Page MenuHomeWildfire Games

Recent Activity

Yesterday

fabio added a comment to D4771: [WIP] Tree falling.

An alternative would be to make it just a visual effect. Once the tree wood resource is at 50% (or something), play the falling animation and make it a trunk. No behavior change. The animation is very cool anyway.

Sat, Mar 25, 6:38 PM

Fri, Mar 24

wowgetoffyourcellphone committed rP27591: Alpha 27 | Art | Fix: Add garrison flag for Athenian Gymnasion. .
Alpha 27 | Art | Fix: Add garrison flag for Athenian Gymnasion.
Fri, Mar 24, 8:00 PM
Vulcan added a comment to D4584: [WIP] - Technologies to templates..

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

Fri, Mar 24, 4:21 PM
Vulcan added a comment to D4584: [WIP] - Technologies to templates..

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

Fri, Mar 24, 4:19 PM
Freagarach updated the diff for D4584: [WIP] - Technologies to templates..

Entity limits, semi-functioning reference suite.

Fri, Mar 24, 4:07 PM
vladislavbelov updated the summary of D4969: Script to generate SPIR-V from GLSL shaders.
Fri, Mar 24, 2:50 PM
Freagarach edited P267 Fix D4584..
Fri, Mar 24, 2:23 PM
Nullus added a comment to D4973: [WIP] Fire.

I really like this idea, and it would make fire a lot more interesting. To keep fire from being overpowering, is there a way to extinguish a burning unit?

Fri, Mar 24, 12:45 PM
Freagarach edited P267 Fix D4584..
Fri, Mar 24, 12:29 PM
asterix added a comment to D4771: [WIP] Tree falling.

I second the Nifas suggestion.

Fri, Mar 24, 11:20 AM
asterix added a comment to D4973: [WIP] Fire.

I also like this as visual feedback.

Fri, Mar 24, 11:18 AM
asterix awarded D4973: [WIP] Fire a Burninate token.
Fri, Mar 24, 11:17 AM
autobuild committed rP27590: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Fri, Mar 24, 9:16 AM

Thu, Mar 23

real_tabasco_sauce added a comment to D4973: [WIP] Fire.

Is this even something that will actually be used in the vanilla game? Just balance wise? Because with the current implementation, where the fire can actually spread, this would completely shift balance and strategy of the game.

Thu, Mar 23, 4:03 PM
nifa added a comment to D4771: [WIP] Tree falling.

I would really much like this in the game.
what would you think about spawning not only the log which supplies the wood resource, but also a tree stump actor which at first only has visiual effects and could later (if implemented) be the base for a regrowing tree?

Thu, Mar 23, 11:51 AM
Stan awarded D4973: [WIP] Fire a Burninate token.
Thu, Mar 23, 9:25 AM
Stan awarded D4973: [WIP] Fire a Love token.
Thu, Mar 23, 9:25 AM
marder updated the summary of D4973: [WIP] Fire.
Thu, Mar 23, 8:57 AM

Wed, Mar 22

marder updated the summary of D4973: [WIP] Fire.
Wed, Mar 22, 8:59 PM
marder added a comment to D4771: [WIP] Tree falling.

I will probably redo this in a way which couples the resource supply with the health, instead of spawning the resource on death. Otherwise you would be able to burn down a forest with D4973 and still be able to collect the wood, which makes no sense.

Wed, Mar 22, 8:53 PM
Vulcan added a comment to D4973: [WIP] Fire.

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

Wed, Mar 22, 8:52 PM
marder updated the summary of D4973: [WIP] Fire.
Wed, Mar 22, 8:50 PM
Vulcan added a comment to D4973: [WIP] Fire.

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

Wed, Mar 22, 8:49 PM
marder planned changes to D4973: [WIP] Fire.

get it out of the queue since it's WIP

Wed, Mar 22, 8:48 PM
marder published D4973: [WIP] Fire for review.
Wed, Mar 22, 8:48 PM

Tue, Mar 21

wowgetoffyourcellphone committed rP27589: Alpha 27 | Art | Fix: palm_tropical UV maps.
Alpha 27 | Art | Fix: palm_tropical UV maps
Tue, Mar 21, 7:54 PM
real_tabasco_sauce added inline comments to D4964: non-random Building AI.
Tue, Mar 21, 7:13 PM
Vulcan added a comment to D4964: non-random Building AI.

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

Tue, Mar 21, 7:09 PM
Vulcan added a comment to D4964: non-random Building AI.

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

Tue, Mar 21, 7:05 PM
real_tabasco_sauce updated the diff for D4964: non-random Building AI.

Made the function more elegant as per @Stan 's recommendations.
I checked ships and towers, preference was in the correct order.

Tue, Mar 21, 7:01 PM
Stan added inline comments to D4964: non-random Building AI.
Tue, Mar 21, 6:13 PM
real_tabasco_sauce added inline comments to D4964: non-random Building AI.
Tue, Mar 21, 6:01 PM
real_tabasco_sauce added a comment to D4964: non-random Building AI.

Thanks for the tips @Stan , I'll see if these changes work.

Tue, Mar 21, 4:20 PM
Stan added a comment to D4964: non-random Building AI.

cmpAttack has CompareEntitiesByPreference function that might help too.

Tue, Mar 21, 11:22 AM
Stan added inline comments to D4964: non-random Building AI.
Tue, Mar 21, 11:16 AM

Mon, Mar 20

autobuild committed rP27588: [i18n] Updated POT and PO files..
[i18n] Updated POT and PO files.
Mon, Mar 20, 9:11 AM
Vulcan added a comment to D4964: non-random Building AI.

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

Mon, Mar 20, 7:20 AM
Vulcan added a comment to D4964: non-random Building AI.

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

Mon, Mar 20, 7:16 AM
real_tabasco_sauce updated the diff for D4964: non-random Building AI.

uses sort to fix proximity, uses GetPreference() to handle preferred classes instead of hard coding.

Mon, Mar 20, 7:12 AM
real_tabasco_sauce added a comment to D4964: non-random Building AI.
In D4964#211953, @Stan wrote:

For 1) I think siege/structure should not be hardcoded but instead get the attack preference. You can set that to whatever in the template. Here it's pretty bad cause it's not easily moddable and we don't want balancers to have to mess too much with the code

Mon, Mar 20, 12:47 AM