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Nescio
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Sep 7 2017, 12:14 PM (75 w, 2 d)

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Yesterday

Nescio added a comment to D1780: legionnaire → legionary.

Here's page from The Cambridge History of Greek and Roman Warfare, Volume I: Greece, the Hellenistic World and the Rise of Rome (2007), with legionary/-ies highlighted:

Sat, Feb 16, 7:57 PM
Nescio added a comment to D1780: legionnaire → legionary.

“Legionnaire” is common in English when referring to a member of e.g. the French foreign legion, however, “legionary” is the English word used specifically for the Roman soldier:

legionary *noun* (pl. legionaries) a soldier in a Roman legion.
*adjective* of an ancient Roman legion.

It's a proper English word and refers to exactly what we have in game, therefore let's use it.

Sat, Feb 16, 5:03 PM
Nescio added a comment to D1762: Give Fortress a territory root.

A week ago I started a poll on the forums; there appears to be a clear majority in favour (12 to 6), although the number of votes is not overwhelming.

Sat, Feb 16, 12:05 PM
Nescio updated the diff for D1780: legionnaire → legionary.
Sat, Feb 16, 12:00 PM
Nescio created D1780: legionnaire → legionary.
Sat, Feb 16, 11:55 AM
Nescio created D1779: Technology icon consistency.
Sat, Feb 16, 11:03 AM
Nescio added a comment to D1472: Grouped civ bonuses into a single folder.

D888 updated.

Sat, Feb 16, 10:51 AM
Nescio retitled D888: Regrouped special technologies from Regrouped civbonuses and special technologies to Regrouped special technologies.
Sat, Feb 16, 10:35 AM
Nescio updated the summary of D888: Regrouped special technologies.
Sat, Feb 16, 10:31 AM
Nescio updated the test plan for D888: Regrouped special technologies.
Sat, Feb 16, 10:30 AM
Nescio updated the diff for D888: Regrouped special technologies.
Sat, Feb 16, 10:29 AM
Nescio added a comment to D1472: Grouped civ bonuses into a single folder.

For the second point, I came to the conclusion to let them in the main directory. As we discussed before, it seems hard to found a schema which fits for all cases.

Sat, Feb 16, 9:20 AM

Fri, Feb 15

Nescio added a comment to D1472: Grouped civ bonuses into a single folder.

True; I'm willing to update D888 to do that, but before that, two things have to be decided first:

Fri, Feb 15, 8:15 PM
Nescio added a comment to D1472: Grouped civ bonuses into a single folder.
Fri, Feb 15, 8:14 PM

Wed, Feb 13

Nescio added a comment to D1778: More aura icons.

Well, I'm not a programmer, my understanding of code is rather limited, nor do I have any idea how superimposing icons might affect performance. Feel free to propose a separate patch for it, if you think that'll be an improvement.
Two things, though:

  • currently icon paths are hard-coded in aura .json files, e.g. "overlayIcon": "art/textures/ui/session/auras/buildgather_bonus.png",
  • most sprites are 128×128 pixels, but the resource icons are 64×64
Wed, Feb 13, 10:54 AM

Tue, Feb 12

Nescio added a comment to D1778: More aura icons.

Basically that's what I did manually. To create _bonus and _penalty versions, I simply made two copies of the icon, pasting the bonus sprite on top of one and the penalty sprite on top of the other; costs about a minute, not much effort. And the icons are only a few kb each, so space is not really an issue.

Tue, Feb 12, 4:20 PM

Mon, Feb 11

nani awarded D1778: More aura icons a Like token.
Mon, Feb 11, 10:03 PM
Nescio updated the summary of D1778: More aura icons.
Mon, Feb 11, 11:02 AM
Nescio created D1778: More aura icons.
Mon, Feb 11, 10:53 AM

Sat, Feb 9

Nescio added a comment to D1377: Loading Tips update.

Any updates?

Sat, Feb 9, 12:03 PM
Nescio added a comment to D1042: rename maps/ file names to use underscores (instead of spaces and capitalization).

For 5, I would rather find a unique and appealing name allowing to discriminate the maps easily. Small/Large breaks immersion quite a bit.

Well, I'm open for suggestions, of course. *_large and *_small are probably less problematic placeholders than * (2) and * (4). Also, this patch is about renaming the file names. The map names as displayed in game can be different and don't have to be changed.

Sat, Feb 9, 10:50 AM
Nescio added a comment to D1718: Decay/regenerate option for resources when not being gathered from.

Why not make MaxAmount independent from Amount and rename it to Limit? E.g. a berry bush that starts at 100% but can only regrow up to 80%.

Sat, Feb 9, 10:47 AM

Fri, Feb 8

Nescio added a comment to D1775: Delete unused technologies.

Where can those be found?

Fri, Feb 8, 8:14 PM
Nescio added a comment to D1718: Decay/regenerate option for resources when not being gathered from.

It also sucks because you can't differentiate Growth from Fattening from spawning.

One can use , "affects": [Class] for that.

Fri, Feb 8, 8:13 PM
Nescio added a comment to D1775: Delete unused technologies.

(refs "treasure" and "design documents" / "design document repository")

?

Fri, Feb 8, 8:04 PM

Thu, Feb 7

Nescio updated the diff for D1775: Delete unused technologies.

Thank you, Polakrity. Two more.

Thu, Feb 7, 6:34 PM
Nescio created D1775: Delete unused technologies.
Thu, Feb 7, 5:52 PM

Wed, Feb 6

Nescio added a comment to D1718: Decay/regenerate option for resources when not being gathered from.

How is ResourceSupply/Fattening/Value different ?

Fattening is wrapped inside Change, right, so shouldn't it be ResourceSupply/Change/Fattening/Value then?

Wed, Feb 6, 9:44 PM
Nescio added a comment to D1718: Decay/regenerate option for resources when not being gathered from.

Actually I'm still confused about the technology syntax. For comparison, Cyrus' aura has:

Wed, Feb 6, 4:06 PM
Nescio added inline comments to D1718: Decay/regenerate option for resources when not being gathered from.
Wed, Feb 6, 12:25 PM
Nescio added a comment to D1718: Decay/regenerate option for resources when not being gathered from.

Add more examples and an aura for the corral

Thank you. Maybe reduce aura range to c. 20.

1 per 2 seconds for bushes and trees make them infinite for level 3 units.

Maybe 0.2 per 1 s then. Intuitively one would expect plants grow faster than animals.

Wed, Feb 6, 12:21 PM
Nescio updated the diff for D1774: Change fish parent to gaia.
Wed, Feb 6, 12:09 PM
Nescio created D1774: Change fish parent to gaia.
Wed, Feb 6, 12:07 PM

Tue, Feb 5

Nescio added a comment to D1718: Decay/regenerate option for resources when not being gathered from.

You can still name them like you want since the name only matters for technologies and auras.

What do you mean? Like bonus attacks? A somewhat verbose explanation how it works would be nice, I don't fully understand the code.

Tue, Feb 5, 10:49 PM
Nescio added a comment to D1718: Decay/regenerate option for resources when not being gathered from.

Regeneration, growth, decay, and rot are loaded terms; “growth when dead” is a bit of a contradictio in terminis and decay implies a decrease; I don't think I'll be the only one who'll be confused by how everything works exactly. Having neutral terminology is probably imperative.

Tue, Feb 5, 8:25 PM

Sun, Feb 3

Nescio added a comment to D1718: Decay/regenerate option for resources when not being gathered from.

Well, my understanding of code is rather limited; I don't quite follow your example, but I suppose you know what you're doing.

Removing the surrounding tags would add checks to separate regeneration tags from others while here I know that everything in a RegenBonus can be safely parsed.

How about the following then?

...
  <ResourceSupply>
    ...
    <Change>
      <Alive>
        <Rate>2</Rate>
        <Interval>1000</Interval>
      </Alive>
      <Dead>
        <Rate>-1</Rate>
        <Interval>1000</Interval>    
      </Dead>
    </Change>
  </ResourceSupply>
</Entity>
Sun, Feb 3, 9:18 PM
Nescio added a comment to D1718: Decay/regenerate option for resources when not being gathered from.

If you have one that is both you lose a few lines :)

One line if and only if the resource changes at exactly the same rate both when dead and alive. Theoretically possible, but I can't think of any examples.

Also your solution makes applying techs impossible :)

How come?

Sun, Feb 3, 8:25 PM

Sat, Feb 2

Nescio added a comment to D1718: Decay/regenerate option for resources when not being gathered from.

Personally I don't really see the need for the constraint. Instead of:

<RegenBonus>
  <Generation>
    <HealthCondition>Alive</HealthCondition>
    <Rate>2</Rate>
    <Interval>1000</Interval>
  </Generation>
  <Generation>
    <HealthCondition>Dead</HealthCondition>
    <Rate>-1</Rate>
    <Interval>1000</Interval>
  </Generation>
</RegenBonus>

How about the following?

<ChangeWhenAlive>
  <Rate>2</Rate>
  <Interval>1000</Interval>
</ChangeWhenAlive>
<ChangeWhenDead>
  <Rate>-1</Rate>
  <Interval>1000</Interval>    
</ChangeWhenDead>

(4 or 8 xml lines instead of 7 or 12).

Sat, Feb 2, 4:22 PM

Tue, Jan 29

Nescio added a comment to D1472: Grouped civ bonuses into a single folder.

How I understand things:

  • civbonuses are free and automatically researched and are available to one or more factions, but not all
  • special technologies cost resources and are available to one or more factions, but not all
  • general technologies cost resources and are available to all factions
  • advanced_unit_bonus.json, elite_unit_bonus.json, and phase_village.json are free and automatically researched and are available to all factions

What to do with the special technologies can be decided later; they could be grouped together under special/ (see (D888 (outdated)) or mixed with the general technologies (see siege_bolt_accuracy.json).
This patch only groups the civbonuses.

Tue, Jan 29, 9:33 PM
Nescio added a comment to D1472: Grouped civ bonuses into a single folder.

It's much easier for modders if all civ-bonuses for all factions are simply grouped together in a single directory, hence this proposal.

Tue, Jan 29, 8:09 PM

Sat, Jan 26

Nescio added a comment to D1766: Buildings shortcuts / hotkeys.

Sat, Jan 26, 11:03 PM
Nescio added a comment to D1766: Buildings shortcuts / hotkeys.

24 is the maximum for the panel (defined at binaries\data\mods\public\gui\session\selection_panels_right\construction_panel.xml)

The maximum the current GUI displays, yes, but not the maximum a faction or unit can have.

(Anyone else thinks merging building hotkeys and training hotkeys is a good idea?)

They probably shouldn't ignore each other; the GUI already merges training, building, and research queues; try selecting civic centre and infantry together (use Shift).

Sat, Jan 26, 7:15 PM
Nescio added a comment to D1766: Buildings shortcuts / hotkeys.
  • could you use a different key instead? Perhaps B or \backslash? I use the space bar to pause the game
  • what happens on qwertz and azerty keyboards?
  • what if a faction has more than 24 structures?
  • gui/manual/intro.txt?
Sat, Jan 26, 3:04 PM
Nescio created D1765: Gaia templates' <Selectable> clean-up.
Sat, Jan 26, 2:36 PM
Nescio added a comment to D1733: Rename wallset template.

That's good to know, thanks!

Sat, Jan 26, 1:20 PM
Nescio added a comment to D1042: rename maps/ file names to use underscores (instead of spaces and capitalization).

Still to be decided:
1 what to do with the scenarios/Height Map *.png files
2 what to do with the three Azure Coast scenarios (identical maps, different player numbers)
3 what to do with the two Flight_demo scenarios (different maps, similar function)
4 what to do with the two Sandbox - Ptolemies scenarios (different maps, similar function; all other factions have only one sandbox)
5 how to differentiate similary named skirmishes, e.g. Corinthian Isthmus (different maps, similar names)

How about the following?

  • 2, 3, 4: keep only one version, delete the others
  • 5: rename them to _small and _large
Sat, Jan 26, 1:14 PM
Nescio added a comment to D1733: Rename wallset template.

Still good? rP22070

Sat, Jan 26, 1:14 PM
Nescio updated the summary of D1042: rename maps/ file names to use underscores (instead of spaces and capitalization).
Sat, Jan 26, 1:11 PM

Fri, Jan 25

ffffffff awarded D1762: Give Fortress a territory root a Yellow Medal token.
Fri, Jan 25, 1:20 AM

Thu, Jan 24

Nescio added a comment to D1760: Remove template_unit_mechanical.xml.

From the D490 discussion:

Relatedly, the siege templates could use some renaming too. The "Ballista" parent template is a bolt shooter, but ballistae in the ancient period were rock throwers!!! This naming convention I think sounds like a holdover ffrom the AOE2 mod days. So:

template_unit_mechanical_siege_boltshooter
template_unit_mechanical_siege_stonethrower

Is more logical to me. Thoughts on this guy?

Yes. It's planned.

And done in this patch.

Thu, Jan 24, 8:04 PM
Nescio updated subscribers of D1761: Enable workshops.

When the workshop templates were introduced, I understood they were not yet enabled, because A23 was “just around the corner”, but that the intention was to use them eventually in the next alpha. Now all freezes are lifted and development has restarted, I think it's a suitable time to enable the workshop.
And yes, I'm aware @borg-'s Expansion Pack, @wowgetoffyourcellphone's Delenda Est, my 0abc, and probably a few other mods are already using the workshop (and other structures); however, all these mods do much more than just that. I think the workshop can be enabled in A24 independently from implementing a counter system or some other overhaul.

Thu, Jan 24, 8:00 PM
Nescio added a comment to D1762: Give Fortress a territory root.

Thank you for your reply! No, I certainly don't think ordinary structures such as the dock should have a territory root. However, I do think it's appropiate for the fortress, because:

  • it's expensive: 1000 stone (civic centre costs 1500 resources, military colony 600)
  • it takes long to build: 500 (centre 500, colony 300)
  • it's limited to 10 per player
  • it is enabled only in city phase
  • it can only be build in your own territory
  • historical realism: a city was only conquered when all of its fortresses were taken; control of the city centre mattered, but wasn't decisive
  • gameplay: as you wrote yourself, a “fortress is a place to defend”; without a root you can simply ignore them and aim straight for the centre; with a root they will help defending your base, keeping nearby structures under control.
Thu, Jan 24, 7:36 PM
Nescio created D1762: Give Fortress a territory root.
Thu, Jan 24, 4:50 PM
Nescio updated the diff for D1761: Enable workshops.
Thu, Jan 24, 4:29 PM
Nescio created D1761: Enable workshops.
Thu, Jan 24, 4:22 PM
Nescio created D1760: Remove template_unit_mechanical.xml.
Thu, Jan 24, 3:57 PM
Nescio created D1759: Remove <Actor> and <SpecificName> from generic templates..
Thu, Jan 24, 11:37 AM

Tue, Jan 22

Nescio created D1757: Celtic structures' specific names.
Tue, Jan 22, 9:34 PM

Sun, Jan 20

Nescio added a comment to D1734: Merge entity templates.

the treasure is not the one we look for when we till the field, it's tilling.

Serendipity?

Sun, Jan 20, 6:03 PM

Jan 17 2019

Nescio added inline comments to D1749: Update AI difficulty level description..
Jan 17 2019, 7:30 PM

Jan 16 2019

Nescio added a comment to D1749: Update AI difficulty level description..

Not to be annoying but wouldn't it be easier to say "from -X to +X

Jan 16 2019, 12:20 PM
Nescio updated the diff for D1749: Update AI difficulty level description..

Updated: “Medium ±0%”.

Jan 16 2019, 12:08 PM
Nescio updated the diff for D1749: Update AI difficulty level description..

Updated. This is how it looks in game:

Jan 16 2019, 11:33 AM

Jan 15 2019

Nescio added inline comments to D1744: manual/intro.txt corrections.
Jan 15 2019, 9:56 PM
Nescio added a comment to D1749: Update AI difficulty level description..

How about the following then?

The AI's resource gathering rate and trade gain depends on the difficulty level (Sandbox −58%, Very Easy −44%, Easy −25%, Medium normal, Hard +25%, Very Hard +56%); the easiest levels also have a slower production and building rate.

Jan 15 2019, 8:37 PM
Nescio created D1750: Kushite specific names.
Jan 15 2019, 4:16 PM
Nescio created D1749: Update AI difficulty level description..
Jan 15 2019, 4:07 PM
Nescio added inline comments to D1377: Loading Tips update.
Jan 15 2019, 10:33 AM

Jan 13 2019

Nescio created D1744: manual/intro.txt corrections.
Jan 13 2019, 10:11 PM
Nescio added a comment to D1547: Quotes.

For example a trac page could list them

Good idea; I've now included them in the table under https://trac.wildfiregames.com/wiki/EnglishStyleGuide#Unicode

Jan 13 2019, 9:48 PM
Nescio added inline comments to D1377: Loading Tips update.
Jan 13 2019, 7:11 PM
Nescio added a comment to D1377: Loading Tips update.

Also, I'd appreciate it if the hyphens could be replaced with bullets ("•" instead of "-").

Jan 13 2019, 7:04 PM
Nescio added inline comments to D1377: Loading Tips update.
Jan 13 2019, 6:53 PM

Jan 12 2019

Nescio added inline comments to D1707: Hard-counter tooltips.
Jan 12 2019, 3:19 PM

Jan 6 2019

Nescio added a comment to D1377: Loading Tips update.

Classes seem to be capitalized arbitrarily.

Jan 6 2019, 8:00 PM
Nescio created D1734: Merge entity templates.
Jan 6 2019, 11:25 AM

Jan 5 2019

Nescio created D1733: Rename wallset template.
Jan 5 2019, 10:16 PM
Nescio added a comment to D1042: rename maps/ file names to use underscores (instead of spaces and capitalization).

Well you could open the maps in Atlas.

Jan 5 2019, 9:55 PM
Nescio added inline comments to D1523: Fauna names and other corrections.
Jan 5 2019, 9:25 PM
Nescio added a comment to D1524: Templates for domestic horse and camel.

No, they inherit actors and everything from the normal camel/horse. The only difference is their natural behaviour. These templates are for map makers who want domestic camels/horses instead of the default feral version.

Jan 5 2019, 9:15 PM
Nescio added a comment to D1524: Templates for domestic horse and camel.

Do you mean corral production queues? Templates used in map files? Or something else?

Jan 5 2019, 9:09 PM
Nescio added a comment to D1042: rename maps/ file names to use underscores (instead of spaces and capitalization).

There are currently several sets of files which are distinguished by a number in their file name:

  • "scenarios/Azure Coast", " Coast(2)", and "Coast(4)"
  • "scenarios/Flight_demo" and "Flight_demo_2"
  • "scenarios/Sandbox - Ptolemies" and " Ptolemies 2"
  • "skirmishes/Corinthian Isthmus (2)" and " (4)"
  • "skirmishes/Cycladic Archipelago (2)" and " (3)"
  • "skirmishes/Greek Acropolis (2)" and " (4)"
  • "skirmishes/Median Oasis (2)" and " (4)"
  • "skirmishes/Neareastern Badlands (2)" and " (4)"

However, I don't know if there are more differences than just the number of players. How does one check?

Jan 5 2019, 9:00 PM
Nescio added a comment to D1720: team bonus descriptions consistency.

Big enough? One line for each civ, two files each.

Jan 5 2019, 8:50 PM
Nescio added a comment to D1472: Grouped civ bonuses into a single folder.

For the record, arc diff --preview gave the following error:

Linting...
 Exception 
Command failed with error #1!
COMMAND
svn propget 'svn:mime-type' '/home/b/0ad/binaries/data/mods/public/simulation/data/technologies/civbonuses/cart_walls.json'@
Jan 5 2019, 8:42 PM
Nescio updated the diff for D1472: Grouped civ bonuses into a single folder.

Updated.

Jan 5 2019, 8:39 PM
Nescio added a comment to D1324: GUI: vertically space objects and separate top_panel.js file.

To clarify, this patch does not change the current GUI. All it does it add a function that could be useful for modders. The screenshot is an example how it *could* be used.

Jan 5 2019, 10:14 AM

Jan 3 2019

Nescio added inline comments to D1523: Fauna names and other corrections.
Jan 3 2019, 12:37 PM
Nescio created D1728: remove unnecessary gaia from other/ structures.
Jan 3 2019, 12:26 PM
Nescio updated the diff for D1523: Fauna names and other corrections.

Updated, now with donkey.

Jan 3 2019, 11:52 AM
Nescio added a comment to D1460: Add an experience status bar.

The idea is interesting, but I'm not sure if it's an improvement to display it by default; experience is not as important as health; perhaps it could be made an optional feature?

Jan 3 2019, 11:33 AM
Nescio added a comment to D1042: rename maps/ file names to use underscores (instead of spaces and capitalization).

Oops, I meant snake case (azure_coast instead of Azure Coast or AzureCoast).

Jan 3 2019, 10:54 AM
Nescio added a comment to D1042: rename maps/ file names to use underscores (instead of spaces and capitalization).

Spaces and special characters in file names are still problematic, so it would be nice if we could simply use snake case for all map files.

Jan 3 2019, 10:38 AM
Nescio added a comment to D1726: Change Max Health back into a nonNegativeInteger.

Actually I don't understand why this is necessary. Attack damage and resource costs aren't integers either, right? Perhaps you could elaborate why health should be?

Jan 3 2019, 10:31 AM
Nescio added a comment to D1711: sandbox map preview naming consistency.

D1042 is about renaming map files (the spaces and special characters in file names are still problematic). This one is about the (new?) map preview names (art/), so it's related but separate.

Jan 3 2019, 10:27 AM
Nescio added a comment to D1342: Corrected Mauryans into Mauryas.

Thanks, I'm glad it's finally corrected. That's one glaring error less in the game.

Jan 3 2019, 10:21 AM

Dec 31 2018

Nescio added a comment to D1707: Hard-counter tooltips.

Please remove the space before the colon.

Dec 31 2018, 2:23 PM
Nescio added inline comments to D1719: manual/intro.txt corrections.
Dec 31 2018, 12:27 PM

Dec 30 2018

Nescio updated the summary of D1720: team bonus descriptions consistency.
Dec 30 2018, 5:56 PM
Nescio updated the diff for D1720: team bonus descriptions consistency.

BuildTime according to https://trac.wildfiregames.com/wiki/EnglishStyleGuide#Actions

  • ships and siege engines are constructed
  • structures are built
  • technologies are researched
  • units are trained
Dec 30 2018, 5:55 PM
Nescio created D1720: team bonus descriptions consistency.
Dec 30 2018, 5:46 PM