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Nescio
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Sep 7 2017, 12:14 PM (124 w, 3 d)

Recent Activity

Today

Nescio updated the diff for D2547: [gameplay] allow training barracks champions at any barracks.
Sun, Jan 26, 6:59 PM
Nescio added a comment to D2551: rename some structure icons.

Anything that needs to be trained, @Stan?

Sun, Jan 26, 6:51 PM
Nescio removed reviewers for D2498: [gameplay]: cavalry can no longer gather (meat): Restricted Owners Package, borg-.
Sun, Jan 26, 6:47 PM
Nescio updated subscribers of D2547: [gameplay] allow training barracks champions at any barracks.
Sun, Jan 26, 6:45 PM
Nescio abandoned D2510: [gameplay] change phase requirements.

The consensus is clearly against.

Sun, Jan 26, 6:44 PM
Nescio updated the diff for D2022: [gameplay] enable archery tradition for kush.

Also improve indentation for better readability.

Sun, Jan 26, 6:40 PM
Nescio updated the diff for D2578: update structure template tooltips.

into

Sun, Jan 26, 4:57 PM
Nescio added inline comments to D2578: update structure template tooltips.
Sun, Jan 26, 4:42 PM

Yesterday

Nescio added inline comments to D2426: Allow world population..
Sat, Jan 25, 12:32 PM

Fri, Jan 24

Nescio updated the diff for D2578: update structure template tooltips.
  • Because wall segments are not buildable on their own, moved their tooltip to template_wallset.xml.
  • Also standardized <Identity> and <Upgrade> tooltips of all gates.
  • Purged meaningless tower <Upgrade> tooltips, since the entity it will be upgraded to and the resources upgrading cost are already present in the automatically displayed tooltip. Having and additional <Tooltip> string just means more text, not more information.
  • While at it, renamed tower <Upgrade> nodes for clarity and consistency.
Fri, Jan 24, 9:27 PM
Nescio added a comment to rP23430: Gamesetup slider support, use it for Ceasefire, RelicCount, RelicDuration….

This would fix all your complains. Improved from the version elexis mentioned before by making the edges not overlap with the slider button.

Actually I'm not sure it would. Also, I agree with elexis those sliders in your screenshot look a bit ugly, though they are clearer.

Fri, Jan 24, 5:20 PM
Nescio added a comment to rP23430: Gamesetup slider support, use it for Ceasefire, RelicCount, RelicDuration….

Also dropdowns require hardcoding the values whereas a slider only has 3 datapoints (min, max, step)

Thanks, I agree that's an improvement.

Gamespeed (1) has labels, so it would remove something, also stepsize other than 1, so I would have added a worse workaround until there was D406.

Perhaps move the game speed setting to the top, to make things visually more pleasing? This looks a bit ugly to me:

  • The sliders are rather narrow and because you have to click on them, this makes them harder to use than the vertically much larger drop-down boxes.

It would be nice if clicking above the slider, rather than exactly on the line, would also work. It shouldn't be too hard to increase the (vertical) sensitive area? And maybe make the arrow keys work with sliders as well?

Fri, Jan 24, 3:52 PM
Nescio added a comment to rP23430: Gamesetup slider support, use it for Ceasefire, RelicCount, RelicDuration….

Then one could at most use a 5 minute step dropdown, but that would also not allow chosing 2 minutes or 38 minutes for example.
It is also easier to pick values with a slider if there are 60 of them.

True; the question is how likely it is people would want 38 minutes, rather than 40.

Ceasefire has the main use case at < 5 minutes on nomad.

Then why not reduce it further, to e.g. 30 or 20? (Just curious.)

The number of relics is the number of civs, each relic is spawned at most once.

So each mod that adds civs ought to edit the gui files?

Why did you use it for these four settings, but not others?

This had been discussed as well. It seems not publicly.
There are dropdowns with few choices where the labels are more informative than numbers, for example mapsize "small" is more descriptive than mapsize 192.
For starting resources the upper limit is infinite / 50.000, so using that as a scale wont work well.
For the population limit, maybe, I never said that this should be the final layout, but it was used for the durations first and foremost because those are continuous values selectable.

Understood, I was thinking more of settings with narrower ranges, e.g. game speed (up to 2×) or number of players (up to 8).

Fri, Jan 24, 1:56 PM
Nescio added a comment to rP23430: Gamesetup slider support, use it for Ceasefire, RelicCount, RelicDuration….

A few minor points:

  • The sliders are rather narrow and because you have to click on them, this makes them harder to use than the vertically much larger drop-down boxes.
  • The ends are noticeably faded, which is somewhat confusing. (Are the min and max values less valid options?)
  • The relic and wonder time go from 0 to 60 minutes, ceasefire from 0 to 45; why not 60 as well, for consistency? 60 minutes ceasefire used to be an option. (Off-topic, why exactly is 13 the maximum number of relics?)
  • Why did you use it for these four settings, but not others? Having a drop-down for game speed directly above the ceasefire slider is a bit ugly.

Overall, I'm not entirely convinced sliders are better (more user-friendly) than drop-down lists, though I don't have very strong feelings either way.

Fri, Jan 24, 12:52 PM
Nescio added a comment to D2222: {civ}.json style corrections.

"SB1" and "SB2" appeared exactly once, in the maur.json file, and were obviously placeholders; other civs leave this string empty ("").
Inserting SpecialBuilding is rather meaningless, because the fact that they're “special” (i.e. not available to all civilizations) is the very reason they're listed in the civ files in the first place.

Fri, Jan 24, 10:26 AM
Nescio updated the diff for D2222: {civ}.json style corrections.

"SB1", "SB2"

Fri, Jan 24, 12:28 AM

Thu, Jan 23

Nescio added a comment to D2280: remove armour trailing zeroes from templates.

All Armour values got consistent now, feel free to removing trailing 0's from other template values too

D2000 removes trailing zeros from aura files, D2222 improves the civ files.
For templates, maybe later, preferably after D2502 (adjusting wall footprints) is in, because rebasing that would be a lot of work.

Thu, Jan 23, 8:19 PM
Nescio added a comment to D2503: reorganize selection textures.

In case phabricator can't handle the images (D889#38774), here's a zip with the textures:

Thu, Jan 23, 8:05 PM
Nescio added inline comments to D2596: [gameplay] unify Cavalry walk speeds.
Thu, Jan 23, 7:23 PM
Nescio created D2596: [gameplay] unify Cavalry walk speeds.
Thu, Jan 23, 7:21 PM
Nescio added a comment to D2585: Cavalry archer speed adjustment.

Initially, I did 0.90 but then they were slower than Heavy Skirmishers, which didn't feel too correct.

That made me wonder, so I looked up the current walk speed numbers:

                      citizen , champion , hero
cavalry javelineer  : ×1.95   , ×2.25    , ×1.9425 (= 1.85 × 1.05) 
cavalry archer      : ×1.95   , ×2.25    , ×1.85
  patch proposal      : ×1.792  , ×2.07    , ×1.85
infantry javelineer : ×1.4    , ×1.75    , ×1
infantry archer     : ×1.1    , ×1.2     , ×1

The differences are especially pronounced for the infantry javelineer. (Maybe something to revisit in a future patch?)
Regardless, I wonder why champions are significantly faster than citizens. They have a lot more armour and health and can't gather (hunt). If anything, I'd expect champions to be slower or at most equally fast.
The current differencea between citizen and champion walk speed go back to rP20230, which introduced relative speeds (multipliers). Prior to that template_unit_cavalry.xml, template_unit_champion_cavalry.xml, and template_unit_hero_cavalry.xml all had a walk speed of 1.65; the commit message says: “No significant value change.”

Thu, Jan 23, 7:02 PM
Nescio updated the diff for D2595: separate elephant archer from cavalry templates.

now with svn add

Thu, Jan 23, 6:57 PM
Nescio created D2595: separate elephant archer from cavalry templates.
Thu, Jan 23, 6:55 PM
Nescio updated the summary of D2568: gui: remove empty space between logo and buttons.
Thu, Jan 23, 6:14 PM
Nescio updated the diff for D2568: gui: remove empty space between logo and buttons.

new iteration requested by @elexis

Thu, Jan 23, 6:13 PM
Nescio added a comment to D2568: gui: remove empty space between logo and buttons.

(Finding good numbers would take some time, and to me its currently not broken.)

Yes, I understand, I meant some approximate mock-up values.

(Also equations like -144+120 should be computed)

Actually I kept those intentionally: the third number is the position at 720 pixels, since the second number cancels out the percentage.
And 1280×720 is equivalent to 3840×2160 at 300% zoom.

I would keep the organization logo and build information grouped, otherwise looks ok to me (and the product logo offset looks better than not having it so this iteration improves that).

So E is 0% and C is 60%?

Perhaps the projectinformation box should also be moved further below, or kept aligned at the organization logo.

Thu, Jan 23, 6:03 PM
Nescio added a comment to D2589: correct watermark aspect ratio.

diff 11136 appears best

That's why I've uploaded it last :)

If we want the images bigger, we can just render a bigger one...

That could be nice. Currently it looks like this on 3840×2160 at 300% zoom:

EDIT: I meant the watermark product could be used in the main menu;

The design is similar, but the watermark colours look brighter, presumably to have better contrast on various backgrounds?
Besides, mods might want to replace the main menu logo but keep the 0 A.D. watermark logo unchanged.

Thu, Jan 23, 5:57 PM
Nescio updated the diff for D2247: gui: no decimals for armor tooltip.

Allow floating digits for mods that would want decimal armor levels, but remove the enforced .0 from the default armor tooltip.

Thu, Jan 23, 5:56 PM
Nescio created D2594: gui: two decimals for gather rate tooltips.
Thu, Jan 23, 5:51 PM

Tue, Jan 21

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

The structures/maur_defense_tower is missing a ..

Not done: this patch standardizes <Identity> tooltips. <Upgrade> tooltips could be done in a future patch.

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?

https://trac.wildfiregames.com/wiki/EnglishStyleGuide#Actions says “train (human units)” and that's also the verb used in the aura descriptions and technology tooltips (“training time”), so for consistency's sake we should stick with that in this patch.
A future patch could replace train with conscript/enlist/recruit, if people think that's clearer.

Tue, Jan 21, 9:33 PM
Nescio updated the diff for D2578: update structure template tooltips.

brit and gaul wall tower

Tue, Jan 21, 9:23 PM
Nescio created D2591: Javelinist → Javelineer.
Tue, Jan 21, 9:13 PM
Nescio added a comment to D2590: delete some unused textures.

I guess committing this means adding a PR to delenda est :D

If you make a https://github.com/0ADMods/deprecated_art mod I could these files to there, and Delenda Est could then be fixed by simply adding a dependency.

Tue, Jan 21, 2:30 PM
Nescio added a comment to D2502: adjust wall footprints.

This patch will also solve gaps like this:

Tue, Jan 21, 2:22 PM
Nescio added a comment to D2590: delete some unused textures.

Well, I don't know either, so I'll leave it up to you to figure out what should be done with deprecated art.

Tue, Jan 21, 2:14 PM
Nescio created D2590: delete some unused textures.
Tue, Jan 21, 1:46 PM
Nescio updated the test plan for D2589: correct watermark aspect ratio.
Tue, Jan 21, 11:39 AM
Nescio updated the test plan for D2589: correct watermark aspect ratio.
Tue, Jan 21, 11:32 AM
Nescio updated the test plan for D2589: correct watermark aspect ratio.
Tue, Jan 21, 11:28 AM
Nescio updated the summary of D2589: correct watermark aspect ratio.
Tue, Jan 21, 11:28 AM
Nescio updated the test plan for D2589: correct watermark aspect ratio.
Tue, Jan 21, 11:27 AM
Nescio updated the diff for D2589: correct watermark aspect ratio.

192 width

Tue, Jan 21, 11:26 AM
Nescio updated the diff for D2589: correct watermark aspect ratio.

256 width

Tue, Jan 21, 11:25 AM
Nescio created D2589: correct watermark aspect ratio.
Tue, Jan 21, 11:22 AM
Nescio edited reviewers for D2493: [gameplay] make siege engines uncapturable, added: ValihrAnt; removed: borg-.
Tue, Jan 21, 10:55 AM
Nescio updated the summary of D2568: gui: remove empty space between logo and buttons.
Tue, Jan 21, 10:45 AM
Nescio updated the test plan for D2568: gui: remove empty space between logo and buttons.
Tue, Jan 21, 10:43 AM
Nescio updated the diff for D2568: gui: remove empty space between logo and buttons.

C = 50%, A, B, D, E, F 10%.

Tue, Jan 21, 10:41 AM
Nescio accepted rP23422: Delete duplicate and deprecated unit icons..
Tue, Jan 21, 10:17 AM

Mon, Jan 20

Nescio added a comment to rP23423: Adds non-strict search to the Atlas entity list.

This is a great improvement, many thanks!

Mon, Jan 20, 9:54 PM
Nescio added a comment to D2554: wall_med → wall_medium.

Given it was committed in rP6904 I assume checkrefs.pl --check-unused reports it?

Yes it does, amongst hundreds of other files.
grep -r decal_struct_wall_med didn't yield any results either.

Changes in collada do not matter :) It's just best to avoid them when there is no reason :)

Blame arcanist; I have no idea what those .dae files are, I didn't even open them.

Mon, Jan 20, 9:42 PM
Nescio added a comment to D2585: Cavalry archer speed adjustment.

Initially, I did 0.90 but then they were slower than Heavy Skirmishers, which didn't feel too correct. When I tried 0.95 (in a single-player test environment) I didn't feel like the change was significant enough. So 0.92 was a nice middle ground.

Then why not lower heavy skirmisher speed? Or raise cavalry javelinist speed? (Again, just curious.)
By the way, this makes elephant archers slower, since they have the horse archer as their parent. Also, keep in mind there are two cavalry speed technologies (+10% each), from which elephantry and infantry don't benefit.

Mon, Jan 20, 9:39 PM
Nescio added a comment to D2554: wall_med → wall_medium.

Also, I didn't rename, art/meshes/props/decal_struct_wall_med.dae, because I'm unsure what to do with it; I couldn't find any file that uses it.

Mon, Jan 20, 8:51 PM
Nescio added a comment to D2554: wall_med → wall_medium.

Any reason for those collada edits? I know Linux needs EOF to be on a newline, but stuff handling DAE seems not to care at all...

Did I break something? arcanist was complaining, first about mime-type (which I set to text/plain), then about something:

>>> Lint for binaries/data/mods/public/art/meshes/structural/brit_wall_medium.dae:
Mon, Jan 20, 8:45 PM
Nescio raised a concern with rP23422: Delete duplicate and deprecated unit icons..

Something went wrong with the gaul_infantry_slinger.png, which should have been this:


and athen_hero_themistocles.png:

Mon, Jan 20, 8:39 PM
Nescio updated the diff for D2554: wall_med → wall_medium.
Mon, Jan 20, 8:28 PM
Nescio added a reviewer for D2551: rename some structure icons: Stan.
Mon, Jan 20, 8:10 PM
Nescio created D2588: delete unused duplicate elephant icon.
Mon, Jan 20, 8:00 PM
Nescio added a comment to D2568: gui: remove empty space between logo and buttons.

Perhaps it's easier if you'd state the percentages how you'd like to distribute the empty space?
A: space between top and logo
B: space between logo and buttons
C: space between buttons and project box
D: space between project box and water mark
E: space between water mark and bottom
(The total vertical space currently required is 660 (100 for the logo, 200 for the buttons, 266 for the project box, and 84 for the watermark), which leaves 60 at 1280×720, 420 at 1920×1080, and 1500 at 3840×2160.)

Mon, Jan 20, 6:53 PM
Nescio added a comment to D2568: gui: remove empty space between logo and buttons.

Perhaps it would look best if the space between the top of the window and the product logo, between the product logo and the mainmenu buttons, and between the main menu buttons and the top of the project info box, and the bottom of the project info box and the bottom of the window would be divided uniformly?

This is what you meant, right?


I still think sticking with top-down and bottom-up looks better.

Mon, Jan 20, 5:50 PM
Nescio added a comment to D2586: delete duplicate and deprecated unit icons.

Personally I think icons ought to match the actor. The ptol archer uses the mace actor, which looks the same as the athen actor, so it would make sense for all three to use the same icon.
Both brit and gaul slinger deserve a new icon, I believe their actors were separated and updated last year.

Mon, Jan 20, 5:37 PM
Nescio added a comment to D2568: gui: remove empty space between logo and buttons.

Regardless of the implementation, the productLogo would need to be moved to a different parent object.

Do you mean the 0 A.D. at the top or the Wildfire Games at the bottom?

One could make a mockup with different size numbers and then decide if it looks better or not (for 3840×2160).
Actually another possibility would be to use percent numbers. So perhaps one can use something like 10% +/- offset for the product logo, so that its not aligned at the utter top for large resolutions, only for small ones. (Its quite boring to compute / implement, so I guess one can also argue with the best implementation being too boring to implement and this one being the best one that is feasible given motivation.)

(The idea was actually to improve things for 1280×720; if it works for a small screen, it typically works for a higher resolution as well; the reverse is not true; anyway, I'll do some tinkering with the numbers and see what I can get.)

Mon, Jan 20, 5:33 PM
Nescio added a comment to D2586: delete duplicate and deprecated unit icons.

Keep in mind many ship, siege, and support units currently share a single icon for templates of different civs.

Mon, Jan 20, 5:24 PM
Nescio added a comment to D2251: AI: replace Cavalry with new FastMoving class.

@elexis, you make valid points. Nonetheless, I still believe this patch in its current form is an improvement over the status quo.

Mon, Jan 20, 5:21 PM
Nescio added inline comments to D2586: delete duplicate and deprecated unit icons.
Mon, Jan 20, 5:18 PM
Nescio updated the summary of D2586: delete duplicate and deprecated unit icons.
Mon, Jan 20, 5:17 PM
Nescio added a comment to D2586: delete duplicate and deprecated unit icons.

For the ones using an incorrect civ, wouldn't it make more sense to duplicate the icon to have both brit and celt, mace and athen etc?

Maybe, though that would mean having two exactly identical images. Wasn't it your intention to try reducing the download size?

Mon, Jan 20, 5:15 PM
Nescio added a comment to D2568: gui: remove empty space between logo and buttons.

This is the patch I uploaded at https://code.wildfiregames.com/rP23387#40853 so it would be correct to credit that.

Again, I'm not sure what you mean, the summary already starts with “As discussed in rP23387”. Or did you mean you want your username explicitly mentioned? (No problem!)

Perhaps it would look best if the space between the top of the window and the product logo, between the product logo and the mainmenu buttons, and between the main menu buttons and the top of the project info box, and the bottom of the project info box and the bottom of the window would be divided uniformly?

I suppose I could try out how that would look, although I don't think floating elements would be an improvement.
Is there a XML equivalent to (La)TeX \vfill?

Mon, Jan 20, 5:11 PM
Nescio added a comment to D2583: Saves sidebar/bottombar width/height between Atlas sessions.

Thanks, I've tried it (on Fedora 31 with Gnome desktop), and it works as described in the summary and test plan.

Mon, Jan 20, 4:56 PM
Nescio added a comment to D2585: Cavalry archer speed adjustment.

Out of curiosity, why exactly 0.92, not 0.95, 0.90, or 0.85?

Mon, Jan 20, 4:54 PM
Nescio added inline comments to D2586: delete duplicate and deprecated unit icons.
Mon, Jan 20, 4:51 PM
Nescio created D2586: delete duplicate and deprecated unit icons.
Mon, Jan 20, 4:48 PM

Sun, Jan 19

Nescio added inline comments to D2582: update hero icons and names.
Sun, Jan 19, 1:33 PM
Nescio created D2582: update hero icons and names.
Sun, Jan 19, 12:09 PM
Nescio edited reviewers for D2496: tweak citizen cavalry and elephant footprints, added: Restricted Owners Package; removed: Restricted Owners Package.
Sun, Jan 19, 11:27 AM
Nescio added a comment to D2580: display centre before house.

The crannog and colony are fundamentally centres and should thus be listed together.
And it'll only show up to those civs that actually have the template, if that's what you meant.

Sun, Jan 19, 11:04 AM
Nescio updated the diff for D2578: update structure template tooltips.

mercenary/ies → Mercenary/ies
recruit → train

Sun, Jan 19, 10:53 AM
Nescio added inline comments to D2578: update structure template tooltips.
Sun, Jan 19, 10:42 AM

Sat, Jan 18

Nescio added a comment to D2575: Elephant balancing..

True, there are no Elephant-specific technologies, though e.g. archery tradition does apply to elephant archers.
Something that could be tried is introducing two technologies, the first upgrades elephant archers from basic (one archer) to advanced (two archers), the second to elite (three archers). I'm not sure it's a good idea, though. And probably beyond the scope of this patch.

Sat, Jan 18, 8:59 PM
Nescio added a comment to D2532: [gameplay] train champion cavalry at stable.

Thanks! Now let's hope a team member agrees with the change and is willing to take responsibility for committing it.

Sat, Jan 18, 8:53 PM
Nescio removed a reviewer for D2496: tweak citizen cavalry and elephant footprints: borg-.
Sat, Jan 18, 2:34 PM
Nescio created D2580: display centre before house.
Sat, Jan 18, 2:25 PM
Nescio added a reviewer for D2532: [gameplay] train champion cavalry at stable: ValihrAnt.
Sat, Jan 18, 1:31 PM
Nescio updated subscribers of D2511: [gameplay] give worker elephants an aura instead.

@ValihrAnt, any thought on this?

Sat, Jan 18, 1:27 PM
Nescio added inline comments to D2575: Elephant balancing..
Sat, Jan 18, 1:26 PM
Nescio updated the diff for D2578: update structure template tooltips.

crannog

Sat, Jan 18, 1:16 PM
Nescio created D2579: standardize armor technology tooltips.
Sat, Jan 18, 1:08 PM
Nescio updated the diff for D2578: update structure template tooltips.
  • build restrictions
  • technologies
  • wood, stone, *and* metal
  • redistributed fortress tooltips
Sat, Jan 18, 12:38 PM

Fri, Jan 17

Nescio added a comment to D2510: [gameplay] change phase requirements.

greater differentiation between early strategies

But the patch is doing the opposite of that and forcing the player to build A B C and D instead of making it his choice which direction to go.

Right now it doesn't matter what you build, all structures count towards the phase requirements. With this patch players will have to choose: do I build what I want (e.g. several houses to train more women) first or do I prioritize the phase requirements instead?

Disagree both with reducing the amount of structures necessary to be built (the phases are usually eco-rushed through quite quickly)

corral + farmstead + house + storehouse = 375 or 450 wood
5 small houses = 375 wood or 5 storehouses = 500 wood
blacksmith + market + temple = 500 wood + 300 stone
4 large towers = 400 wood + 400 stone

Fri, Jan 17, 10:17 PM
Nescio added a comment to D1958: Turrets and/or sub-units..

For your information, I implemented this patch:

svn revert -R *
svn up
arc patch D1958
cd build/workspaces/
./update-workspaces.sh -j7
cd gcc/
make -j7
cd ../../..
binaries/system/test
binaries/system/pyrogenesis

Then I decided to try out the “Sandbox - The Britons” scenario, because that one has Boudica. When generating the map, 0ad closed itself, but pyrogenesis continued running in the terminal. I shut it down and tried again, twice, but with the same result.
Afterwards I removed the patch, recompiled the game, and tried the scenario: no problems at all.
Conclusion: there is something wrong with your code.

Fri, Jan 17, 10:04 PM
Nescio updated the diff for D2511: [gameplay] give worker elephants an aura instead.

svn propset svn:mime-type text/json elephant_worker.json
svn propset svn:eol-style native elephant_worker.json

Fri, Jan 17, 9:45 PM
Nescio updated the diff for D2510: [gameplay] change phase requirements.

"all": on a new line

Fri, Jan 17, 9:38 PM
Nescio added a comment to D2578: update structure template tooltips.

For territory root see also D2005.

Yeah, but it's unclear if and when that one will be committed, or in what form. Removing "Territory root." from the <Tooltip> strings later shouldn't be much work.

Fri, Jan 17, 9:14 PM
Nescio updated the diff for D2578: update structure template tooltips.
Fri, Jan 17, 9:11 PM
Nescio updated the diff for D2000: aura style corrections.

Hack, Pierce, Crush again.

Fri, Jan 17, 9:09 PM
Nescio updated the diff for D2578: update structure template tooltips.
Fri, Jan 17, 9:02 PM
Nescio created D2578: update structure template tooltips.
Fri, Jan 17, 8:58 PM
Nescio added a comment to D1958: Turrets and/or sub-units..

Would this allow the Mauryan elephant archer with a melee elephant upon which places can play an arbitrary number of archers?
If so, great!

Fri, Jan 17, 8:35 PM
Nescio added a comment to D2000: aura style corrections.

Apparently it no longer is:

Fri, Jan 17, 8:22 PM
Nescio updated the diff for D2000: aura style corrections.

Updated.

Fri, Jan 17, 7:53 PM