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- Sep 7 2017, 12:14 PM (181 w, 6 d)
Yesterday
This diff reverts that and instead increases COMMAND_DELAY in MP. This makes turns 200ms in both SP and MP
Sounds great! I can't say I understand this patch, though treating single-player and multiplayer the same seems sensible. And it would also allow reducing those excessive cavalry melee attack ranges, right?
To be clear, this patch does not lower village- or town-phase territory size. What is does is lower the city-phase area increase to +69% (proposed), instead of +125% (current).
Tue, Mar 2
This patch is heavily outdated. Besides, some parts of it have been included in other commits.
Why is “Continue Campaign” listed twice?
Also, should the “Tutorial” be removed from “Learn to Play”?
While it would be nice to list the cheats and their descriptions somewhere in game, I'm not sure this patch is the best approach. They're listed in yet another location, making things harder to maintain. Moreover, it means more work for translators (especially if this is only a temporary solution). And as you already pointed out in the summary, the cheats themselves shouldn't be prompted for translation, only their descriptions. Also, I'm not sure how many players would expect to find the cheats listed in the manual?
Perhaps you could try adding a separate page for cheats (cf. Catafalques), and do it with JavaScript, JSON, or XML, to allow limiting what gets translated and what not?
(The entire intro.txt ought to be replaced, but that aside.)
Wouldn't it be better to load them directly from the simulation/data/cheats/*.json files? Like what @s0600204 did for the civilization bonuses etc. in the civilization overviews?
Mon, Mar 1
- added range overlay to quinqueremes, per @borg-, and fireraisers, for consistency
- did not add range overlay to other ships
Great!
How about the following?
- finish a resource
- return to the nearest dropsite
- go to resource nearest to gatherer
What do you mean?
- purge “no starting walls for Iberians” sentence
- fix some linter things
Three skirmish maps (libyan_oasis_2p.xml, sahyadri_buttes_5.xml, watering_holes_4p.xml) mention Iberians don't have starting walls. Wouldn't it be more consistent to simply purge that sentence from those three descriptions? Currently only about half of all skirmish maps actually have starting walls for the Iberians.
Fri, Feb 26
Civic centre costs ought to be revisited regardless of this patch. Right now they're very expensive, making it really hard to rebuild after your last centre has been destroyed. I think e.g. 600 wood, 300 stone, 0 metal would be more reasonable. Anyway, that's something for a different patch.
Thank you! I've tried your patch, it works, and it's really much better than the current situation!
I'd even go as far as saying that if there is an A24c, this should be included.
Yeah, I did: the current situation (replacing the rates of each resource sub-type) was done to ensure treasures were still gatherable; now they're in a separate node, that technology file can be cleaned up significantly.
When writing my previous reply I copied and pasted the wrong lines, I apologize for the confusion, I should have checked before clicking “Submit”.
Apparently I misunderstood, thank you for the clarifications.
I fully agree this patch should just contain the necessary code to support resource regeneration, without actually changing gameplay here, which can be done later in mods or future patches.
You should also replace the last modifications in simulation/data/technologies/unit_mercenary.json with:
{ "value": "TreasureCollecter/MaxDistance", "replace": 0 }
or something. (What happened with the Rate?)
Why not? Resource regeneration makes especially sense for fish and fruit. Moreover, I don't really understand why it would work for animals (meat) but not for them (fish and fruit), they're not that different, are they?
Thu, Feb 25
If anything, making the default Walk Speed "10" might make more sense.
Given that archer attack ranges were lowered (from 72+4+4 to 60) recently, I think a lower base movement speed is justified. Moreover, some people somehow complained maps were smaller; having a lower base speed could give a larger feel (as does a smaller land grap: D3601).
The unit that really bothers me is the ranged cavalry, they are very slow.
For infantry I would be willing to see it a little faster, but I have no problems as it is now
If infantry is a bit faster and cavalry is left unchanged, then ranged cavalry will effectively be relatively slower.
I don't think we can make Archer cavalry much faster without completely breaking the game though.
I think changing the 0.835× to 0.9× could be tried, especially since cavalry melee ranges are much longer now (D3483).
Unrelated, but are you up to make a "normalise armour" path?
Yes, I am; I was actually planning on that for A25 anyway. D3397/rP24689 did it for animals, D2956 does is for ships, and D3600 does it for foundations. Once that one is committed I intend to standardize structure resistances; soldiers can follow later.
As for elephant archers, 300 + 4,3,15 is about the same as 400 + 1,1,12; I could include that here, if you like.
(@wraitii Please mind the effect this has on poison/fire damages.)
I don't think the poison (Mauryan maiden archer) and fire (Iberian champion cavalry) damages are particularly balanced right now.
Wed, Feb 24
−50% damage with +50% health makes them effectively 25% weaker (0.5×1.5=0.75).
One should also keep in mind elephants can't gather and cavalry moves much faster.
I'm not sure about the HP increase - I think they also have higher armor - need to check consistency with other eles and with cav.
Health and resistances:
basic infantry : 50 ; 1 , 1 , 10 basic infantry spearman : 100 ; 5 , 5 , 15 basic cavalry archer : 100 ; 3 , 1 , 15 basic cavalry spearman : 160 ; 4 , 3 , 15 elephant archer : 200 ; 4 , 3 , 15
- don't copy and paste .json, as spotted by @wraitii
It is small, though it's still an improvement over the current situation.
To be clear, the default hasn't changed, nor have any maps sizes; the only change is that their name strings are corrected.
Tue, Feb 23
Sun, Feb 21
For what's worth, the equivalent building in Rise of Nations is called a ‘lookout’ too: https://riseofnations.fandom.com/wiki/Lookout
Sat, Feb 20
(Also, someone should fix these strings on transifex too, otherwise there will the same problem the next release.)
There is more:
[l10n]$ grep '1%(' * es.public-gui-ingame.po:msgstr "Recolectores actuales: 1%(cantidad)es" es.public-gui-ingame.po:msgstr "Recolectores: 1%(cantidad)es" fr.public-gui-other.po:msgstr[0] "1%(nomduprojectile)s 2%(nombredeprojectiles)s" fr.public-gui-other.po:msgstr "1%(label)s : 2%(effet)s" hy.public-gui-gamesetup.po:msgstr "Գեներացվում է “1%(map)s”-ը" id.public-gui-lobby.po:msgstr "Kode Perintah '1%(cmd)s' tidak didukung." id.public-gui-lobby.po:msgstr "Kode Perintah '1%(cmd)s' hanya untuk moderator." pl.public-gui-other.po:msgstr "Przekupstwa\n(1%(succeeded)s / 2%(failed)s)"
Yes, the current situation is rather ugly. The proper solution would be rendering text directly (e.g. with pango), which would remove the need for having bitmaps and also support decent scaling, different writing directions, and language-specific options.
Thu, Feb 18
Nice one! I like the idea and the clean-up in the templates.
Wed, Feb 17
Mon, Feb 15
Sun, Feb 14
- purge trailing .0 from <Projectile> speed, spread, and gravity lines
- animal attack range
- rebased
It seems you load the team bonuses directly from the simulation/data/auras/teambonuses/ files. This is incorrect, strictly speaking: which team bonuses (and other auras) a civ has is actually defined in the simulation/templates/special/player/player_{civ}.xml files.
- rebased
- also renamed the stable audio files
Worth noting that CJK languages get their own mods.
Yes, unfortunately.
I really hope 0 A.D. will get proper font rendering support (e.g. with pango) at some point. That would remove the need to put Chinese etc. in separate mods, allows displaying e.g. Old Persian cuneiform in game, and keeps text readable when scaled.
- fix some things spotted by @Freagarach
Thank you. A question, though, how did you decide which languages to include in the credits? I compared the (26) languages listed with the most translated on https://www.transifex.com/wildfire-games/0ad/ and noticed:
- Norwegian (58.2% translated) is included, as are Galician (72%), Bulgarian (72.4%), Czech (73.4%), Malay(sian) (74.4%), and Portuguese Portuguese (81.2%).
- Latin (50.1%), Finnish (51.2%), Japanese (55%), Breton (57.6%), Persian (67.9%), Irish (72.1%), ROC Chinese (82.3%), PRC Chinese (87.9%), and Korean (100%) are absent.
If the cut-off is at 90%, then you should exclude the former six and include Korean.
Sat, Feb 13
It would be nice to have this in A24. It won't drastically distort balance, it's mostly clean-up. Everything else already has loot proportional to costs:
Thu, Feb 11
Sure, such attribute values could be changed in a separate patch. It's not terribly important, though, more something for A25.
What do you think would be appropiate resource and time costs? Also for heroes?
Wed, Feb 10
What do you mean with “status changes”?
Tue, Feb 9
Mon, Feb 8
(You should generate from the 0ad folder, the file in question is build/resources/0ad.desktop.)
Sun, Feb 7
Is this a new victory condition, in addition to the ones that already exist?
Another one I'd like to see is winning by having a certain number of civic centres, not unlike the “Capture the Relic” setting.
Also note that while the template (and class) are still called “civil centre”, the correct spelling (and entity generic name) is “civic center”. (It's rather a mess, actually: 0 A.D. uses the American spelling but the British meaning.)
0 A.D. is not a physics simulator. Projectiles don't have a mass, humans are over 4 m tall, archers have a range of only 60 m and fire an arrow every second; none of that seems to be realistic values, so why must the projectile speed be changed to these values?
Thu, Feb 4
- keep arsenal as is, per @borg-
They're both city-phase structures and the elephant stable costs more resources, therefore I think it's fair the arsenal costs a bit more time.
- +200 metal, per @borg-
Wed, Feb 3
Tue, Feb 2
In the discussion of D3476 (which initially contained many more changes) some expressed concern it could make initial cavalry raids too difficult, but it was agreed a higher cavalry training should be tried out.
Now it has been tried out a bit more and it turns out it isn't an improvement indeed, therefore reverting to the values prior to rP24799 is appropiate.
This patch is complete and correct.
@Gallaecio, thank you for the clarification.
D2995/rP24209 introduced translatable attack names and added context to them, e.g. distinguishing “Sword” (a single-edged weapon) used by e.g. Athenian cavalry from “Sword” (a double-edged weapon) used by e.g. Briton cavalry. For the non-swordsman attack name strings the context is indeed more of giving translators a better understanding of what it is they're translating.
How to use the “extracted comments” feature in XML? And in JSON?
The champion cavalry training time was increased from 27 to 30 precisely because the citizen cavalry training time was raised from 16 to 18. If one is to be restored, the other should be too.
Tried a myriad of structures, for a myriad of civs, all worked fine.
(For your information, the word ‘myriad’ comes from Ancient Greek and can mean a ten thousand.)
Jan 29 2021
Yeah, but as I pointed out more than once, merchant ships move faster (hence more profitable) and are much more durable (6× harder to destroy with arrows) than land traders, therefore they should cost more than those (100 food and 80 metal), not less.
I intend to write a patch for merchant ships specifically after this one is committed.
Maybe reduce vision range for infantry only, so cavalry is more focused on utility (scouting) in early game.
See D3486.
- revert merchant ship cost changes, which were too controversial, per @borg-
- lower fishing boat and merchant ship health to compensate for their higher resistance
- keep cattle at 60 s
Solved by rP24808.
Solved by rP24808.
If it is the po-files: rP24807.
The autobuild scripts have to run more than once before a string is prompted for translation. This is what's on transifex right now:
As you can see, this is the previous string.
Yes, I understand, that's why I used sed to manually replace all occurrences in both the *.pot and the *.po files, removing the need to wait for the autobuild scripts running and for translators to retranslate these strings again. It can be committed after the translation freeze.
(If one had simply copied the string from the Xerxes template, all this wouldn't have been necessary.)
That currently two spellings are used for this name: Xšayaṛšā and Xšayāršā.
because it is cheaper to not disable a template
How is it cheaper?
because it is clearer where the builder is actually used
The following lines are only present in templates that can actually build:
<Builder> <Rate>1.0</Rate> </Builder>
Isn't that clear enough?
would have been nice to suggest that in the original concern :S
Didn't I?
Could you make it Xšayāršā, for consistency with the name used by the hero?
I've also expanded https://trac.wildfiregames.com/wiki/SpecificNames#OldPersian to list the cuneiform and transliteration.
Moreover, you should do a sed in the *.pot and *.po files.
Jan 28 2021
- forgot siege