Page MenuHomeWildfire Games

marder
User

Projects

User Details

User Since
Apr 14 2021, 11:46 AM (101 w, 4 d)

Recent Activity

Fri, Mar 24

asterix awarded D4973: [WIP] Fire a Burninate token.
Fri, Mar 24, 11:17 AM

Thu, Mar 23

Stan awarded D4973: [WIP] Fire a Burninate token.
Thu, Mar 23, 9:25 AM
Stan awarded D4973: [WIP] Fire a Love token.
Thu, Mar 23, 9:25 AM
marder updated the summary of D4973: [WIP] Fire.
Thu, Mar 23, 8:57 AM

Wed, Mar 22

marder updated the summary of D4973: [WIP] Fire.
Wed, Mar 22, 8:59 PM
marder added a comment to D4771: [WIP] Tree falling.

I will probably redo this in a way which couples the resource supply with the health, instead of spawning the resource on death. Otherwise you would be able to burn down a forest with D4973 and still be able to collect the wood, which makes no sense.

Wed, Mar 22, 8:53 PM
marder updated the summary of D4973: [WIP] Fire.
Wed, Mar 22, 8:50 PM
marder planned changes to D4973: [WIP] Fire.

get it out of the queue since it's WIP

Wed, Mar 22, 8:48 PM
marder published D4973: [WIP] Fire for review.
Wed, Mar 22, 8:48 PM

Sun, Mar 19

marder committed rP27587: Disable actual turn rate for ships - make their turning purely visual.
Disable actual turn rate for ships - make their turning purely visual
Sun, Mar 19, 8:41 PM
marder closed D4971: Disable actual turn rate for ships - make their turning purely visual.
Sun, Mar 19, 8:41 PM
marder retitled D4971: Disable actual turn rate for ships - make their turning purely visual from Slow down turn rate of ships to Disable actual turn rate for ships - make their turning purely visual.
Sun, Mar 19, 8:33 PM

Sat, Mar 18

marder committed rP27586: Adjust footprint of packed roman ballista.
Adjust footprint of packed roman ballista
Sat, Mar 18, 11:25 AM
marder added a comment to D4970: tweak unit pushing to prevent overlap.

I just tested this again I I can still say that I don't see *huge* problems emerging with these values. Units tend to push each other away from resources a bit more, but the normally find a better position quickly, so no endless loops.
This could be further reduced by increasing <MinimalForce>0.3</MinimalForce> up to <MinimalForce>0.35</MinimalForce> or even higher.

Sat, Mar 18, 11:05 AM
marder added a comment to D4971: Disable actual turn rate for ships - make their turning purely visual.

I think you could probably bump to from 0.8 to 1.2 and it would look a little better, but this seems like a good change to me.

Sat, Mar 18, 10:33 AM
marder committed rP27585: [Gameplay] - Balance changes to catapult/ heavy warship stats and fix them….
[Gameplay] - Balance changes to catapult/ heavy warship stats and fix them…
Sat, Mar 18, 8:59 AM
marder closed D4962: Converge catapult/ heavy warship stats and get their range closer to A23 values .
Sat, Mar 18, 8:59 AM · Balancing
marder committed rP27584: [Gameplay] - Adjust batch modifier from upgraded Han CC.
[Gameplay] - Adjust batch modifier from upgraded Han CC
Sat, Mar 18, 8:26 AM
marder closed D4961: Adjust batch modifier from upgraded Han CC.
Sat, Mar 18, 8:26 AM · Balancing
marder retitled D4961: Adjust batch modifier from upgraded Han CC from remove batch modifier from upgraded Han CC to Adjust batch modifier from upgraded Han CC.
Sat, Mar 18, 8:19 AM · Balancing

Wed, Mar 15

wowgetoffyourcellphone awarded D4970: tweak unit pushing to prevent overlap a Dat Boi token.
Wed, Mar 15, 6:53 PM

Mon, Mar 13

marder added a comment to D4970: tweak unit pushing to prevent overlap.

For what it's worth I don't think you can completely fix the 'problem' _and_ have smooth pathfinding. There's some level of abstraction to an RTS that makes movement somewhat unrealistic by necessity.
Just as an example, there was a thread on reddit recently about how people don't accurately count units in Age of Empires 2, because the archer units can bunch up a lot more than you'd expect. That's part of the skill of that game, and you can't really "fix" it, there's not really a problem.
Doesn't mean we can't improve on current values, but something to be aware of.

Mon, Mar 13, 10:55 AM
marder added a comment to D4970: tweak unit pushing to prevent overlap.

I tested the unit_pushing demo and I think it looks better. Only when building units took a bit longer to find a good position - but no endless loop as far as I could see.

Mon, Mar 13, 10:53 AM
marder added a comment to D4970: tweak unit pushing to prevent overlap.

I think you're likely to break some things here, because you're bumping everything at once, and with somewhat large changes. I would recommend just changing one thing at a time with pushing, because movement literally affects everything in the game.

Mon, Mar 13, 10:34 AM
marder added a comment to D4971: Disable actual turn rate for ships - make their turning purely visual.

(For what it's worth I remain convinced that we should give up on proper ship movement and just make them clip each other like Age of Empires does, or alternatively just prevent players from directly controlling ships or something.)

Mon, Mar 13, 10:21 AM
marder added a comment to D4740: [WIP] - Allow to limit the structures a builder can construct..

Does this make sense gameplay wise? I occasionally do help my allies to build a forward cc for example.

Yeah, me too. So maybe the implementation should be changed, for it makes sense to have some unit that can only construct e.g. siege equipment.

Mon, Mar 13, 8:50 AM
marder added a comment to D4970: tweak unit pushing to prevent overlap.

Well, currently the unit pushing values allow for large armies to condense into blobs. When this happens, it's hard to tell how many units you are up against, so I think the increased pushing will be good.

Mon, Mar 13, 8:44 AM
marder abandoned D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.

point taken

Mon, Mar 13, 8:41 AM
marder added a comment to D4740: [WIP] - Allow to limit the structures a builder can construct..

Does this make sense gameplay wise? I occasionally do help my allies got build a forward cc for example.

Mon, Mar 13, 8:40 AM

Sun, Mar 12

wowgetoffyourcellphone awarded D4971: Disable actual turn rate for ships - make their turning purely visual a Dat Boi token.
Sun, Mar 12, 7:53 PM
marder updated the diff for D4971: Disable actual turn rate for ships - make their turning purely visual.

up

Sun, Mar 12, 1:01 PM
marder added a comment to D4970: tweak unit pushing to prevent overlap.

@marder thanks for making this patch. I think more pushing is a welcome change, as currently armies can squish together too much. I am not sure how much pushing is needed, but I am thinking that plenty of players might call it too much pushing. Perhaps 1.25 would be better for StaticExtension, but I have little familiarity with these values and I trust your judgement.

Sun, Mar 12, 9:13 AM

Sat, Mar 11

marder updated the summary of D4970: tweak unit pushing to prevent overlap.
Sat, Mar 11, 5:04 PM
marder added inline comments to D4971: Disable actual turn rate for ships - make their turning purely visual.
Sat, Mar 11, 4:51 PM
marder updated the summary of D4971: Disable actual turn rate for ships - make their turning purely visual.
Sat, Mar 11, 4:49 PM
marder added a comment to D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.
In D4762#211768, @abian wrote:

Please don't hate me for this, but I do find the "Trained by" useful.

Could you describe a bit more how specifically it's useful?

Sat, Mar 11, 3:54 PM
marder requested review of D4971: Disable actual turn rate for ships - make their turning purely visual.
Sat, Mar 11, 2:47 PM
marder requested review of D4970: tweak unit pushing to prevent overlap.
Sat, Mar 11, 2:30 PM
marder added a comment to D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.
In D4762#211734, @Stan wrote:

What if a unit is trained by a building you can't build, but you can capture?

Sat, Mar 11, 1:07 PM
marder added a comment to D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.
In D4762#211731, @Stan wrote:

This probably something that one won't look at in game, but maybe people do in the structure tree?

Sat, Mar 11, 12:15 PM
marder added a comment to D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.

sooo ... any more opinions on this?

Sat, Mar 11, 11:53 AM
marder updated the diff for D4962: Converge catapult/ heavy warship stats and get their range closer to A23 values .

update heavy warship.

Sat, Mar 11, 11:52 AM · Balancing
marder updated the diff for D4961: Adjust batch modifier from upgraded Han CC.

half the current modifier.
Adjust tootip to be very vague

Sat, Mar 11, 10:37 AM · Balancing
marder accepted D4968: Fixes grass with normal and specular textures.

works on windows as well. no more black spots.

Sat, Mar 11, 10:09 AM

Mon, Mar 6

marder added a comment to D4961: Adjust batch modifier from upgraded Han CC.

In my opinion, features like this should have a particular set of strengths that make them interesting, rather than ALL of the possible strengths (my thoughts on han in general tbh).

also agreement on that

Separate it out to make it a new tech? For Han or another else. I don’t care, but I generally dislike cutting things instead of balancing them

Mon, Mar 6, 8:16 AM · Balancing

Sun, Mar 5

marder added a comment to D4961: Adjust batch modifier from upgraded Han CC.

In my opinion, features like this should have a particular set of strengths that make them interesting, rather than ALL of the possible strengths (my thoughts on han in general tbh).

Sun, Mar 5, 3:59 PM · Balancing
marder added a comment to D4961: Adjust batch modifier from upgraded Han CC.

How about we go for <BatchTimeModifier op="mul">0.8</BatchTimeModifier> / slightly worse then half the current effect

Sun, Mar 5, 3:57 PM · Balancing

Sat, Mar 4

marder updated the summary of D4962: Converge catapult/ heavy warship stats and get their range closer to A23 values .
Sat, Mar 4, 10:17 PM · Balancing
marder added a comment to D4961: Adjust batch modifier from upgraded Han CC.

sure might also be enough. I basically want to hear more input on this and just picked the removal as a discussion starter.

Sat, Mar 4, 7:12 PM · Balancing
marder requested review of D4962: Converge catapult/ heavy warship stats and get their range closer to A23 values .
Sat, Mar 4, 7:03 PM · Balancing
marder requested review of D4961: Adjust batch modifier from upgraded Han CC.
Sat, Mar 4, 6:24 PM · Balancing

Sat, Feb 25

marder added a comment to D4948: [maps] move placement options from rmgen2 to rmgen1.

In fact I was actually thinking about integrating some of these changes into the cm2 mod (since this patch won't be included until a28). If I could get the guts of this into cm2, that may mean more people would be able to test it. What do you think?

A more efficient use of my time might be to apply this patch directly to the AppImage builds. In effect, two releases, one regular (currently an svn snapshot), and a 2nd svn snapshot with this patch applied...

Sat, Feb 25, 8:25 AM

Fri, Feb 24

marder added a comment to D4938: [WIP] Winter skin support.

Paraphrased comments from elexis:
There are two problem with the design of this path:

  1. biome is a setting / component of random maps - this this patch intermingles the rm component with actor changes that are also present on other maps, which is not great.
  2. The patch uses the filenames of biomes to decide when to switch the actors/ textures - this is very bad from a mod perspective. E.g. if you want to make your own random map that uses a custom "winter" -like biome you can't easily use this feature. You would have to copy and change all the actors as well, which is major work.

Conclusion: Better to make this a clearly separated component/ mapsetting e.g. mapActorVariant that just matches a generic string instead of a filename. e.g. winter or winterVariant. Then a modder can just use that string in the map setting to get the benefits and doesn't have to copy + change all actors.


Other thought from me:
Are there any other potential variants besides winter?

Fri, Feb 24, 8:23 PM

Feb 20 2023

andy5995 awarded D4948: [maps] move placement options from rmgen2 to rmgen1 a Party Time token.
Feb 20 2023, 9:55 PM
marder updated the diff for D4948: [maps] move placement options from rmgen2 to rmgen1.

update:

  • betterize the iber wall check: actually pass the positions of the other player and calculate if there is enough space
  • very soft deprecate the rmgen2 base placement.
Feb 20 2023, 9:24 PM
marder added a comment to D4948: [maps] move placement options from rmgen2 to rmgen1.

Some var -> let|const and let -> const are appropriate. ^^

Feb 20 2023, 9:25 AM
marder added inline comments to D4948: [maps] move placement options from rmgen2 to rmgen1.
Feb 20 2023, 9:24 AM
marder added a comment to D4948: [maps] move placement options from rmgen2 to rmgen1.

more comments

Feb 20 2023, 8:42 AM

Feb 19 2023

marder added a comment to D4948: [maps] move placement options from rmgen2 to rmgen1.

I forgot to mention the change from sortAllPlayers() to getPlayerIDs() IDs in some places.
see D4946 for the reasoning.

Feb 19 2023, 11:06 PM
marder published D4948: [maps] move placement options from rmgen2 to rmgen1 for review.

the cleanup in D4670 may still be done in the future

Feb 19 2023, 9:15 PM

Feb 14 2023

marder awarded D4938: [WIP] Winter skin support a Party Time token.
Feb 14 2023, 2:54 PM

Jan 25 2023

marder added a comment to D4910: Upgrade gloox to trunk version on Windows.
In D4910#209709, @Stan wrote:

Should I test it ?

Jan 25 2023, 2:46 PM

Jan 9 2023

asterix awarded D4771: [WIP] Tree falling a Love token.
Jan 9 2023, 11:12 AM

Dec 2 2022

marder abandoned D4676: [WIP] [Gameplay] Change of the capture paradigm.

general opinion seems to favor D4697

Dec 2 2022, 1:49 PM
marder abandoned D4291: [gameplay] camouflaged ambush camp.

still think this is a fun idea, but probably better if done in a mod

Dec 2 2022, 1:47 PM
marder abandoned D4582: [AI] introduce simple kiting.

need a better implementation from someone who knows more of UnitAI

Dec 2 2022, 1:46 PM
marder abandoned D4690: [GUI] rename minimap idle worker -> idle citizens.

meh

Dec 2 2022, 1:45 PM
marder abandoned D4769: [WIP] unsync attacking / make attacking look more natural.

abandon for now

Dec 2 2022, 1:44 PM

Oct 25 2022

marder added a comment to D4670: Move and refactor rmgen2's getTeamsArray function.

teasmPosition[i] leads to map generation failure, since you removed the for loop.
I think it could be solved by the inlines, but maybe you have a better idea?

Oct 25 2022, 7:27 PM

Oct 24 2022

marder requested changes to D4670: Move and refactor rmgen2's getTeamsArray function.
Oct 24 2022, 4:56 PM

Oct 19 2022

marder added a comment to D4053: Random Maps: Echo Valley & Echo Shores.

I still very much like to include this (and last time I tried the map it looked great).

Oct 19 2022, 4:48 PM

Oct 16 2022

marder requested changes to D4670: Move and refactor rmgen2's getTeamsArray function.

something like this should fix the wrong assignment

Oct 16 2022, 10:04 PM
marder added inline comments to D4670: Move and refactor rmgen2's getTeamsArray function.
Oct 16 2022, 10:03 PM
marder added a comment to D4670: Move and refactor rmgen2's getTeamsArray function.

I generally think it is good to move the function (and rewrite it/ I like the new pattern) but it fails at some points it seems.

Oct 16 2022, 8:48 PM

Oct 14 2022

marder added a comment to D4271: Civ backgrounds for minimap..

There is something to say for storing this in the civ.json (which ought to keep only gui data of a civ) as well.

Just for my personal knowledge: Is there a correct place to store non gui civ data? Or why is civ.json only for the gui?

Oct 14 2022, 9:44 AM

Oct 13 2022

marder added a comment to D4735: Move all buildings to the builder mixin.

the last drafts in the forum look good (with columns sorted by function), but that would require much more work.

Oct 13 2022, 7:14 PM

Oct 11 2022

marder added a comment to D4271: Civ backgrounds for minimap..

Looks good and cleaner as the version before. Only thing is that this is now civ-specific data that is not stored alongside the other civ-specific data, but rather in the naming convention.
On the other hand the civ data is already not stored in one place. Not sure if @Freagarach has a strong opinion on what the right place to store such information would be.

Oct 11 2022, 10:23 PM
marder added inline comments to D4697: [Gameplay] Switch default behavior from capture to attack.
Oct 11 2022, 5:41 PM
marder committed rP27144: [Fix] Remove the remnants of the Han rice resource.
[Fix] Remove the remnants of the Han rice resource
Oct 11 2022, 5:29 PM
marder closed D4791: remove the remnants of the rice resource.
Oct 11 2022, 5:29 PM
marder added a comment to D4697: [Gameplay] Switch default behavior from capture to attack.

As everyone here seems to like this change: I will look at this again in the next time and see if it is a good idea to commit it as it is now (or if it needs more work)

Oct 11 2022, 10:16 AM
marder added a comment to D4791: remove the remnants of the rice resource.
In D4791#204313, @Stan wrote:

Not sure why you need to remove the variant from the actors but not the actual variant?

Oct 11 2022, 10:11 AM

Oct 5 2022

marder added a comment to D4598: [GUI] fancy endgame message.

now that we have rP27122 (which do look really good btw!)
@wowgetoffyourcellphone should we revisit this idea but with civ specific designs?
Or do you want to commit the designs you made?

Oct 5 2022, 11:06 AM

Sep 28 2022

marder added a comment to D4791: remove the remnants of the rice resource.

alright, build looks better now.

  • reminder to myself: delete the approach variants on commit
Sep 28 2022, 5:44 PM
marder updated the diff for D4791: remove the remnants of the rice resource.

fix the tooltips

Sep 28 2022, 5:32 PM

Sep 27 2022

marder planned changes to D4791: remove the remnants of the rice resource.

checkrefs

Sep 27 2022, 10:05 PM
marder requested review of D4791: remove the remnants of the rice resource.
Sep 27 2022, 9:38 PM

Sep 1 2022

marder added a comment to D4771: [WIP] Tree falling.

Just leave gif here:

Sep 1 2022, 6:02 PM

Aug 31 2022

wowgetoffyourcellphone awarded D4771: [WIP] Tree falling a Dat Boi token.
Aug 31 2022, 8:28 PM

Aug 29 2022

marder added a comment to D3995: Allow biomes to supply more information to the map creation script + new map to test that.

I would say it is a precursor to that

Aug 29 2022, 10:44 AM
Lionkanzen awarded D3995: Allow biomes to supply more information to the map creation script + new map to test that a Love token.
Aug 29 2022, 10:31 AM

Aug 22 2022

marder added a comment to D4769: [WIP] unsync attacking / make attacking look more natural.

yes and no. It does not help when you one shot a unit, but from what I've seen it looks a bit better when two larger groups of units fight against each other (as UnitAI normally also tends to target the same unit) or when you attack/ capture a building.

Aug 22 2022, 1:21 PM

Aug 21 2022

marder updated the diff for D4769: [WIP] unsync attacking / make attacking look more natural.

problem: changing the prepare time leads to bad animation glitches.
The only way to get nice looking animations (without changing the c++ part) is adding the delay to the repeat time, as there the animation is correctly adjusted to the time.
This means that the units would attack at the same time at first, but then slowly get out of clock (until they find a new target).

Aug 21 2022, 8:40 PM
marder planned changes to D4769: [WIP] unsync attacking / make attacking look more natural.

idea seems good, just doesn't work like this

Aug 21 2022, 6:20 PM
marder added a comment to D4771: [WIP] Tree falling.

yeah, as the description says, it's an old patch and WIP.
Just wanted to get opinions if that (trees heaving health an using the sinking animation) is something worth to pursue.

Aug 21 2022, 4:23 PM
mbusy awarded D4771: [WIP] Tree falling a Love token.
Aug 21 2022, 3:38 PM
marder added a comment to D4771: [WIP] Tree falling.

A random thought: Does this mean trees lose health when hit by stray arrows?

Aug 21 2022, 1:27 PM
marder committed rP27066: [Maps] Enable Napata citizen cavalry on Jebel barkal again.
[Maps] Enable Napata citizen cavalry on Jebel barkal again
Aug 21 2022, 10:04 AM
marder added inline comments to D4769: [WIP] unsync attacking / make attacking look more natural.
Aug 21 2022, 9:58 AM
marder added a comment to D4762: [gui] remove the 'trained by' and 'builds' string from the extended tooltip.

We might first want to design what we want it to look like?

Aug 21 2022, 9:45 AM