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Freagarach
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User Since
Apr 5 2019, 7:29 PM (41 w, 4 d)

Recent Activity

Yesterday

Freagarach requested changes to D2578: update structure template tooltips.

Just wondering: train seems like D1245 and recruit more like what is done when clicking the button? I think this can be comitted as is and we can discuss "train" vs "recruit" elsewhere, if you want?

Tue, Jan 21, 9:11 PM
Freagarach updated the diff for D2360: Fix entities not retaining repair order after target transforms..
  • Remove if in addBuilder.
  • AddSingleBuilder -> AddBuilderHelper.
  • Don't say orders have changed when they might have not been.
Tue, Jan 21, 8:38 PM
Freagarach added inline comments to D2360: Fix entities not retaining repair order after target transforms..
Tue, Jan 21, 8:38 PM
Freagarach updated the diff for D2328: Unify GetRange calls in UnitAI..

Added undefined type.

Tue, Jan 21, 8:20 PM

Sun, Jan 19

Freagarach edited reviewers for D2176: Give an option to allow multiple controls groups share same entities., added: elexis; removed: wraitii.
Sun, Jan 19, 8:48 AM
Freagarach updated the diff for D2176: Give an option to allow multiple controls groups share same entities..

Rebased.

Sun, Jan 19, 8:47 AM
Freagarach added a comment to D2496: tweak citizen cavalry and elephant footprints.

Unit templates don't have a static obstruction defined in their templates, so I assumed their effective target size is based upon their footprint.

The related code (Attacking.js-helper; L137 onwards) shows that footprints are indeed used.

Sun, Jan 19, 8:10 AM
Freagarach added a comment to D2580: display centre before house.

I agree that the CC ought to be placed first. Not sure though that the crannog, which is a Briton-specific structure, should be placed in the general build-list.
+1 on the Military Colony.

Sun, Jan 19, 8:02 AM

Sat, Jan 18

Freagarach planned changes to D1958: Turrets and/or sub-units..

Fix loading a map which has an entity with a turret on init.

Sat, Jan 18, 11:08 AM
Freagarach updated subscribers of D1958: Turrets and/or sub-units..

Thanks for the report @Nescio! I have a hunch where it could come from, but I'll investigate.
(The rebuilding of the game is not necessary for quick tests on this patch, one only needs it when testing (de)serialisation (i.e. saving/loading and MP).)

Sat, Jan 18, 7:47 AM

Fri, Jan 17

Freagarach added a comment to D2578: update structure template tooltips.

(Agreed, just a reference.)

Fri, Jan 17, 9:19 PM
Freagarach accepted D2000: aura style corrections.

Thanks :)

Fri, Jan 17, 9:12 PM
Freagarach added a comment to D2578: update structure template tooltips.

For territory root see also D2005.

Fri, Jan 17, 9:10 PM
Freagarach updated the diff for D2360: Fix entities not retaining repair order after target transforms..
  • Handle builders changed function in Foundation.js.
  • Comment for @param.
Fri, Jan 17, 8:53 PM
Freagarach requested changes to D2000: aura style corrections.

Please revert the ordering.

Fri, Jan 17, 8:45 PM
Freagarach added a comment to D1958: Turrets and/or sub-units..

Yes :)
So if you have any feedback regarding the GUI part (which seems to be the last hurdle for now), feel free to comment on that :)

Fri, Jan 17, 8:40 PM
Freagarach added a comment to D2000: aura style corrections.

Yeah, there is a concern raised IIRC. And moreover: a fix proposed somewhere.

Fri, Jan 17, 8:36 PM
Freagarach updated the diff for D2281: Status Effects v2 - More cleanup, allow modifiers..

Revert template change.

Fri, Jan 17, 8:12 PM
Freagarach updated the summary of D1958: Turrets and/or sub-units..
Fri, Jan 17, 8:05 PM
Freagarach added a comment to D2000: aura style corrections.

I thought the convention still is Hack, Pierce, Crush?

Fri, Jan 17, 8:00 PM
Freagarach added a comment to D1961: Let animals be able to garrison..

Thanks @Angen for the review and commit :)

Fri, Jan 17, 6:57 PM
Freagarach added a comment to D1727: Update auras when a formation member renames..

Thanks for the review and commit :)

Fri, Jan 17, 6:57 PM

Thu, Jan 16

Freagarach updated the diff for D2360: Fix entities not retaining repair order after target transforms..
  • SetBuilders.
  • Send only one message when adding multiple builders.
Thu, Jan 16, 10:03 PM
Freagarach planned changes to D2360: Fix entities not retaining repair order after target transforms..
Thu, Jan 16, 8:29 PM
Freagarach updated the diff for D2281: Status Effects v2 - More cleanup, allow modifiers..

Remove GUI-icons when an entity dies.

Thu, Jan 16, 8:09 PM

Tue, Jan 14

Freagarach updated the diff for D2403: Move "CanHeal"-function from UnitAI to Heal-component..

Comments.

Tue, Jan 14, 9:55 PM
Freagarach added a comment to D2560: gui/manual/intro.txt interpunction.

Aye, something of a pun around here (in real space) ;)

Tue, Jan 14, 8:12 PM
Freagarach accepted D2560: gui/manual/intro.txt interpunction.
  • Compleat.
  • Improves consistency -> Is an improvement.
  • Breaks nothing.
Tue, Jan 14, 8:04 PM
Freagarach updated the diff for D1961: Let animals be able to garrison..

Revert template change.

Tue, Jan 14, 6:54 PM

Mon, Jan 13

Freagarach updated the diff for D2281: Status Effects v2 - More cleanup, allow modifiers..

Add new property for StatusEffects to disallow XP gain by SE.

Mon, Jan 13, 8:39 PM
Freagarach updated the diff for D1961: Let animals be able to garrison..

Added misses check.

Mon, Jan 13, 7:43 PM
Freagarach updated the diff for D2328: Unify GetRange calls in UnitAI..

Remove accidentally added extra space.

Mon, Jan 13, 7:35 PM
Freagarach updated the diff for D2328: Unify GetRange calls in UnitAI..

Revert IID_Vision change.

Mon, Jan 13, 7:33 PM

Sun, Jan 12

Freagarach added a comment to D2308: Extend the visible garrisoning schema to allow specific units on specific turrets..

Test fails (OnGlobalEntityRenamed but also then.`).
And one extra suggestion for a test: when garrisoned visibly and ownership changes, just to be compleat.

Sun, Jan 12, 10:38 PM
Freagarach added inline comments to D2308: Extend the visible garrisoning schema to allow specific units on specific turrets..
Sun, Jan 12, 7:02 PM
Freagarach updated the diff for D1961: Let animals be able to garrison..
  • Reuse the entire GARRISON-state.
Sun, Jan 12, 4:18 PM
Freagarach added a comment to D2308: Extend the visible garrisoning schema to allow specific units on specific turrets..

I meant you can write a test that checks that a unit that is garrisoned visibly promotes to a class that is not allowed to garrison visibly that it is actually not visibly garrisoned anymore?

Sun, Jan 12, 4:04 PM
Freagarach added a comment to D2308: Extend the visible garrisoning schema to allow specific units on specific turrets..
In D2308#100065, @Stan wrote:

Should I add a test for promotion ?

More tests is more better, I would say :)

Sun, Jan 12, 2:56 PM
Freagarach added a comment to D2370: Let splash radius be affected by "ApplyValueModificationsToEntity"..

Thanks for the review and commit @Angen :)

Sun, Jan 12, 2:47 PM
Freagarach requested review of D1727: Update auras when a formation member renames..

Isn't that out of scope for this patch (although it seems to be partially solved), since that wasn't correct before this patch also?

Sun, Jan 12, 2:30 PM
Freagarach added a comment to D2370: Let splash radius be affected by "ApplyValueModificationsToEntity"..

It would indeed be good to add that to the tooltips, I have a patch locally waiting for my diff list to shrink xD However, the GUI/tooltips are getting clumsy, certainly when Status Effects are added someday. Hence I think it would be good to do that in a different patch.

Sun, Jan 12, 2:04 PM
Freagarach added inline comments to D2281: Status Effects v2 - More cleanup, allow modifiers..
Sun, Jan 12, 1:08 PM
Freagarach updated the diff for D1727: Update auras when a formation member renames..

Copy member position.

Sun, Jan 12, 12:34 PM
Freagarach added a comment to D2548: Do not face point after movement for formation walk.

You may (sounds cleaner) close this instead of abandoning?

Sun, Jan 12, 9:05 AM
Freagarach added a comment to D2466: Set correct animation variant for formation member when starts to move.

You can (sounds cleaner anyway) close this instead of abandoning?

Sun, Jan 12, 9:03 AM
Freagarach updated subscribers of rP23368: reduce excessive capitalization in game options.

Patch by @Nescio.

Sun, Jan 12, 8:52 AM
Freagarach updated subscribers of rP23367: main menu item tooltip corrections..

Patch by @Nescio .

Sun, Jan 12, 8:50 AM
Freagarach requested changes to D2560: gui/manual/intro.txt interpunction.
Sun, Jan 12, 8:48 AM

Fri, Jan 10

Freagarach updated the diff for D2281: Status Effects v2 - More cleanup, allow modifiers..
In D2281#106137, @Stan wrote:

As I said on IRC it should keep status effects if it makes sense, as in disease, curse when turning to a resource or whatever. So it's okay.

Dead stuff doesn't keep StatusEffects.

Fri, Jan 10, 9:42 PM
Freagarach added inline comments to D2281: Status Effects v2 - More cleanup, allow modifiers..
Fri, Jan 10, 9:41 PM
Freagarach accepted rP22854: Rewrite Main Menu..

My concern of the main menu tooltip has been fixed.

Fri, Jan 10, 8:36 PM
Freagarach added inline comments to D2428: main menu item tooltip corrections..
Fri, Jan 10, 8:22 PM
Freagarach added inline comments to D2403: Move "CanHeal"-function from UnitAI to Heal-component..
Fri, Jan 10, 7:58 PM
Freagarach updated the diff for D2403: Move "CanHeal"-function from UnitAI to Heal-component..
  • Removed (wrong) formation check.
  • Split ownership check for readability.
Fri, Jan 10, 7:57 PM
Freagarach planned changes to D2396: Support player assigning idle villagers with a command button..
Fri, Jan 10, 7:30 PM

Mon, Jan 6

Freagarach added a comment to D2281: Status Effects v2 - More cleanup, allow modifiers..

Ah, so the GUI is not properly updater perhaps? If you select something else and then come back to the corpse, does it still have the Status Effect signs?
Or better: if does the selection state show status effects?

Mon, Jan 6, 5:08 PM
Freagarach added a comment to D2539: Perform attack only if attacker can really reach the target.

See "discussion" at D2160 ;)

Mon, Jan 6, 4:56 PM

Sun, Jan 5

Freagarach updated the diff for D2281: Status Effects v2 - More cleanup, allow modifiers..
  • No XP from Status Effects.
  • Less object creation when applying multiple Status Effects at once.
Sun, Jan 5, 7:46 PM
Freagarach added a comment to D2281: Status Effects v2 - More cleanup, allow modifiers..
In D2281#106005, @Angen wrote:

Unit gets experiences through status effect timer. Unit should get experiences only when it hits with attack not just through status effect.
Here is why: Hit target with poisoned arrow, you get exp because you landed hit. But you do not get exp, you do not improve your fighting skills sitting somewhere safe (chopping trees, ...) and do not attacking while poison is doing its job.

Okay, but edge case: what if a unit only inflicts status effects (and damage with that), than it cannot gain XP, although it does hit and kill stuff?

Sun, Jan 5, 3:01 PM
Freagarach updated subscribers of D2525: Define auto-gather/-build ranges in template..

Or just that units in the vicinity of an allied CC have a larger search area, because that is "safe"?

Sun, Jan 5, 9:03 AM

Sat, Jan 4

Freagarach updated the diff for D2281: Status Effects v2 - More cleanup, allow modifiers..

Fix test.

Sat, Jan 4, 9:50 PM
Freagarach updated the diff for D2281: Status Effects v2 - More cleanup, allow modifiers..

We have to sent messages to update other stuff, but in UnitAI we can ignore "attacks" from StatusEffects?

Sat, Jan 4, 9:44 PM
Freagarach added a comment to D2535: [gameplay] remove pop cap civ bonuses.

I thought the difference lay in the setup of their armies: quality over quantity for the Spartans and vice versa for the Persians.
The Mauryas don't seem to follow this logic and it seems to be that they indeed have the bonus due to the sheer size of their former empire (forum post).

Sat, Jan 4, 7:52 AM
Freagarach added a comment to D2533: [gameplay] train war dogs at barracks.

Why not train them at a house? I like that idea on the forum.
(I've got not really a clue about balancing, so please ignore me as appropriate.)

Sat, Jan 4, 7:18 AM

Fri, Jan 3

Freagarach updated the diff for D2111: [PetraAI] - Do not try to attack entities which can't be attacked..
  • Rebased.

Still good to go?

Fri, Jan 3, 7:59 PM

Thu, Jan 2

Freagarach added a comment to D2483: Gamesetup class rewrite.

I'm not sure whether it is intended or not, but when switching from a Random map to a Skirmish map, the win settings change back to Conquest. (Also when changing the map in Skirmish.)

Thu, Jan 2, 8:58 PM
Freagarach updated the diff for D2525: Define auto-gather/-build ranges in template..
  • Cache SearchRange of ResourceGatherer. (Not of Builder for that value is requested less often but the ValueModification-message is sent often.)
Thu, Jan 2, 8:13 PM
Freagarach updated the diff for D2525: Define auto-gather/-build ranges in template..
  • SearchRange.
  • More informative description.
  • Inline range.
Thu, Jan 2, 7:48 PM

Wed, Jan 1

Freagarach updated the diff for D2525: Define auto-gather/-build ranges in template..
Wed, Jan 1, 8:34 PM
Freagarach created D2525: Define auto-gather/-build ranges in template..
Wed, Jan 1, 7:42 PM

Sat, Dec 28

Freagarach updated the summary of D2111: [PetraAI] - Do not try to attack entities which can't be attacked..
Sat, Dec 28, 4:11 PM
Freagarach updated the summary of D2111: [PetraAI] - Do not try to attack entities which can't be attacked..
Sat, Dec 28, 4:10 PM
Freagarach added a comment to D1707: Generalise hard-counter tooltips..

Rebase and probably the inline is what this needs.

Sat, Dec 28, 3:50 PM
Freagarach added a comment to D2517: React to target death properly when chasing.

It partly fixes r22526, this would only fix the chasing, not other orders which are affected.

Sat, Dec 28, 3:29 PM
Freagarach added inline comments to D2281: Status Effects v2 - More cleanup, allow modifiers..
Sat, Dec 28, 1:02 PM
Freagarach accepted D2285: Inform player that second market is too close to setup trade route and use disabled action.
In D2285#105187, @Angen wrote:

I think it would be reasonable to handle it by clicking at origin market again so that looks for another patch.

Agreed (twice) ;)

Sat, Dec 28, 8:29 AM

Fri, Dec 27

Freagarach updated the diff for D2281: Status Effects v2 - More cleanup, allow modifiers..

Give credit to attacker and its owner.

Fri, Dec 27, 8:52 PM
Freagarach added a comment to D2285: Inform player that second market is too close to setup trade route and use disabled action.

No issues found during testing, other than the very specific case described below.
When I have three markets, one in the center, two next besides those. And I accidentally set the middle one as the origin I cannot revert that (the outer two are too close to the middle, but far enough from eachother). The only way I found of freeing the trader is by deleting the middle market.

Fri, Dec 27, 7:02 PM
Freagarach planned changes to D2281: Status Effects v2 - More cleanup, allow modifiers..

I discussed that earlier with @wraitii, it may have some side effects, I need to investigate.
(Besides, without an owner a capturing status effect would not work.)

Fri, Dec 27, 5:51 PM

Dec 22 2019

Freagarach added a comment to D2501: Port scripts to python 3 before doomsday.

See also D506?

Dec 22 2019, 8:47 PM
Freagarach added inline comments to D2492: Allow buildings to autobuild themselves.
Dec 22 2019, 4:29 PM
Freagarach added inline comments to D2492: Allow buildings to autobuild themselves.
Dec 22 2019, 2:56 PM
Freagarach added inline comments to D2492: Allow buildings to autobuild themselves.
Dec 22 2019, 2:42 PM

Dec 21 2019

Freagarach added inline comments to D2492: Allow buildings to autobuild themselves.
Dec 21 2019, 4:03 PM
Freagarach added a comment to D2492: Allow buildings to autobuild themselves.

So it doesn't need a Builder component anymore?

Dec 21 2019, 3:54 PM
Freagarach added inline comments to D1731: Allow to use multiple technologies as requirements for unit training and construction.
Dec 21 2019, 3:29 PM
Freagarach added inline comments to D1462: Enforce formation required member count.
Dec 21 2019, 2:55 PM
Freagarach added inline comments to D2403: Move "CanHeal"-function from UnitAI to Heal-component..
Dec 21 2019, 12:07 PM
Freagarach updated the summary of D2161: Also account for elevation for melee units..
Dec 21 2019, 12:01 PM
Freagarach updated the diff for D2161: Also account for elevation for melee units..

Updated test to use code style update (, at end of object property list spanning multiple lines).

Dec 21 2019, 12:01 PM
Freagarach added a comment to D2113: Support attacks costing resources..
In D2113#103693, @Angen wrote:

Another note to think is that getBestAttackAgainst should probably not return attack without needed resources

It check whether one can attack the target, so that is covered.

In D2113#103693, @Angen wrote:

Petra will probably screw up her resources usage and planing with having this.

Aye, badly.

Dec 21 2019, 11:47 AM
Freagarach updated the diff for D2113: Support attacks costing resources..
  • Try to take resources before attack.
  • Fix typo.
  • Proper tooltip.
Dec 21 2019, 11:46 AM
Freagarach added a comment to D2481: Include Pyrogenesis.h and os_path.h where needed.

Builds on (L)Ubuntu 18.04 with gcc.

Dec 21 2019, 9:40 AM
Freagarach added a comment to D2174: Split garrison abort bug noticed in D665..

Thanks @Angen :D

Dec 21 2019, 9:07 AM
Freagarach updated subscribers of rP23268: Fix second tasked garrison holder to pickup not reacting properly.

Based on a patch by @causative.

Dec 21 2019, 9:07 AM
Freagarach added a comment to D2358: Fix promoted entities not retaining order queue after rP22753..

Thanks @Angen for the review and commit :)

Dec 21 2019, 9:03 AM

Dec 20 2019

Freagarach planned changes to D2426: Allow world population..

After the rewrite of gamesetup.

Dec 20 2019, 7:52 PM
Freagarach added inline comments to D2446: [WIP] - Fake physics..
Dec 20 2019, 7:28 PM

Dec 19 2019

nani awarded D2446: [WIP] - Fake physics. a Love token.
Dec 19 2019, 9:47 PM
Freagarach updated the diff for D2370: Let splash radius be affected by "ApplyValueModificationsToEntity"..
  • Return undefined instead of false.
  • Don't check for this.template[type].Splash when launching a projectile since that is checked in the GetSplashData.
Dec 19 2019, 9:10 PM