- User Since
- Apr 5 2019, 7:29 PM (133 w, 2 d)
A very short range, I guess.
Fri, Oct 22
This code looks good, works as advertised and is a nice addition (I will use the option to skip the summary extensively whilst testing).
I'm not saying this is bad, but I guess changing the templates to train advanced rank mercenaries sounds like a good idea as well?
Due to popular request, I abandon the search for a situation which is more to my liking. ;)
Thu, Oct 21
(With 'current behaviour' I meant 'click the icon selects the formation'.)
One may expect to go back to the replay list when quiting a replay.
Code looks good.
Works as advertised.
This looks like an improvement to me. (Although I'm not quite sure about the orange.)
So you say: ,,Screw the current behaviour.''?
Tue, Oct 19
I'll take another look when I'm less tired, but this seems to be good to go.
[20:04:32] <elexis> to whom it may concern, ./common/timer.js (,,,) [20:25:11] <elexis> for Angens concern [20:25:21] <elexis> in the options timeout [20:26:10] <elexis> also if one wanted to one could use the size property, which is a JS object, modify the width/height/post of that object and push that object back, this way one doesnt hardcode the 50%
Fix all hands.
Mon, Oct 18
Rebased, use origin.
During our game I noticed that chaps were leaving their melee target to go and attack some random dude who was firing at range at them (causing them to get picked off) have you noticed that/managed to fix that? (Else, consider this as a bug report. ;) )
Sun, Oct 17
I'm really uncertain whether this is something to add to the main game. Certainly the idea is nice, but what technical debt do we add by including it? (It doesn't seem to be much so maybe just worth a shot.)
I agree with @wowgetoffyourcellphone about the naming. Also, why is the tech moved to the CC? Why don't we tie it to the hero?
You'll have to use translate with a comment above that explains the word used. See my inline for an example.
Aye, they sometimes also have a partly progressed progress bar. Probably something to do with not (re)setting those for ghosts. I will look at that later.
We need horizontal scrolling. ;)
Okay, point taken. I was thinking about addressing @vladislavbelov's comment more correctly than with a comment.
Please keep in mind that the garrison limit is not decimal safe, so one could use a percentage but someone (likely me) needs to fix the code first.
I'd rather have you change the templates than apply a tech.
Might be an option. Do have Medium as the median, please. ;)
Fri, Oct 15
(Notice this brings a whole new idea for a can of worms in my head: that item should just be a "thing" (object) of its own. That would simplify the queue code a lot. ^^ )
Please consider D2927 (and its commit).
Thu, Oct 14
Asking the question is answering it. ;P
Given the rather minor impact of the bug fixed, and the (seemingly) large (code) readability improvements created, I'd say do that in this patch (which should also fix the bug this patch fixes now).
Wed, Oct 13
That ^ and why limit user choice needlessly? The Normal vs Medium discussion is one that has occured more often.
That seems something for a separate patch, but a good idea indeed.
Tue, Oct 12
I always felt rams were much too mobile. But one may want to balance it with armour/health I guess.
This works fine and reads correct.
Fixes the issue, looks good.
I noticed some issues indeed with the "ghosts" of the autotrain.
I guess this is quite safe now?
I'd rather have D1838 for this. ^^'
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.
Mon, Oct 11
It looks also that formation members outrun the controller and have to move backwards every now and then?
@alre Have you installed the command-line tools alongside? I have information that TortoiseSVN can't add context.
Or even move the responsibility of keeping the correct position to the members. (And get back into formation when we become idle.)
This should definitely be an option, especially when the other option is having almost duplicated maps. ^^
Sun, Oct 10
When units get pushed, they keep the walking animation although they're idle. See the attached replay (r25958) around ten minutes.
Correct, having these kind of globals around is bad.
It is not used anywhere else (which would have been really bad).
One could tell the formation controller that we have have left/resumed the IDLE state and that could trigger the reforming?
Sat, Oct 9
Add semicolon. Fix icon being behind the progressslider.
(It looks good in-game though.)
Fri, Oct 8
It seems that in general, the red buttons are used for pupups, but either way, we should make them not less consistent, but more consistent.
Thu, Oct 7
I guess the same as the territory and border maps, which are also Petra specific, not player specific? So maybe some Petra-shared map?
Wed, Oct 6
There is no way of keeping the current behaviour, so this needs more thought, I guess.
Tue, Oct 5
I tried rebasing, but it requires more effort. Sorry.
Agreement, I guess.
Sun, Oct 3
Also show paused on the queue.
Also change the foundation filter.
Sat, Oct 2
Fri, Oct 1
Okay, I agree, I'll put it in the bottom panel as well.