Page MenuHomeWildfire Games

Angen
User

User Details

User Since
Jul 28 2017, 4:19 PM (153 w, 1 d)

Recent Activity

Today

Angen committed rP23802: [gameplay-a24] Allow to train mercenaries from embassy by any civilisation.
[gameplay-a24] Allow to train mercenaries from embassy by any civilisation
Sat, Jul 4, 3:10 PM
Angen closed D2536: [gameplay] make embassy mercenaries native.
Sat, Jul 4, 3:10 PM
Angen committed rP23801: [gameplay-a24] Lower the repeat rate of spear cavalry.
[gameplay-a24] Lower the repeat rate of spear cavalry
Sat, Jul 4, 2:44 PM
Angen closed D1365: [gameplay] Lower the repeat rate of spear cavalry.
Sat, Jul 4, 2:44 PM
Angen accepted D1365: [gameplay] Lower the repeat rate of spear cavalry.

I think current rs is ok. It looks fine. Not too fast and not too slow.

Sat, Jul 4, 2:35 PM

Thu, Jul 2

Angen accepted D2763: Fix formations reshaping incorrectly & related issues..

Fighting in formation with defensive stance looks like in svn (broken, but not more as it is now).
Formation does not reshape while doing stuff.

Thu, Jul 2, 7:25 PM
Angen requested changes to D2426: Allow world population..

reflag

Thu, Jul 2, 7:31 AM

Wed, Jul 1

Angen added a comment to D2668: [gameplay] deprecate rotary mill, introduce special gaul farming technology.

oh, my bad :)

Wed, Jul 1, 4:29 PM
Angen added a comment to D2668: [gameplay] deprecate rotary mill, introduce special gaul farming technology.

From the sixth century BC ...
It was from their Iberian neighbours that in the fourth century they learned the technology for turning pottery on the wheel and for making rotary querns to mill their grain. A century later a Celtiberian script had been developed

The Ancient Celts (Barry Cunliffe) page 165

Wed, Jul 1, 11:53 AM
Angen accepted D2536: [gameplay] make embassy mercenaries native.

Gameplay:
It makes sense that when one captures some mercenary building, one is able to train that mercenaries as they are not of the civilization that constructed the building.
For nuba village and blemmye camp see comments from ValihrAnt and brog-.
Other:
Trained units keep ability to build structures iff player has that structures in the roster and was able to do so without this patch.

Wed, Jul 1, 8:54 AM
Angen added a comment to D2782: [Gameplay] make ram less effective.

@wraitii needs to accept it first, then @borg- can close it

Wed, Jul 1, 7:48 AM · Restricted Project, Contributors

Tue, Jun 30

Angen added a comment to D2844: Allow selectable component to overwrite shape of displayed selection from footprint.

Well I did not my homework too good,

Tue, Jun 30, 10:30 AM
Angen added a comment to D2844: Allow selectable component to overwrite shape of displayed selection from footprint.

Thanks for the clarification. What determines then the space where clicking would select an entitiy? The footprint?

Visual component so entity mesh.

Is <Clearance> in simulation/data/pathfinder.xml the unit obstruction size then?

Yes, it is.

Tue, Jun 30, 7:59 AM

Mon, Jun 29

Angen added a comment to D2844: Allow selectable component to overwrite shape of displayed selection from footprint.

By saying how selection is done I meant it does not define if mouse pointer is actually hitting unit so it is selected. It just defines if it can be selected at all.

Mon, Jun 29, 6:46 PM
Angen added a comment to D2844: Allow selectable component to overwrite shape of displayed selection from footprint.

use the <VisualActor/Actor> for calculating the hit area?

Simulation should be independent of graphic and art so no.

keep <Footprint> and <Selectable> as is, but introduce a separate <HitBox> node

That would be more problematic because it would mean melee units will hit places which ranged not as melee move based on obstructions.

However, currently the footprint is the area an entity occupies and the <Selectable> node is its visualization.

No it is not by default. Binding between selectable and footprint was introduced in rP7479 to better mimic shape of entity. It was just constant circle until then.
Also area that entity occupies is not very correct. Entity has obstruction and that area is occupied by entity and cannot be build on and is collided when moving.
Footprint is just hitbox for ranged attacks and unit spawning to spawn nicely since their obstruction is too small and they would one over another when spawned.

Furthermore, what happens if two entities have footprints that don't overlap, but the <Selectable> area does, and you click on the overlapping part? Which entity is selected?

This is not changing how selection works, just how it is visualised. Selectable component has nothing to do with fact how selection is done.

Also, shouldn't the circle or square be moved inside or merged with the <Overlay>?

Hmm, yes it probably should.

And does your implementation work with entities that use an <Outline> instead of a <Texture>

I did not change how are things rendered. Just allowed to read data which overwrite data from footprint. Combinations among Square/Circle and Otline/Texture works just as if defined only in footprint.
And yes we can even question now if it would not be better to define that shapes in selection for selection purposes, but just to allow to have crazy footprints for selection without affecting gameplay this is enough to do without need to edit every second template. ;).

Mon, Jun 29, 3:31 PM
Angen added inline comments to D2426: Allow world population..
Mon, Jun 29, 8:17 AM

Sun, Jun 28

Angen created D2844: Allow selectable component to overwrite shape of displayed selection from footprint.
Sun, Jun 28, 3:37 PM

Sat, Jun 27

Angen accepted D2534: [gameplay] allow building Blemmye camp and Nuba village in neutral territory.
Sat, Jun 27, 6:28 PM
Angen added a comment to D2534: [gameplay] allow building Blemmye camp and Nuba village in neutral territory.

I think 1 or 2 can be enough, just to not have it for free.

Sat, Jun 27, 1:20 PM
Angen added a comment to D2763: Fix formations reshaping incorrectly & related issues..

create square formation of 35 units. Set them to defensive stance. After arriving to position some will move to the Centre of formation.

Sat, Jun 27, 12:53 PM
Angen resigned from D270: Allow Modifiers to affect tokens..

I think this feature can in some cases mess up ai planning but it is similar if entity would upgrade or get deleted. as far as it will not be used to remove crutial things it ought to be ok (like removing or adding Siege class to units in the battle not sure how that would play out)

Sat, Jun 27, 12:31 PM

Fri, Jun 26

Angen planned changes to D2114: Do not fail if some mod is broken [Mod Io].
Fri, Jun 26, 10:14 PM
Angen updated the diff for D2114: Do not fail if some mod is broken [Mod Io].

filter
fix tests
fix naming
remove redundant macros

Fri, Jun 26, 9:18 PM
Angen added inline comments to D2426: Allow world population..
Fri, Jun 26, 9:02 AM
Angen added a comment to D2824: Split vision range from going-to-attack range in UnitAI..

It is nice idea, but one should do profiling at some point.
Adding another range query is not for free :).
Although I do not expect big perf issue because of that.

Fri, Jun 26, 7:45 AM

Thu, Jun 25

Angen added a comment to D1365: [gameplay] Lower the repeat rate of spear cavalry.

I do not think it is so slower. You can do stabbing with spear as fast as with short sword when staying at one spot.
And swordsman does have 750 repeat time so this is still slower.

Thu, Jun 25, 9:30 PM
Angen added a comment to D2426: Allow world population..

Also might not be important, but in theory if game is won, winning players should be able to split remaining pop cap. But that is nit-picking.

Thu, Jun 25, 9:12 PM
Angen requested changes to D2426: Allow world population..

If one plays with hacked popcap (gift from the gods e.g.) and any player is defeated/resigned cheat influence on pop cap is removed.

Thu, Jun 25, 9:01 PM
Angen requested changes to D2534: [gameplay] allow building Blemmye camp and Nuba village in neutral territory.

I can agree with allowing to build them on neutral territory and removing territory influence.

Thu, Jun 25, 8:43 PM

Wed, Jun 24

Angen requested changes to D2536: [gameplay] make embassy mercenaries native.

Also removing special kush buildings from building list, I do not agree with that one.
Replace kush -> {civ} to avoid construction by forbidden civilization and to keep for kush.

Wed, Jun 24, 12:23 PM
Angen added a comment to D2536: [gameplay] make embassy mercenaries native.

I believe one can use {native} tag to apply civ code from structure and not owning player so one can avoid renaming units.

Wed, Jun 24, 12:11 PM
Angen added a reviewer for D2534: [gameplay] allow building Blemmye camp and Nuba village in neutral territory: Angen.
Wed, Jun 24, 11:52 AM
Angen added inline comments to D2114: Do not fail if some mod is broken [Mod Io].
Wed, Jun 24, 7:51 AM
Angen added inline comments to D2114: Do not fail if some mod is broken [Mod Io].
Wed, Jun 24, 7:44 AM
Angen planned changes to D2114: Do not fail if some mod is broken [Mod Io].

fix tests one or another way

Wed, Jun 24, 7:42 AM
Angen added inline comments to D2114: Do not fail if some mod is broken [Mod Io].
Wed, Jun 24, 7:42 AM

Tue, Jun 23

Angen updated the diff for D2114: Do not fail if some mod is broken [Mod Io].

rebase
mark mod as invalid and display in list as disabled and display reason instead description to not spam ugly error messages on screen as this is not error by the game but of the moder
report failed signatures back to list of mods
fail if property is not set using strict mode when getting from js
check in js for undefined values

Tue, Jun 23, 10:42 PM
Angen added inline comments to rP21759: mod.io support..
Tue, Jun 23, 10:23 PM
Angen raised a concern with rP21759: mod.io support..
Tue, Jun 23, 9:02 PM
Angen added inline comments to D1977: Cheer after no enemies in range left.
Tue, Jun 23, 2:40 PM

Mon, Jun 22

Angen added a comment to D1977: Cheer after no enemies in range left.

I would not say. Being in cheering state and not playing cheering animation is bad as it appears to be idle and it is not.

Mon, Jun 22, 5:28 PM
Angen added a comment to D1977: Cheer after no enemies in range left.

I actaully was thinking to make cheering as template option, if unit should cheer at all. E.g. ram, ship, animals ?
But then it should probably tell friendlies to cheer or not.

Mon, Jun 22, 3:50 PM
Angen added inline comments to D2763: Fix formations reshaping incorrectly & related issues..
Mon, Jun 22, 3:35 PM

Sun, Jun 21

Angen removed 1 blocking reviewer(s) for D2504: [gameplay] remove territory influence from arch, monument, pillar: Lionkanzen.
Sun, Jun 21, 8:32 AM

Tue, Jun 16

Angen updated the diff for D2460: Implement placeholder text for input fields and get rid of hack with mod filter.

working version
fixed wrapping and clipping

Tue, Jun 16, 7:54 PM

Mon, Jun 15

Angen added inline comments to D2763: Fix formations reshaping incorrectly & related issues..
Mon, Jun 15, 4:39 PM
Angen added inline comments to D2763: Fix formations reshaping incorrectly & related issues..
Mon, Jun 15, 1:46 PM
Angen added inline comments to D2426: Allow world population..
Mon, Jun 15, 12:58 PM

Sun, Jun 14

Angen planned changes to D2460: Implement placeholder text for input fields and get rid of hack with mod filter.

@vladislavbelov would you have idea why it splits placeholder text to multiline by empty spaces ?

Sun, Jun 14, 9:36 AM
Angen updated the diff for D2460: Implement placeholder text for input fields and get rid of hack with mod filter.

rebase
remove inheritance

Sun, Jun 14, 9:35 AM
Angen planned changes to D2460: Implement placeholder text for input fields and get rid of hack with mod filter.

found issue, that it will split longer text to multiple lines based on spaces

Sun, Jun 14, 9:23 AM

Sat, Jun 13

Angen added inline comments to D2812: Adds MSAA to anti-aliasing techniques.
Sat, Jun 13, 11:19 AM
Angen added inline comments to D2642: Contrast-Adaptiv-Sharpening pass.
Sat, Jun 13, 11:04 AM

Fri, Jun 12

Angen added inline comments to D2810: Don't process commands sent by observers..
Fri, Jun 12, 12:37 PM

Thu, Jun 11

Angen added a comment to D1365: [gameplay] Lower the repeat rate of spear cavalry.

Attack damage is lowered as nerf.

Thu, Jun 11, 9:06 AM

Wed, Jun 10

Angen added a reviewer for D1365: [gameplay] Lower the repeat rate of spear cavalry: Angen.
Wed, Jun 10, 8:32 PM
Angen committed rP23760: [PetraAI] Remove redundant branch introduced in rP18257.
[PetraAI] Remove redundant branch introduced in rP18257
Wed, Jun 10, 8:27 PM
Angen closed D2804: Remove funny if else introduced since rP18257.
Wed, Jun 10, 8:27 PM
Angen committed rP23759: [PetraAI] Do not try to attack entities which can't be attacked..
[PetraAI] Do not try to attack entities which can't be attacked.
Wed, Jun 10, 8:23 PM
Angen closed D2111: [PetraAI] - Do not try to attack entities which can't be attacked..
Wed, Jun 10, 8:23 PM
Angen committed rP23758: Adjust trader footprints.
Adjust trader footprints
Wed, Jun 10, 8:14 PM
Angen closed D2640: adjust trader footprints.
Wed, Jun 10, 8:14 PM

Tue, Jun 9

Angen added a comment to D2640: adjust trader footprints.

@Nescio do you want adjust donkey trader footprint or it is final ?

Tue, Jun 9, 8:23 PM
Angen accepted D2640: adjust trader footprints.
Tue, Jun 9, 8:15 PM
Angen accepted D2111: [PetraAI] - Do not try to attack entities which can't be attacked..
Tue, Jun 9, 8:06 PM
Angen requested changes to D2763: Fix formations reshaping incorrectly & related issues..
Tue, Jun 9, 7:48 PM
Angen added a comment to D2763: Fix formations reshaping incorrectly & related issues..

They do not die doing nothing. Actually they do what in svn so ok, not braking that part.
They do not reshape when hunting or fighting (what was the goal of the diff).
After hunt in defensive stance with twin formations it is a bit mess, but not related to diff directly as it is related to merging twin formations, also sometimes they end up not merging, what currently is issue as in replay they ended fairly close to merge ( at least I guess they are in merge distance ).
(not merging replay)

Tue, Jun 9, 7:48 PM

Mon, Jun 8

Angen created D2804: Remove funny if else introduced since rP18257.
Mon, Jun 8, 8:03 PM
Angen requested changes to D2111: [PetraAI] - Do not try to attack entities which can't be attacked..
Mon, Jun 8, 7:44 PM
Angen added inline comments to D2111: [PetraAI] - Do not try to attack entities which can't be attacked..
Mon, Jun 8, 7:29 PM
Angen added inline comments to rP15667: Upgrades cxxtest..
Mon, Jun 8, 6:55 PM

Sun, Jun 7

Angen added a comment to D2763: Fix formations reshaping incorrectly & related issues..

you have broken unit_ai tests

Sun, Jun 7, 9:22 PM
Angen added a comment to rP23747: Refactor HWDetect and rendering options setup..

if windows, you need to rebuild, there have not been autobuild yet

Sun, Jun 7, 9:10 PM
Angen added a comment to D2763: Fix formations reshaping incorrectly & related issues..

Also this will happen with defensive stance told to hunt (no formation) target in svn.

Sun, Jun 7, 4:08 PM
Angen added a comment to D2763: Fix formations reshaping incorrectly & related issues..

This doesn't seem to be systematic. See

I suspect target is too close to cc to see the effect. But if it is behaviour of single unit to stop at resource dropsite, ok I do not argue it is wrong to stop there I literally gave question with the pictures. Anyway one or another defensive (svn or diff) behaviour of formation is not correct as they clearly do not behave the same hence I considered new one as bug.

Sun, Jun 7, 4:00 PM
Angen requested changes to D2763: Fix formations reshaping incorrectly & related issues..

Held position is not updated in defensive stance so targets around are too much far away, they do not react to attacks.


Form formation -> defensive -> attack group of units further away -> after killing target they stop reacting.

Sun, Jun 7, 3:53 PM
Angen added a comment to D2763: Fix formations reshaping incorrectly & related issues..

Without diff they stop roughly around dead target after gathering.

Sun, Jun 7, 3:27 PM
Angen added a comment to D2763: Fix formations reshaping incorrectly & related issues..

So you are saying this behaviour is correct not reforming at the position they would stop without formation that would be position of killed target.




Sun, Jun 7, 3:12 PM
Angen added a comment to D2763: Fix formations reshaping incorrectly & related issues..

Twin formation hunting. It looks very broken with defensive stance.


This one did not reformed correctly but this is minor I think as reshaping looks better than before.
Also notice that they will go back to started location with the diff and not location where they killed target (without diff, they do detour described below), this can be seen as bug mainly problematic when player tasks formation in defensive stance to attack target far away and expects it to stay near the target position.

Not case with only attack order (no hunting), but members still go back to start position and then reform near killed target what is much worse (but since this is the case without the diff, idc too much)

Sun, Jun 7, 10:58 AM

Sat, Jun 6

Angen accepted rP23708: Trigger an exit-reentry when the target entity of an order is renamed.
Sat, Jun 6, 7:06 PM
Angen accepted rP23710: Enable garrisoning on gates / fix movement of units with visible garrison points.
Sat, Jun 6, 6:48 PM
Angen added a comment to D2763: Fix formations reshaping incorrectly & related issues..

Sat, Jun 6, 6:18 PM
Angen added a comment to D2763: Fix formations reshaping incorrectly & related issues..

Sat, Jun 6, 5:47 PM
Angen accepted D2702: Fix formations not queueing orders properly..

Issue reported in ticket cannot be reproduced with this diff.
Removal of FindInPosition is not problematic.

Sat, Jun 6, 5:43 PM
Angen added a comment to D2763: Fix formations reshaping incorrectly & related issues..

It is at the line I already said.

Sat, Jun 6, 4:20 PM
Angen requested changes to D2763: Fix formations reshaping incorrectly & related issues..

I broke it.
As I said earlier.

Sat, Jun 6, 4:10 PM
Angen added a comment to D2494: [gameplay]: tweak artillery attacks.

Indeed, linear damage is there to demonstrate power of the shot as it would damage more targets behind current one.

Sat, Jun 6, 11:20 AM

Fri, Jun 5

Angen added inline comments to D2763: Fix formations reshaping incorrectly & related issues..
Fri, Jun 5, 7:50 PM
Angen added inline comments to rP22446: UnitMotion / AI - remove the special 'move' animation, make UnitMotion inform….
Fri, Jun 5, 3:59 PM
Angen added inline comments to D2763: Fix formations reshaping incorrectly & related issues..
Fri, Jun 5, 12:47 PM

Jun 4 2020

Angen added a comment to D2770: Clean up the data structures in RangeManager.

static casts and years pls :)

Jun 4 2020, 9:33 AM

Jun 3 2020

Angen added a comment to rP23731: Enable garrisoning on gates / fix movement of units with visible garrison….

hmm, that seems like it's trying to close again when already closed, which shouldn't happen. Perhaps it's an art issue as we end up resetting some animation timer. I'll check.

Jun 3 2020, 12:17 PM
Angen added inline comments to D2763: Fix formations reshaping incorrectly & related issues..
Jun 3 2020, 11:36 AM
Angen added a comment to D2753: Look for foundations near the target.

did not test it but looks good by checking the code

Jun 3 2020, 11:24 AM
Angen added inline comments to D2664: Commit resources at a target rather than per type..
Jun 3 2020, 11:08 AM
Angen added a comment to D2782: [Gameplay] make ram less effective.

garrisoned aura

Jun 3 2020, 7:50 AM · Restricted Project, Contributors

May 31 2020

Angen added a comment to D2640: adjust trader footprints.

Are the donkey's hindlegs inside?

May 31 2020, 12:56 PM
Angen committed rP23715: [gameplay-a24] Allow training all barracks champions at captured barracks..
[gameplay-a24] Allow training all barracks champions at captured barracks.
May 31 2020, 12:12 PM
Angen closed D2547: [gameplay] allow training barracks champions at any barracks.
May 31 2020, 12:12 PM
Angen raised a concern with rP23708: Trigger an exit-reentry when the target entity of an order is renamed.
May 31 2020, 11:35 AM