# User Details

User Since
Dec 21 2016, 3:21 PM (251 w, 3 d)

# Jun 14 2020

fatherbushido added a comment to D1400: [gameplay] Hero aura revision.

(I'm not sure who; @fatherbushido?); here it is:

# May 27 2020

fatherbushido added a comment to rP23697: Add slaughter animations to most units..

Yes, but base_swordsman_relax is also present in:

athenians/cavalry_swordsman_a_r.xml
athenians/cavalry_swordsman_b_r.xml
athenians/cavalry_swordsman_e_r.xml
persians/cavalry_swordsman_b_r.xml

and those do define attack_slaughter in their actor files. My point is that, for consistency, either all cavalry should define it in their actor files, or all of them should have it in their variant files, but the current situation is confusing at the very least.

fatherbushido added a comment to rP23697: Add slaughter animations to most units..

Checking cavalry swordsmen only:

[units]$grep -c attack_slaughter */*cavalry_sw*_r.xml and: [units]$ grep -c base_swordsman_ready_shield */*cavalry_sw*_r.xml

shows macedonians/hero_cavalry_swordsman_alexander_r.xml and romans/cavalry_swordsman_c_r.xml have neither.

# May 25 2020

fatherbushido added a comment to rP23697: Add slaughter animations to most units..

Good to have that done.

# May 9 2020

fatherbushido added a comment to D2708: Add slaughter attack animations for all infantry units.
In D2708#115113, @Stan wrote:

Cavalry has specific variants depending on the sword that should be replaced :)

fatherbushido added a comment to D2708: Add slaughter attack animations for all infantry units.

Else it seems (TM) complete.

# Apr 29 2020

fatherbushido added a comment to D2708: Add slaughter attack animations for all infantry units.

You are probably the only one around who is able to review that. I am not aware of your current policy but commiting that wouldn't appear as a frenzy.

# Apr 26 2020

It's probably none of my business but I notice that at every art commit and I don't want to bother artists with that (as it's not important).
In the art folders there is something like 1600 "UTF-8" vs 9900 "utf-8".
It mostly depends on the author and the editor he used I guess.
That's kinda a friday debate but both choices are ok (the first one is the official one iirc, the second one seems more consistent with everything else here).

# Apr 15 2020

fatherbushido updated subscribers of D2684: [gameplay] make rams less effective vs organic units.

! In D2684#113668, @ValihrAnt wrote:
The reason for those complaints is that it is unclear what units counter rams and even then some civs don't get those units at all, like the Macedonians for whom it is the main reason they are nearly unplayed.

# Feb 3 2020

D930/rP20230 was the last time cavalry walk speeds were changed. I did not intend to imply there were no speed differences prior to that.

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.”

# Jan 17 2020

fatherbushido added a comment to rP23409: Allow to garrison animals..

refs binaries/data/mods/public/simulation/components/UnitAI.js from https://trac.wildfiregames.com/attachment/ticket/1907/corral.diff for an example of use of that code block changes.

# Dec 30 2019

... related to all I have eaten recently!

# Dec 29 2019

fatherbushido added a comment to D2475: Update NVTT to 2.1.1.

If that could help you, there was perhaps some related diff in that file https://wildfiregames.com/forum/applications/core/interface/file/attachment.php?id=23155

fatherbushido added a comment to D2491: Fix musl build.
In D2491#104180, @Itms wrote:

@voroskoi Maybe you should send a pull request upstream. There is already this PR by a friend but it looks like the NVTT maintainer doesn't want it, maybe they'd rather like your solution.

# Aug 20 2019

fatherbushido added a comment to rP22723: Aspis Remake..

Why it would mark this as bad while others cavalry_javelinist_x_m use the same variant textures? in any case i copied from cavalry_javelinist_a to _b and see if it fixes it.

up

# Jun 30 2019

What is the license of ps/trunk/source/tools/tracelogger/tracelogger_options.sh?

# May 30 2019

@fatherbushido, do you have any advice for us?

# May 11 2019

fatherbushido added a comment to D1798: move territory_pull.xml from other/ to special/.
In D1798#73886, @elexis wrote:

# May 10 2019

fatherbushido added a comment to D1798: move territory_pull.xml from other/ to special/.
In D1798#77495, @elexis wrote:

To avoid misinterpretation (there weren't in the above message): "step on someone's toes" is a saying meaning I didn't want to involve myself in that (nor to belittle anybody). But now, I will be classified as cryptic if I don't say more or (insert the adjective) if I give more details. You know me enough to know that I prefer shut up instead of having to proove things ;-)
73

fatherbushido added a comment to D1798: move territory_pull.xml from other/ to special/.

! In D1798#77442, @Nescio wrote:
Forgive me my ignorance, but why not?

fatherbushido added a comment to D1798: move territory_pull.xml from other/ to special/.

does not inherit from any template_*.xml file ⇒ special/

# Apr 25 2019

The current rev makes it walk faster than before rP20230 and probably running (fleeing) at the same speed as before rP20230.
Possibly changed in rP22197.

# Mar 19 2019

In D1796#73296, @Nescio wrote:

Short answer: not all structures have to buildable in any game. It's perfectly fine if there are some non-buildable structures available for specific maps.

Those palisades_foo models and templates are not really well defined in my mind.

# Mar 18 2019

tomorrow :)

In D1796#73219, @Nescio wrote:

Why do I think this proposal is better than the current situation? First of all, there is a lot of duplication in those palisade files, which could be reduced by introducing a shared palisade template.
Secondly, there are some fundamental differences, e.g. you can garrison units in or on other walls, but not palisades.
Yes, the Roman siege walls currently have the different *_wall_* templates as their respective parents, but they are rather similar to the city walls and have only the ordinary five (turret, short, medium, long, gate), whereas there are fourteen palisade files, most of which inherit from template_structure_defensive_wall.xml.

Are they structure or gaia things (and so on...)?

Personally I consider everything that inherits from template_structure* to be a structure and thus belongs under structures/ (ideally, all except territory_pull.xml ought to be moved from other/ to structures/, but that's a different discussion) and everything that inherits from template_gaia* is a gaia object and thus belongs under gaia/. Mutatis mutandis for other templates.

fatherbushido added a comment to D787: Split buildingAI for building and for entity with unitAI.

(I never intend to commit that or to use that. It was lines to help me think about that.
Neither plan I to have two things doing the same thing.)

Why do you think that tree is better? (I didn't remember how it is done for the roman walls). It's a true question ;-)

# Feb 25 2019

fatherbushido added a comment to rP22081: Rome Testudo & Anti-Cavalry formations animations:.

Thanks!
@Alexandermb: that's exactly what I wanted to know!

fatherbushido added a comment to rP22081: Rome Testudo & Anti-Cavalry formations animations:.

I will assume I am not the only one to have test it so it's probably my computer which does something weird.

# Feb 18 2019

fatherbushido added a comment to rP22081: Rome Testudo & Anti-Cavalry formations animations:.

I'd first salute the artwork.
So I hesitated to post something here and I wondered if I was the only one to notice some weird visual.
Is there something wrong in the animation (or in the code?), I have the anti_cavalry formation walking then sometimes putting knees on the ground and standing up doing some kind of squat.

fatherbushido added a comment to D1780: legionnaire → legionary.

And those two ones (are those good sources?) doesn't restrict legionary to romans:
https://www.collinsdictionary.com/dictionary/english/legionary
https://www.merriam-webster.com/dictionary/legionary

fatherbushido added a comment to D1780: legionnaire → legionary.

The fact that one is used doesn't mean that the other is not correct :D
I don't know if those electronic dictionnaries are ok but:
It's explictly in https://en.oxforddictionaries.com/definition/legionnaire
It's in the examples in https://www.merriam-webster.com/dictionary/legionnaire#examples
Only the general meaning without explicit mention to antiquity is in https://www.collinsdictionary.com/dictionary/english/legionnaire
It's not in https://dictionary.cambridge.org/spellcheck/english/?q=legionnaire
(I am not an expert in english - euphemism - not in the position to discuss if this is good or not! Just take that as discussing about things ;-))

Fixed in rP22090 (rome_helmet_agen)

fatherbushido added a comment to rP22079: Remove old naming schema of Celtic helmets..

Fixed in rP22090

Fixed in rP22089

fatherbushido added a comment to rP22062: Hele Phrygian Helmet commit.

Fixed in rP22091 and rP22092

# Feb 16 2019

fatherbushido added a comment to D1472: Grouped civ bonuses into a single folder.
In D1472#72081, @Nescio wrote:

Grouping generic and special technologies together makes sense. In that case we might also consider moving advanced_unit_bonus.json, elite_unit_bonus.json, and phase_village.json into the civbonuses folder and renaming it to autoresearched.

# Feb 15 2019

fatherbushido added a comment to D1472: Grouped civ bonuses into a single folder.
In D1472#72079, @Nescio wrote:

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

• should we keep unused technologies that were deprecated years ago (D1775)?
• should special technologies (e.g. siege_bolt_accuracy.json) be grouped together in a special directory or should they be grouped alongside ordinary technologies?

# Feb 14 2019

fatherbushido added a comment to D1472: Grouped civ bonuses into a single folder.
In D1472#71402, @Nescio wrote:

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.

# Jan 29 2019

fatherbushido added a comment to D1472: Grouped civ bonuses into a single folder.
In D1472#71391, @Nescio wrote:

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

fatherbushido added a comment to D1472: Grouped civ bonuses into a single folder.
In D1472#61121, @Nescio wrote:

# Jan 20 2019

fatherbushido added a comment to D1734: Merge entity templates.
In D1734#70659, @Nescio wrote:

Serendipity?

fatherbushido added a comment to D1734: Merge entity templates.
In D1734#70655, @Stan wrote:

Of course you said it had deeper meaning in the code so I had assumed you had a hint.

Shirt is just my way to swear it replaces another word.

fatherbushido added a comment to D1734: Merge entity templates.
In D1734#70653, @Stan wrote:

Ah... shirt.

fatherbushido added a comment to D1734: Merge entity templates.

If I ask, it's that I don't know.

fatherbushido added a comment to D1734: Merge entity templates.

Perhaps one could have taken the opportunity to explain where did it come from.
Basically, it had code implications and wasn't only cosmetic (a long time ago).

# Jan 6 2019

fatherbushido added a comment to D1523: Fauna names and other corrections.

The idea is more: what are those things?

# Jan 3 2019

fatherbushido added a comment to D1523: Fauna names and other corrections.
In D1523#62158, @Stan wrote:

I always have been wondering though what the real purpose of the specific name is. Is it like dog mastiff or mastiff (Insert Latin name here)

I feel a bit stupid.
That bar is displayed when you click on a unit? But currently, there is already such a bar at another place isn't it?
Or is it relevant only for group selection of units?

# Jan 1 2019

fatherbushido added a comment to D1725: Fix missing refs in sound files..
In D1725#68444, @Stan wrote:

Should I say Patch by:

fatherbushido added a comment to D1725: Fix missing refs in sound files..

You are welcome.

smiley awarded D1725: Fix missing refs in sound files. a Like token.
fatherbushido added inline comments to rP21997: New Texture: Ptolemaic Royal Agema and Royal Companion.

# Dec 31 2018

fatherbushido added a comment to D1009: introduce subfolders for flora templates.

moves gaia/fauna_* to gaia/fauna/*
moves gaia/flora_* to gaia/flora/*

fatherbushido added a comment to D1719: manual/intro.txt corrections.

(I had personnaly never heard/read ForwardSlash before reading that diff :-). I didn't know the concept of hypercorrection, thanks.)
My main interrogation is was it considered to change in those other places refering to the same thing?
I guess there is a good argument to not have done it, the commiter may know better than us. (I can see a good reason).

fatherbushido added a comment to D1719: manual/intro.txt corrections.
fatherbushido added a comment to D1707: Generalise hard-counter tooltips..

The proposal is about adding a tooltip to something existing. If I was in position to attribute adjectives, I would qualify that of nice and desired (#4130).
I wonder what is the link between an AI and a tooltip.
Did the new AI read tooltip?

# Dec 28 2018

fatherbushido added a comment to D1342: Corrected Mauryans into Mauryas.

np

fatherbushido added a comment to D1342: Corrected Mauryans into Mauryas.

For the dictionnary advice, you should give that to the guys who write that on the internet, not to me.
And I also read books like "History of Early India From the Origins to AD 1300" and indeed in chapter 6, we can read "The Emergence of Empire: Mauryan India" followed by "The Mauryas and their World".

fatherbushido added a comment to D1342: Corrected Mauryans into Mauryas.

Mauryans is not a proper word.

# Jun 11 2018

(I wonder if the concern shouldn't be removed, as the pointed bug was not really related to that patch)

(I wonder if the concern shouldn't be removed now?)

# May 19 2018

fatherbushido updated subscribers of D1502: Remove some unused functions.

(About SoundGroup there is in soundmanager/SoundManager.(cpp/h) and soundmanager/scripting/SoundGroup.(cpp/h) an entity_id_t source parsed all over the place which is unused everywhere iirc. The end leaf is ItemForEntity but one had to climb the tree.
By the way I have strange things when typing @leper, is it a phabricator formatting issue?)

# Apr 26 2018

(I wonder why that thing https://trac.wildfiregames.com/wiki/SubmittingPatches#Makingsomechanges was written ; I post that randomly here)

# Apr 24 2018

GetAffectedPlayers did a strike

# Apr 23 2018

fatherbushido added a comment to rP21623: Remove an ancient unused placeholder template..

(if l16 of the deleted file was a hint, l29 is another)
So for future readers there are related dummy cmp and interfaces (js and cpp) related to that template.

fatherbushido added a comment to D1430: Fix some auras not being removed.

I guess moving one line is something bad and it s better to keep that obvious broken loop.

fatherbushido added a comment to rP21623: Remove an ancient unused placeholder template..

It was mainly here since the beggining (sim 1) as something for the original territory idea. There were even some map using that templates (latium iirc).
#41 is one of the entry point for that
All those grounds were copied when sim 2 was commited.

fatherbushido added a comment to rP21284: Give spear cavalry an anti-cav bonus.

For geologists. (Not that I care about those things (anymore).)

refs #4783 for tooltip
refs D388 for the previous 'balance' tweak

fatherbushido added a comment to D1452: Nerf BoltShooter massing.

Just for archeologists

# Apr 20 2018

fatherbushido added a comment to D1430: Fix some auras not being removed.

The bug fix is
https://code.wildfiregames.com/rP19092#29903
It was an obvious 'copy paste' error I did (mixing two ways of writing things). Straightforward.

# Apr 19 2018

• so it looks that the relevant case (about that useless clean call) is when the aura source owner is defeated. If so, there is several solutions.

Wonders are cleaned twice if a player resigns doesn't look like an ownership / defeated one.

(((One source of redundant clean is that they are done for all auras of a given entity. Clean(name) was a possibility, but it didn't seem worth the value)))
In the context of that diff, I wonder which situation trigger a (true) duplicate Ownership / Defeated call to clean. If so, there exists a (clean?) way to avoid it.

# Apr 16 2018

The global listening was perhaps not needed in rP21712

# Apr 14 2018

Unit tests:

fatherbushido added a comment to D1430: Fix some auras not being removed.

capsule time:
when the typo/copypaste/bug fix and another thing can be split, perhaps could they be split.

(To be more explicit, it doesn't solve the issue it aimed to solve)

# Apr 13 2018

fatherbushido added inline comments to D1430: Fix some auras not being removed.

# Apr 7 2018

fatherbushido added a comment to rP21667: Add an IsInWorld check to Formation.

\begin{noteforwhoneedsit}
don't forget the other missing isinworld checks in that file when calling getposition
\end{noteforwhoneedsit}

# Apr 4 2018

fatherbushido added inline comments to D1430: Fix some auras not being removed.

# Apr 3 2018

fatherbushido added a comment to D1430: Fix some auras not being removed.

Doing that first could have been an option:

if one would want to start its dev from this rev, here is the fix: