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badosu
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User Since
Feb 2 2020, 6:02 PM (21 w, 6 d)

Recent Activity

Fri, Jul 3

badosu added a comment to D2846: [gameplay] Fix issue / balance "spartans_agoge" tech..

I'm not too sure about this change, seems too specific to be actually useful. Sparta already has issues with its population limit and special techs like this alleviated this problem a bit, even though not often used.

Fri, Jul 3, 1:15 PM
badosu accepted D2816: [gameplay] tweak champions costs.
Fri, Jul 3, 1:09 PM · Restricted Project
badosu accepted D2835: [gameplay] Increase cost of "upgrade mercenaries rank" tech..

I like it costing only metal, makes a lot more sense. I'm not too sure about the total cost, it might get tricky (especially as ptolemy) to play without extra mines. That said, it's overcompensated by spam and military colonies for map control, so I think this is a positive change overall.

Fri, Jul 3, 1:01 PM
badosu accepted D2792: [gameplay] Balance Advanced and Elite Tech..
Fri, Jul 3, 12:58 PM · Restricted Project

Thu, Jul 2

badosu added a comment to D2845: [gameplay] change phase bonuses.

Different players have different play styles. Not everyone is interested in competitive multiplayer. Many people are perfectly happy with single-player vs the Petra AI.
The point is that these phase stat increases strongly favour a particular play style, punishing players wanting to explore different strategies.

Thu, Jul 2, 8:42 AM
badosu added a comment to D2668: [gameplay] deprecate rotary mill, introduce special gaul farming technology.

Actually the technology requires the town phase (as is the case for the rotary mill).

Thu, Jul 2, 8:27 AM
badosu added a comment to D2682: [gameplay] unify hero health.

I think this will increase imbalance between heroes instead of putting them on the same level, unless other factors are considered in the same patch like bonuses, combat prowess, etc...

Thu, Jul 2, 8:26 AM

Fri, Jun 19

badosu accepted D2792: [gameplay] Balance Advanced and Elite Tech..

Looks good to me!

Fri, Jun 19, 3:35 AM · Restricted Project
badosu added a comment to D2821: [gameplay] tweak military structure costs.

I agree with keeping a relevant stone cost for other civilizations, it really helps since you can use the initial resources you wouldn't be able to use otherwise.

Fri, Jun 19, 3:34 AM

Thu, Jun 18

badosu awarded D2686: [gameplay] tweak pyramids and wonder costs and auras a Yellow Medal token.
Thu, Jun 18, 7:35 AM

Wed, Jun 17

badosu added a comment to D2686: [gameplay] tweak pyramids and wonder costs and auras.

Or a local aura that gives units or structures an additional armour level, making them harder to destroy?
Or a local aura that reduces the armour of enemy units by one level, making them easier to kill?

Wed, Jun 17, 5:26 AM

Tue, Jun 16

badosu added a comment to D2686: [gameplay] tweak pyramids and wonder costs and auras.

How about a local aura that makes structures harder to capture?

Tue, Jun 16, 1:54 AM
badosu added inline comments to D2792: [gameplay] Balance Advanced and Elite Tech..
Tue, Jun 16, 1:49 AM · Restricted Project

Sun, Jun 14

badosu added a comment to D2686: [gameplay] tweak pyramids and wonder costs and auras.

Sounds like a good idea. I'm hesitating between 10% or 15%, other opinions welcomed.

Sun, Jun 14, 3:14 PM
badosu added a comment to D2816: [gameplay] tweak champions costs.

IIRC, @ValihrAnt disliked the idea of keeping a high metal cost due to map imbalances.

Sun, Jun 14, 10:51 AM · Restricted Project
badosu added a comment to D2814: Allow remapping hotkeys from inside the game / fix QWERTY hotkeys.

Not sure if related to the scope of this change, but it would also be good to be able to bind keys that (I, currently) are not able to, for example Tab and CapsLock. What's strange is that I looked at the codebase and there are constants for handling these keys but they can't be used for hotkeys.

Sun, Jun 14, 1:58 AM
badosu added a comment to D2648: [gameplay] make Caratacos and Maximus auras local.

I agree that Caratacos (or even Maximus FWIW) bonus is not really a big of a deal.

Sun, Jun 14, 1:18 AM

Sat, Jun 13

badosu added a comment to D2816: [gameplay] tweak champions costs.

There's not much to say on my end before playtesting it, contact me whenever you want to do that.

Sat, Jun 13, 11:14 PM · Restricted Project
badosu added a comment to D2686: [gameplay] tweak pyramids and wonder costs and auras.

> Anyway, I can undo that change, if you think that's better, or halve the metal cost as compensation.

Sat, Jun 13, 6:17 PM
badosu added a comment to D2507: [gameplay] allow building palisades in neutral territory.

Actually it is: we know from ancient authors it was quite common for armies to erect palisades around their camps in enemy territory.

Sat, Jun 13, 5:09 PM
badosu added a comment to D2493: [gameplay] make siege engines uncapturable.

In general, I agree with this change.

Sat, Jun 13, 4:57 PM
badosu added a comment to D2686: [gameplay] tweak pyramids and wonder costs and auras.

How about keeping the stone at 300, but reducing the wood cost to 200 or 150?

Sat, Jun 13, 4:44 PM
badosu added a comment to D2686: [gameplay] tweak pyramids and wonder costs and auras.

About the pyramid cost change, I'd like to see it reduced a bit, currently kushites are deemed the most underpowered civilization by the majority of players.

Sat, Jun 13, 4:39 PM
badosu added a comment to D2668: [gameplay] deprecate rotary mill, introduce special gaul farming technology.

I like that it has a considerable cost, in both wood and metal, also that it may help transition from a fanatic rush to farms, since you are gathering mostly wood and metal at that stage.

Sat, Jun 13, 4:31 PM
badosu added a comment to D2534: [gameplay] allow building Blemmye camp and Nuba village in neutral territory.

I agree with this change

Sat, Jun 13, 4:24 PM

Fri, Jun 12

D497: [gameplay] Allow hunting aggressive and violent wild animals now requires review to proceed.

Well, some animals would make sense to be hunted, e.g. bears. Most do not make sense though, and I think the experience loot is a minimal incentive that although not sufficient for the irritation on having to kill those at least works and makes more sense.

Fri, Jun 12, 8:01 PM
badosu added a comment to D2801: [gameplay] enable stable for all civilizations.

Since wood cost has been reduced for wood barracks civilizations maybe we could make it 100w 150s for the stone barracks civs? Otherwise I think we're nerfing the stone barracks civilizations, except for those that can make slingers in p1, since you won't feasibly use those resources in p1.

Fri, Jun 12, 7:57 PM

Thu, Jun 11

badosu added a comment to D1365: [gameplay] Lower the repeat rate of spear cavalry.

I also like the spear cav damage increase, currently javelin cavalry can outmicro spear cav without a significant advantage in numbers (which many expect to favor the spear cavalry).

Thu, Jun 11, 7:57 AM

Sun, Jun 7

nani awarded D2710: DiskPlacer: avoid scanning whole map a The World Burns token.
Sun, Jun 7, 6:14 AM

May 9 2020

badosu added inline comments to D2727: IGUIObject ScriptEvent return value.
May 9 2020, 8:06 PM

May 8 2020

badosu added a comment to D1639: Rmgen new type constraint DensityConstraint.

For smoothly changing tree density dependent on distance to area and/or height I suggest to use a painter rather than a constraint ;)

May 8 2020, 5:02 PM
badosu added a comment to D1639: Rmgen new type constraint DensityConstraint.

This constraint is not deterministic since the random number is rolled in .allows.
That means if you use this to paint trees on an area and do this over and over again you will get increasing densities though that was nowhere specified by the user.

May 8 2020, 3:37 PM

May 3 2020

badosu added a comment to D2720: update information in {civ}.json files.

Well, the question is, do we have intention to have these implemented? If yes then I'm fine with this change, otherwise we should remove all the unimplemented stuff we have in-game right now.

May 3 2020, 1:54 PM
badosu added a comment to D2710: DiskPlacer: avoid scanning whole map.

@elexis @Stan Any additional feedback?

May 3 2020, 12:17 AM
badosu added a comment to D1751: [WIP] Map ping.

We could. current plan was to add a keybinding so you can click anywhere on the minimap or map to do the ping.

May 3 2020, 12:14 AM

May 2 2020

badosu added a comment to D1751: [WIP] Map ping.

This is great! Can we add a keybinding to ping on the center of the current camera view?

May 2 2020, 12:01 AM

May 1 2020

badosu added a comment to D2710: DiskPlacer: avoid scanning whole map.

So speaking about creating lots of vectors causing perf impact, those could also become the same temporary vector and use the set method to change the coordinates.

May 1 2020, 8:06 PM
badosu updated the diff for D2710: DiskPlacer: avoid scanning whole map.
Style fixes for tests
May 1 2020, 4:39 AM
badosu updated the diff for D2710: DiskPlacer: avoid scanning whole map.

Style fixes for tests

May 1 2020, 4:31 AM
badosu updated the diff for D2710: DiskPlacer: avoid scanning whole map.

Style fixes for tests

May 1 2020, 4:30 AM
badosu updated the summary of D2715: Fail test suite when map tests throw errors.
May 1 2020, 4:25 AM
badosu updated the test plan for D2715: Fail test suite when map tests throw errors.
May 1 2020, 4:24 AM
badosu updated the test plan for D2715: Fail test suite when map tests throw errors.
May 1 2020, 4:22 AM
badosu updated the test plan for D2715: Fail test suite when map tests throw errors.
May 1 2020, 4:22 AM
badosu updated the diff for D2715: Fail test suite when map tests throw errors.

Style fixes

May 1 2020, 4:20 AM
badosu added a comment to D2710: DiskPlacer: avoid scanning whole map.

With https://code.wildfiregames.com/D2715 sent I am confident that we can catch any regression tested by the tests introduced in this change. I am confident on the state of this patch. cc @elexis

May 1 2020, 4:19 AM
badosu updated the diff for D2715: Fail test suite when map tests throw errors.

Style fixes

May 1 2020, 4:18 AM
badosu created D2715: Fail test suite when map tests throw errors.
May 1 2020, 4:16 AM
badosu added a comment to D2710: DiskPlacer: avoid scanning whole map.

Is that correct? The map has |mapSize| tiles which makes |mapSize+1| vertices on the heightgrid.
The values returned by a Placer should be locations of tiles I think and then if a Painter like the HeightPainters operate on vertices of tiles, its their responsibility to work on all four vertices of the given tile.
So actually seems correct then to go from 0 to N-1 making up for N tiles.

May 1 2020, 12:18 AM

Apr 30 2020

badosu added a comment to D880: Ballistics..

One thing to notice though, is that as the game currently stands, units can perfectly estimate the position of their target, i.e. perfect "ballistics".

Apr 30 2020, 11:33 AM
badosu added a comment to D880: Ballistics..

One thing to notice though, is that as the game currently stands, units can perfectly estimate the position of their target, i.e. perfect "ballistics". This patch introduces an option to change that behaviour from the templates.

Apr 30 2020, 11:15 AM

Apr 29 2020

badosu added a comment to D880: Ballistics..

I like the idea of ballistics inclusion, one issue I find often is that chasing units with ranged units (e.g. skirm cav against archer cav) is very inefficient while it shouldn't in terms of gameplay.

Apr 29 2020, 11:44 PM
badosu added a comment to D2710: DiskPlacer: avoid scanning whole map.

Well I guess best way to test there are no errors is to add unit tests for those cases and fix the code :)

Apr 29 2020, 9:16 AM
badosu updated the test plan for D2710: DiskPlacer: avoid scanning whole map.
Apr 29 2020, 6:29 AM
badosu added a comment to D2710: DiskPlacer: avoid scanning whole map.

One important remark, I noticed the build does not fail if there was a javascript error (as it happens when there's an invalid cache access on Area). Is there a way I can assert there were no javascript errors?

Apr 29 2020, 6:25 AM
badosu updated the diff for D2710: DiskPlacer: avoid scanning whole map.

Remove redundant initializer

Apr 29 2020, 6:24 AM
badosu added inline comments to D2710: DiskPlacer: avoid scanning whole map.
Apr 29 2020, 6:23 AM
badosu added inline comments to D2710: DiskPlacer: avoid scanning whole map.
Apr 29 2020, 5:24 AM
badosu updated the diff for D2710: DiskPlacer: avoid scanning whole map.

Properly handle map edge

Apr 29 2020, 5:22 AM
badosu added a comment to D2710: DiskPlacer: avoid scanning whole map.

I performed some tests on gear normal for 8 players, times are in seconds and retrieved from the map logger:

Apr 29 2020, 3:55 AM
badosu updated the diff for D2710: DiskPlacer: avoid scanning whole map.

Handle floating radius properly for DiskPlacer

Apr 29 2020, 3:36 AM
badosu added a comment to D2710: DiskPlacer: avoid scanning whole map.

Ok, I performed the style fixes, I'll make some profiling and testing and we should be good to land.

Apr 29 2020, 2:58 AM
badosu updated the diff for D2710: DiskPlacer: avoid scanning whole map.

Style fixes

Apr 29 2020, 2:57 AM
badosu added inline comments to D2710: DiskPlacer: avoid scanning whole map.
Apr 29 2020, 2:55 AM

Apr 28 2020

badosu added inline comments to D2710: DiskPlacer: avoid scanning whole map.
Apr 28 2020, 4:50 AM
badosu updated the diff for D2710: DiskPlacer: avoid scanning whole map.

Removed the map boundaries condition, this is in effect already for the actual map grid boundaries. For circular maps we allow points outside the map range but inside the map grid boundaries

Apr 28 2020, 4:48 AM
badosu added a comment to D2710: DiskPlacer: avoid scanning whole map.

As an additional remark, I suspect RandomMap.inMapBounds needs to be refactored to exclude points outside map disk range when map is circular.

Apr 28 2020, 4:21 AM
badosu added a comment to D2710: DiskPlacer: avoid scanning whole map.

I am not sure why the build has failed, it says there was a segmentation fault in the compiler?

Apr 28 2020, 4:15 AM
badosu updated the diff for D2710: DiskPlacer: avoid scanning whole map.

Style changes to DiskPlacer tests

Apr 28 2020, 4:13 AM
badosu updated the diff for D2710: DiskPlacer: avoid scanning whole map.

Constrain point iterator inside map boundaries

Apr 28 2020, 4:10 AM
badosu added a comment to D2710: DiskPlacer: avoid scanning whole map.

I am not sure I'd like to add the iterator helper to the scope of this changeset, I refactored the code to be similar to what you shared though.

Apr 28 2020, 4:04 AM
badosu updated the diff for D2710: DiskPlacer: avoid scanning whole map.

Add tests for DiskPlacer, refactor iterator

Apr 28 2020, 3:59 AM

Apr 27 2020

badosu added inline comments to D2710: DiskPlacer: avoid scanning whole map.
Apr 27 2020, 11:06 PM
badosu updated the diff for D2710: DiskPlacer: avoid scanning whole map.

Add to credits

Apr 27 2020, 11:04 PM
badosu added a comment to D2710: DiskPlacer: avoid scanning whole map.

@Angen Did it work?

Apr 27 2020, 11:02 PM
badosu updated the diff for D2710: DiskPlacer: avoid scanning whole map.

Include file context

Apr 27 2020, 11:01 PM

Apr 26 2020

badosu added a comment to D2710: DiskPlacer: avoid scanning whole map.

@elexis @asterix How can I run a javascript test on a single file? I'd like to add tests for this placer, like binaries/data/mods/public/maps/random/tests/test_RectPlacer

Apr 26 2020, 11:35 PM
badosu added a comment to D2710: DiskPlacer: avoid scanning whole map.

We only allocate now when cloning the point to fill the area. Also check map boundaries with RandomMap.validTile

Apr 26 2020, 10:55 PM
badosu updated the diff for D2710: DiskPlacer: avoid scanning whole map.

Check map boundaries and clone the vector properly

Apr 26 2020, 10:54 PM
badosu added inline comments to D2710: DiskPlacer: avoid scanning whole map.
Apr 26 2020, 9:11 PM
badosu updated the diff for D2710: DiskPlacer: avoid scanning whole map.

Avoid allocating on every tile scan

Apr 26 2020, 9:10 PM
badosu added a comment to D2682: [gameplay] unify hero health.

I am not sure about this change, balancing heroes is a hard task: other factors are as or more relevant than health, e.g. walk speed: in regicide having a cavalry hero is much easier to protect, cavalry heroes can be used to harass unsuspecting farmlands and escape easily, etc...

Apr 26 2020, 7:43 AM
badosu updated the summary of D2710: DiskPlacer: avoid scanning whole map.
Apr 26 2020, 5:54 AM
badosu created D2710: DiskPlacer: avoid scanning whole map.
Apr 26 2020, 5:48 AM

Apr 16 2020

badosu added a comment to D2674: [gameplay] make foundations not ConquestCritical.

If the win condition is to kill all units and structures, this looks like a worthy improvement to avoid foundation placement abuse (e.g. a player with a lot of wood can place outpost foundations and delay his defeat considerably), with a safe worker (e.g. with hill abuse) can delay much by cancelling an outpost while having another and placing somewhere else and so on.

Apr 16 2020, 10:19 PM

Mar 26 2020

badosu added a comment to D2669: [gameplay] new Gaul team bonus.
Mar 26 2020, 2:09 AM

Feb 24 2020

badosu added a comment to D2585: [gameplay] Cavalry archer speed adjustment.

@elexis

If its easier, one could also just upload replays and perhaps a link to the mod.

Feb 24 2020, 9:34 PM

Feb 2 2020

badosu added a comment to D2612: [gameplay] Balance ranged infantry citizen soldiers.

Again doesnt state whether that were 2 1v1s or 8 4v4s.

Feb 2 2020, 6:13 PM