- User Since
- Apr 14 2021, 11:46 AM (40 w, 2 h)
So, open questions:
@Freagarach where did you get the errors from? When testing the patch I get no visible errors in-game or in either of the logs. So not sure what the problem is.
Also if the GetTargetPositions function throws an error if it's called without having a target, isn't even your suggestion a bad idea? I.e. calling the function to test if its empty or not, as this would _still_ generate an error?
fix lint issues
In the next update I will fix the linter complaints, but until then:
@alre how do you want to appear in the credits? only with your nick or with your name as well? And if yes what should I put in there :)
Mon, Jan 17
fix @Freagarach 's comments
Sun, Jan 16
still have to fix the test
update after @Freagarach 's comments
Sat, Jan 15
update according to some of the old comments.
From wathcing only the vidoes:
newnew seem the most "realsitic", but I prefer newnopress. More realistic that the status quo, but still smooth.
still have to go through the old comments and change stuff
a little restructure of @alre 's original patch.
Fri, Jan 14
Hey @alre if you don't have time at the moment to continue working on this, I could take over if that's ok with you :) I would really like to see this in the game rather soon than later.
Sun, Jan 9
Sun, Dec 26
Sat, Dec 25
Thu, Dec 23
Tue, Dec 21
Mon, Dec 20
Dec 20 2021
Since there have recently been some positive voices for something like this, I will continue.
Dec 19 2021
Oh and the structure tree information needs to be updated.
Missing information that you need pyramids:
Feels generally good and makes the civ more unique, would like to have that in the game :)
Dec 16 2021
Dec 14 2021
agreed, makes sense to me.
Dec 8 2021
This makes the world feel a bit cold and empty, so I think I prefer just the usual darkening (and I agree with @wraitii : this already gets the information across).
But if you want to make an extra option I don't mind.
Dec 6 2021
Dec 5 2021
Nov 25 2021
Nov 24 2021
@nani do you plan to patch the AI so this can be used in SP? For the regular wonder victory condition the AI tries to build a wonder.
If not, then a warning in the description would be necessary. I.e. : this does not work in Single player mode
Nov 19 2021
Edit: I tried to do some profiling on this, but elexis pointed out that you can't just use the same ai vs ai replay to do that, since the game will play out differently.
sounds good to me and as mentioned it increases the consistency (elephant stable).
Nov 16 2021
looks nicer indeed
Nov 10 2021
generally I think this is a good idea, especially for the mercenary camps.
Nov 1 2021
@smiley 's comments
hopefully the final linter update
Oct 31 2021
follow @smiley 's suggestion
the usual after upload linter update
extracted the variables into a json as @smiley suggested. (Hopefully also in a way that makes sense)
linter part 2
fix linter comments.
unify all one space indentations to one tab
Also to add on this: The way the current tooltip is described is to 50% false.
At the moment the biomes do not influence the landscape or the amount of mines see https://code.wildfiregames.com/D3995
So.. this should still take care of the fish problem (no changes to that part of @smiley original patch)
but also bumping the wood amount in all biomes excluding india and reducing the spacing to the player base and between forests (excluding india)
This should hopefully address @elexis concerns.
added garrison tooltip made by @Langbart
I like the look and I think the pause icon makes it ok for colorblind people as well
Oct 30 2021
fixed the bounding box issues mentioned by @Langbart
after talking to @Langbart :
better to see it even if its distorted
Oct 25 2021
Oct 22 2021
Didn't see you already made a patch :D
Oct 21 2021
I very much agree with @wowgetoffyourcellphone
Oct 20 2021
removed unnecessary WallPiece from the template
Oct 19 2021
Petra Ignoring camouflaged structures works now
Tested this in a few matches and I generally like it very much. No errors or crazy unwanted behavior, but the hotkey to choose which attack to use only work when attacking units and not when attacking buildings. Then it just defaults to capture.
Maybe because of that it felt a bit hard to control what the units do (capture/ ranged attack /melee attack) but the generla UnitAI logic without specific player input works as I expected it to.
I narrowed down the problem and it seems to be somthing AI/ API specific that I don't understand.
AI still broken
fix a small problem with the obstruction
Still haven't found the reason the Petra attacks.
Oct 18 2021
This is how it looks at the moment out in the open:
rename the component and make it empty as @Freagarach suggested.
Oct 17 2021
Oct 16 2021
Fix @Angen 's comments. The function does indeed not require an argument
Fix @Langbart 's comments about garrisoning Support classes and having variants.
Note: The art is pretty much a placeholder, so if someone has a better/ nicer looking thing i'm open for suggestions