- User Since
- Apr 5 2019, 7:29 PM (51 w, 1 d)
(I still think constructing a building should not necessarily be tied to Health.)
Thanks for the commit @Angen :)
Also include range-check in cmpHeal.
I disagree here, heroes should be different, a "man-of-glass" hero which boosts some non-combat stuff should have way different stats than a tanky Leo, for example.
The player should have to carefully choose what hero fits their strategy, not just pick one randomly because it won't matter much anyway.
Great! I guess the rank changes can be split from this, although they are also compleat and correct.
Isn't the idea of a wonder that it heals extremely quick (as the former tooltips describe)? Thus a rate of 8 would seem more appropriate?
@Feldfeld if you agree, you may accept the patch :)
It will do, albeit only slightly.
Ah yes, I see it corrects for it ^^ (Templates.js globalscript L148.)
Is that in-game or at the structure tree from the main menu?
@ValihrAnt please accept if you (still) agree and have verified this patch :)
Send the stopped message only after invalidating the target.
- Add test for stopping.
- Use proper prepare time when starting to heal.
Thu, Mar 26
Also remove duplicate/depraced "pack" in SetAnimation.
Missed in rP21359.
I'm not sure how (and if) this inheritance is properly used in the test.
Help is appreciated!
- Linter issues.
- Handle message in default.
- Store target as INVALID_ENTITY when unused.
Also test promotion itself.
Wed, Mar 25
Refs rP23298. But not enough fixed for a resign, I guess?
For the record, not only fleeing is affected, every movement update which bails on msg.likelyFailure.
A tad late, but my concern was fixed by rP23449.
Tue, Mar 24
Check for timer existence.
Fixed in rP22904.
- Remove unnecessary spaces in JSDoc in Attacking.js.
- Added @param.
- Check for order length.
- Reset speed when have been chasing.
Update possible values.
- Strings in test.
- int -> number.
- Use indexOf directly instead of splitting first.
Use strings in test.
A test can be added (after D2662).
Regarding boost: https://code.wildfiregames.com/D1955?id=9184#inline-42118.
But I've got no clue about the reasoning ;) @elexis?
Remove redundant variables in UnitAI.
Mon, Mar 23
Removed unnecessary timer.
Sun, Mar 22
- Reusing the function is good.
- Polishing documentation is nice.
- No further improvements possible, AFAICS.
Too bad one still needs to modify Attacking.js in two places to be able to use a new effect,,,
Sat, Mar 21
This is indeed more consistent, but *I* would rather use LEFT for the modified actione. What button is used I do not care though, since it is user preference.
Perhaps it could be set as a user preference?
Fri, Mar 20
Should we disable the button when it cannot be used?
- Remove warns.
- Fix linter.
Fix test, thanks @Stan!
Added corral aura.
Thanks for the hard work already done @Stan :D
Some different approach.
Test fails for now for some unknown reason. Perhaps @elexis can shed their light on that? (Hence the warnings still in place.)
Wed, Mar 18
Clone is done in rP23529.
Tue, Mar 17
- Some inlines.
Also include techs.
Needs to be elaborated.
- Some other changes.
- Bump CCmpPos.-year.
- Correct comment in MapReader.cpp.
- return false in FOLLOWING.enter.
- Fix the crash on initGarriosn.
Sorry for removing them then.
IMHO An entry on a review list is like a question: "Would you like to review this, please?" But since that is not the case here I reckoned it is not fair to add them. My mistake then.
Looking good :)
- Tasking a unit to chase a unit which later dies lets the former keep running to the last known position.
- Otherwise no strange/different behaviour is observed.
Just one notion, perhaps/probably out of scope for this patch. When a unit chases another on its own and the target dies the former will stop in its tracks.