday

nani added inline comments to D2770: Clean up the data structures in RangeManager .
Wed, Jun 3, 10:41 PM
borg- added a comment to D2682: [gameplay] unify hero health.
In D2682#117489, @Stan wrote:

@borg- thoughts?

Wed, Jun 3, 10:33 PM
borg- added a comment to D2533: [gameplay] train war dogs at barracks.

No, actually not: although kennels are buildable in town phase, war dogs themselves don't have a phase restriction. So if a player starts with or captures a kennel, he can train war dogs immediately in the village phase. I think that makes sense, humans had dogs long before the first towns existed.
While I like the idea of moving them to the house (in fact, I suggested it myself), I'm not sure that's indeed the best option. Dogs require 0 population, hence the current training restrictions. If each house allows training two, then there would be no upper limit; e.g. 100 houses allow an additional force of 200 war dogs. Moreover, houses are usually one of the first structures to be built, and earlier and in much larger numbers than the barracks.

Wed, Jun 3, 10:30 PM
bb added a comment to D2782: [Gameplay] make ram less effective.

IIRC they reason why rams can attack units is that otherwise one can surround a ram by a few units, making it useless. Currently in that situation (at least most of the time), it will attack the surrounding units, trying to break free. Though it already prefers attacking structures over units (so it only attacks units if there are no structures around).

Wed, Jun 3, 10:16 PM · Restricted Project, Contributors
wraitii added a comment to D2770: Clean up the data structures in RangeManager .


What I've used for profiling

Wed, Jun 3, 10:02 PM
wraitii updated the summary of D2770: Clean up the data structures in RangeManager .
Wed, Jun 3, 9:57 PM
wraitii added a comment to D2770: Clean up the data structures in RangeManager .

I've ran a 1vAI and the quick-hashes matched, as expected (full hashes don't match as serialisation is different).
Profiling on the following test map, no obvious difference in LOS computation despite LOS taking time.
A debug-hash rejoin test passed.

Wed, Jun 3, 9:56 PM
Nescio added a comment to D2782: [Gameplay] make ram less effective.

A few more things:

  • The current vision range seems rather excessive; perhaps it should be lowered to 40 or less. What do you think?
  • If rams can no longer attack (organic) units, that makes them significantly less effective, so should its cost be changed?
  • Could you change the <PreferredClasses> to "Gates Defensive Structure", in that order (cf. D2684), so rams prioritize structures capable of shooting arrows over others?
Wed, Jun 3, 8:52 PM · Restricted Project, Contributors
Nescio added a comment to D2686: [gameplay] wonders cost stone instead of food.

For civilizations using stone launchers or slingers, it may be unviable.

D2497
As stated in the summary, I doubled the stone cost to keep the resource cost total unchanged, and because wonders dwarf fortresses, which cost 1000 stone. If you think it's better, I could instead just remove the food cost, keeping the other resources unchanged, thus making the wonder cheaper. I don't really care, what matters to me is food is for units, stone for structures.
D2660 is another wonder patch.

Wed, Jun 3, 8:35 PM
Vulcan added a comment to D2668: [gameplay] deprecate rotary mill, introduce special gaul farming technology.

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

Wed, Jun 3, 8:35 PM
Nescio updated the summary of D2668: [gameplay] deprecate rotary mill, introduce special gaul farming technology.
Wed, Jun 3, 8:31 PM
Nescio updated the diff for D2668: [gameplay] deprecate rotary mill, introduce special gaul farming technology.

15%

Wed, Jun 3, 8:30 PM
Vulcan added a comment to D270: Allow Modifiers to affect tokens..

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

Wed, Jun 3, 7:35 PM
wraitii added inline comments to D270: Allow Modifiers to affect tokens..
Wed, Jun 3, 7:30 PM
wraitii updated the diff for D270: Allow Modifiers to affect tokens..

Fix tests, I stopped halfway through.

Wed, Jun 3, 7:30 PM
Vulcan added a comment to D2702: Fix formations not queueing orders properly..

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

Wed, Jun 3, 7:28 PM
Vulcan added a comment to D2702: Fix formations not queueing orders properly..

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

Wed, Jun 3, 7:27 PM
Harbormaster failed remote builds in B11924: Diff 12118 for D2702: Fix formations not queueing orders properly.!
Wed, Jun 3, 7:27 PM
wraitii updated the diff for D2702: Fix formations not queueing orders properly..

Handle entity renaming explicitly (couldn't actually break it in my tests, but it seems prudent).

Wed, Jun 3, 7:26 PM
wraitii added inline comments to D270: Allow Modifiers to affect tokens..
Wed, Jun 3, 7:23 PM
Freagarach resigned from D270: Allow Modifiers to affect tokens..

I don't see myself finding time to review/test this soon ;( Sorry.

Wed, Jun 3, 7:18 PM
Vulcan added a comment to D2702: Fix formations not queueing orders properly..

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

Wed, Jun 3, 7:17 PM
Harbormaster failed remote builds in B11923: Diff 12117 for D2702: Fix formations not queueing orders properly.!
Wed, Jun 3, 7:17 PM
Vulcan added a comment to D2702: Fix formations not queueing orders properly..

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

Wed, Jun 3, 7:17 PM
wraitii updated the diff for D2702: Fix formations not queueing orders properly..

Rebased & don't rebase on top of D2763 but of master.

Wed, Jun 3, 7:15 PM
wraitii added a comment to D2702: Fix formations not queueing orders properly..

How much different is this from resetting finished orders in CallMemberFunction and setting finished order in FinishedOrder? (Apart from the (un)set in position.)
Reason for asking is the shift of responsibility from the entity to the formation(controller).

Wed, Jun 3, 7:08 PM
Vulcan added a comment to D270: Allow Modifiers to affect tokens..

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

Wed, Jun 3, 7:04 PM
Harbormaster failed remote builds in B11922: Diff 12116 for D270: Allow Modifiers to affect tokens.!
Wed, Jun 3, 7:04 PM
Vulcan added a comment to D270: Allow Modifiers to affect tokens..

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

Wed, Jun 3, 7:04 PM
wraitii updated the diff for D270: Allow Modifiers to affect tokens..

Turns out removing the hack wasn't so hard.

Wed, Jun 3, 7:03 PM
Freagarach added a comment to D2702: Fix formations not queueing orders properly..

How much different is this from resetting finished orders in CallMemberFunction and setting finished order in FinishedOrder? (Apart from the (un)set in position.)
Reason for asking is the shift of responsibility from the entity to the formation(controller).

Wed, Jun 3, 6:58 PM
borg- added a comment to D2668: [gameplay] deprecate rotary mill, introduce special gaul farming technology.

If it is historically a problem, then I must agree with @Genava55.
That it is unique tech to Gaul civilization, the gain could be greater, perhaps 15%? The value seems good to 15%.

Wed, Jun 3, 2:59 PM
borg- accepted D2669: [gameplay] new Gaul team bonus.

I agree with 15%.

Wed, Jun 3, 2:53 PM
borg- added a comment to D2686: [gameplay] wonders cost stone instead of food.

I agree with the changes in the pyramid.
About the wonder I agree in parts. Yes I think the cost of food should be removed, but I think a lot of 2000 stone resources. For civilizations using stone launchers or slingers, it may be unviable.
What about 1500w/1000s/1000m? Seems to me to be a fairer value in cost/benefit.

Wed, Jun 3, 2:39 PM