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marder
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Apr 14 2021, 11:46 AM (23 w, 2 d)

Recent Activity

Yesterday

marder awarded D4282: Don't stop gathering after starting by autocontinue when in a formation. a Love token.
Fri, Sep 24, 1:42 PM

Thu, Sep 23

marder added a comment to D2175: Select formations as a whole by default..

Formations are supposed to be about fighting and battlefield shape, which is why using them for gathering makes little sense.

Agreed, but I would say the story is different for battalions, as the are/ could be seen as a more general organisation entity. That's what I liked about the previous patch version :) but yes this it getting off topic, sorry about that.
As I said, the patch is still nice and an improvement as it is now, so no objections from me. Although I would like battalions to be usesefull outside of formations to reduce micro or formations generally being less broken.

Thu, Sep 23, 6:22 PM
marder added a comment to D2175: Select formations as a whole by default..

I agree, control groups and formations with battalions do overlap, but they differ in key components.
Control groups are limited, but they are able to group buildings, which is what I use them for the most.

Thu, Sep 23, 4:50 PM
marder added a comment to D2175: Select formations as a whole by default..

Would just be a bit sad if something that can be useful in many situations (selecting a bunch of units with one click) is tied to something that is halfway broken. But as @Freagarach said, probably something for another patch.

Thu, Sep 23, 10:18 AM
marder added a comment to D4280: [gameplay] Adjust Kushite Pyramids to be more used.

I agree that this is better than the alternative. See here for reasoning: https://wildfiregames.com/forum/topic/56973-are-civs-in-a25-more-uniquespecific/?do=findComment&comment=455533

Thu, Sep 23, 8:38 AM
marder added a comment to D2175: Select formations as a whole by default..

Nice, thanks :)

Thu, Sep 23, 8:07 AM

Wed, Sep 22

marder added a comment to D2175: Select formations as a whole by default..

@Langbart thanks for testing.

Wed, Sep 22, 7:26 PM
marder added a comment to D2175: Select formations as a whole by default..

I am unable to test the new version at the moment, that's why I'm asking;
Since the battalions are now tied to formations (as far as I understand), is it still possible to have a battalion and send it to gather something or will this disband it, since the formation can not be used for that?
Cause I liked it to be able to select one wood cutter battalion with one click and task them with something different.

Wed, Sep 22, 6:31 PM

Thu, Sep 16

marder added a comment to D4117: [hack] Hack for making a map preview.

@Ceres the [hack] in the title implies that its not meant to be applied for production use and also I have no idea what kind of c++ wizardry is going on here. So can't help you here.

Thu, Sep 16, 6:41 PM
marder added a comment to rP25789: Update some MR map previews..

Which manual step do you mean?

Thu, Sep 16, 6:00 PM
marder accepted D4252: GUI Enabled Mods - short explanatory note added about later mods overwriting earlier installed mods.

ok then I don't have any more remarks, its definitely already an improvement.

Thu, Sep 16, 5:57 PM

Wed, Sep 15

marder added a comment to D4252: GUI Enabled Mods - short explanatory note added about later mods overwriting earlier installed mods.
In D4252#181859, @Ceres wrote:

Maybe I could add another tooltip style, so users immediately see that there is a tooltip.

Wed, Sep 15, 10:23 AM

Tue, Sep 14

marder added a comment to D4252: GUI Enabled Mods - short explanatory note added about later mods overwriting earlier installed mods.

Tested the patch and it looks good to me.
The other question is how many people will find this, but at least it is there now.
Just to think out loud here, maybe we should still add an (order matters) behind the heading.

Tue, Sep 14, 7:00 PM

Mon, Sep 13

marder added a comment to D2175: Select formations as a whole by default..

The more I play with this the more I think this should just be the default for formations.

Mon, Sep 13, 6:03 PM
marder awarded D2175: Select formations as a whole by default. a Like token.
Mon, Sep 13, 6:02 PM
marder added a comment to D2175: Select formations as a whole by default..

I just tested the patch in a small game and I like it very much. Basically like control groups, but unlimited.
All worked as it is intended and I got no errors or noticed anything out of the ordinary.
Only problem is that the panel for the buttons is too small and some are missing. But that was already the case before.

Mon, Sep 13, 6:02 PM
marder added a comment to D4270: improve player_water material .
In D4270#181692, @Stan wrote:

Just for the record how bad does it look for ARB since there is no shader ?

Mon, Sep 13, 4:50 PM
marder added a comment to rP25789: Update some MR map previews..

Even if not possible automatically from within the game, maybe it was enough to create them by screenshots or so? I would help with it, if deemed feasible.

I would also like biome previews for every map, but the problem is that it is tedious to do by without automation. You not only have to do it once, but you also have to repeat the whole process when textures or maps get updated.

Mon, Sep 13, 4:41 PM
marder updated the summary of D4270: improve player_water material .
Mon, Sep 13, 3:01 PM
marder updated the summary of D4270: improve player_water material .
Mon, Sep 13, 2:58 PM
marder added a comment to D4270: improve player_water material .
In D4270#181709, @Stan wrote:

You can use github.com or github1s.com's search features

Thanks for the tip, that works great.

Arb are a special kind of shaders used when you disable glsl

Well, good news and bad news:
player_water looks nice (enough) on all objects I tested:


there seems to be also a model_water.xml which uses the same shader, but I couldn't find any object where this is actually used?

Mon, Sep 13, 2:56 PM
marder added a comment to D4270: improve player_water material .
In D4270#181692, @Stan wrote:

Nice patch. How does it look for other objects using that shader?

That is the question, I'm not sure where it is used elsewhere, so I need to find out how to tell windows to search inside all the files.

Just for the record how bad does it look for ARB since there is no shader ?

What is ARB?

Mon, Sep 13, 1:15 PM
marder requested review of D4270: improve player_water material .
Mon, Sep 13, 9:44 AM

Sun, Sep 12

marder added a comment to D3868: [gameplay] fish and fruit regeneration.

There is no timer when the berries are full, they only run when they have been gathered

So the performance impact is insignificant? In that case yes why not :)

and as such players can notice it?

I was just referring to the patch description. "The effect will be minor"

Sun, Sep 12, 9:52 PM
marder added a comment to D3868: [gameplay] fish and fruit regeneration.
In D3868#167382, @Stan wrote:

One argument @wraitii had for the relative uselesness of regenerating berries is performance. It running all the time and not being used will mean that you'll waste some perf doing it;

Sun, Sep 12, 8:49 AM

Sat, Sep 11

marder added a comment to D4252: GUI Enabled Mods - short explanatory note added about later mods overwriting earlier installed mods.

You can always discuss stuff on the forum, but not sure how many people there are interested in a small UI improvement. You can always try I guess.

Sat, Sep 11, 9:37 AM

Thu, Sep 9

marder updated subscribers of D4210: Equal probability of obtaining each civ in random civ generation.
Thu, Sep 9, 3:27 PM
marder added a comment to D4210: Equal probability of obtaining each civ in random civ generation.

@Kate do you want to work further on this patch? Otherwise I could commandeer and do the JavaScript part.

Thu, Sep 9, 3:17 PM
marder added a comment to D4266: Bring Walruss and Muskox back to the arctic biome.
In D4266#181310, @Stan wrote:

points more toward a will to get A23 back than an actual need for those animals.

Thu, Sep 9, 3:14 PM
marder added a comment to D4266: Bring Walruss and Muskox back to the arctic biome.
In D4266#181310, @Stan wrote:

Maybe they were removed due to a lack of animation? The link in the summary points more toward a will to get A23 back than an actual need for those animals.

Sorry the comment was two down from the original link. I fixed it in the summary now.

Thu, Sep 9, 2:47 PM
marder updated the summary of D4266: Bring Walruss and Muskox back to the arctic biome.
Thu, Sep 9, 2:45 PM
marder requested review of D4266: Bring Walruss and Muskox back to the arctic biome.
Thu, Sep 9, 2:22 PM
marder added a comment to D4086: Texture update/ general overhaul for Gulf of Bothnia biomes.

I see, it indeed makes sense. Well you can do as you want, the current snow distribution works and it's true that my suggestion could turn out weird in the end.

Thu, Sep 9, 2:05 PM
marder added a comment to D4086: Texture update/ general overhaul for Gulf of Bothnia biomes.

That's a nice rework of the map, I like the concept of the new biomes.

I notice that in 'first snow', all the ground is covered in snow except for forest floor, meanwhile in 'spring', there isn't any snow anywhere except in the forest floor. This looks quite unnatural to me. I think this is to represent the evolution of the quantity of snow as seasons passes, with more and more snow as we approach winter.
As a solution I can propose an idea I had while making my map Alpine Mountains, even though I decided to do something else in this case:
The winter biome doesn't get changed. However snow patches of varying sizes are placed in spring and first snow. Snow patches are scarce and small in spring, and would be bigger and more frequent in first snow. Trees forest floor would depend on if the tree is in a snow patch (which is a sort of snow region) or not. It could also be nice if trees themselves could have their snow variant placed instead if they are in a snow region. Of course that would be harder to implement however.

Thanks :) Yes I agree that the snow distribution is subotimal, the problem is the the new snow textures don't blend well with other textures, therefore it is hard to reach a natural looking result either way. But I can try the ways you proposed.
It should be noted however, that the current distribution is at least semi realistic. When the first snow falls, the forest floor is usually not covered, as the snow fall on the trees and melts there with the next sunshine.
In spring it is the other way round: snow stars to melt on open ground as the sun shines on it, but the snow that has fallen over the course of the winter inside the forest is covered in shade and survives longer.

There's also one semi-related thing I had in mind, I noticed that muskox and walruses disappeared of random map generation in last version. I was wondering what is the reason for that, is it because it is justified with historical accuracy, or because they didn't merge well with new biomes, or because they were forgotten? I like animal diversity in maps so I was wondering if it was possible to have them back. Of course the addition of bears in this map is a nice touch as well.

Thu, Sep 9, 1:50 PM
marder awarded D4053: Random Maps: Echo Valley & Echo Shores a Burninate token.
Thu, Sep 9, 8:14 AM

Wed, Sep 8

marder added a comment to D4232: Random maps: Balanced resources.

To throw it into the discussion here, because it seems related,
This map could solve balancing resources:
https://code.wildfiregames.com/D4053

Wed, Sep 8, 7:03 PM
marder accepted D4253: Fix PetraAI after the baseManager split..

as per above test^

Wed, Sep 8, 4:25 PM
marder added a comment to D4253: Fix PetraAI after the baseManager split..

I tested (started and let it run for a bit):
"We are legion" vs PetraAI.
"Peloponesian Wars" vs PetraA
"Miletus Penisula" vs PetraA
-> no more errors

Wed, Sep 8, 4:15 PM
marder updated the diff for D4086: Texture update/ general overhaul for Gulf of Bothnia biomes.

Update to @Stan 's comments. Also trying to please Lint.

Wed, Sep 8, 10:58 AM
marder added inline comments to D4086: Texture update/ general overhaul for Gulf of Bothnia biomes.
Wed, Sep 8, 10:38 AM
marder updated the summary of D4086: Texture update/ general overhaul for Gulf of Bothnia biomes.
Wed, Sep 8, 9:24 AM
marder updated the diff for D4086: Texture update/ general overhaul for Gulf of Bothnia biomes.

Update after @Langbart 's comments.
Midwinter now has a bit more blueish lighting, which makes the ice look less green.
Also added fish to the frozen lake (Midwinter)

Wed, Sep 8, 9:23 AM

Tue, Sep 7

marder updated the diff for D4086: Texture update/ general overhaul for Gulf of Bothnia biomes.

The water color for midwinter was a bit too radioactive. Fits now betters to the environment.

Tue, Sep 7, 9:36 PM
marder updated the diff for D4086: Texture update/ general overhaul for Gulf of Bothnia biomes.

Alright. No renaming this time. Add new ones and delete the old. Who needs to compare the biomes side by side anyways.

Tue, Sep 7, 7:17 PM
marder updated the diff for D4086: Texture update/ general overhaul for Gulf of Bothnia biomes.

Update as @Langbart described. Hopefully svn won't hate me anymore.
Also fixed the sun elevation as @wowgetoffyourcellphone mentioned: longer shadows do look nice.

Tue, Sep 7, 6:30 PM
marder accepted D4257: Fix some small inaccuracies on the tutorial.

I played the first part of the tutorial.
Confirmed that the berries are not grapes and that the lake is in the south.

Tue, Sep 7, 8:54 AM

Mon, Sep 6

marder planned changes to D4086: Texture update/ general overhaul for Gulf of Bothnia biomes.

Try the following:

Mon, Sep 6, 8:36 AM

Sun, Sep 5

marder added a comment to D4086: Texture update/ general overhaul for Gulf of Bothnia biomes.

mh why does the build fail now?

Sun, Sep 5, 4:45 PM
marder updated the diff for D4086: Texture update/ general overhaul for Gulf of Bothnia biomes.

update with new winter version of the trees.

Sun, Sep 5, 4:42 PM

Sat, Sep 4

marder added a comment to D4252: GUI Enabled Mods - short explanatory note added about later mods overwriting earlier installed mods.

The enabled mods shown below are loaded from top to bottom. Please keep in mind that mods loaded later might overwrite settings of mods loaded earlier. Therefore, it is advisable to have more complex mods loaded last.

Sat, Sep 4, 8:06 PM

Fri, Sep 3

marder awarded D4249: [Gameplay] The Mauryan working elephant is building again a Love token.
Fri, Sep 3, 9:03 AM

Tue, Aug 31

marder awarded D4241: Allow to push items to the front of the ProductionQueue. a Love token.
Tue, Aug 31, 11:04 AM

Mon, Aug 30

marder planned changes to D4086: Texture update/ general overhaul for Gulf of Bothnia biomes.

after talking with @wowgetoffyourcellphone :
It would be nice if this map is not just a reskin of alpine/arctic but looks more like the actual landscape there (especially the spring one).
see:
https://commons.wikimedia.org/wiki/File:Archipelago062009.jpg

Mon, Aug 30, 10:59 AM
marder added a comment to D4127: Move test maps and some demo maps out of the public mod..

To explain why I would remove them:
There are so many maps in the game that it gets hard to navigate. Imo the release should just include the best / prettiest/ most fun to play maps and they should be easy to select and find.
If a new user wants to play a match for the first time they will be overwhelmed by the options and filters and chances are they may choose a map which is subpar and not representative of the quality the game can offer.
So I would remove all the maps that don't meet the expectations a player has (i.e nice to play, nice graphics) and then put them as @Stan said in an extra mod, for everyone who is interested.

Mon, Aug 30, 10:41 AM

Aug 25 2021

marder added a comment to D3995: [WIP] Let the random map biome files decide how much resources are available.

Basically, biomes offer a "balanced" version of their setting, and a "realistic", and maps can choose which they pick.

My 'hunch' is that we want maps to not be drastically affected by biomes, _unless_ the map says that it will be massively affected by biomes. One could make a map with Landscape x Biome being the 'main feature' as a feature, kinda like Unknown. But specific maps should IMO always play mostly the same, regardless of biome, or it kind of loses meaning.

Aug 25 2021, 12:12 PM

Aug 14 2021

marder abandoned D4126: Update the rank icons.
Aug 14 2021, 10:09 AM

Aug 10 2021

marder added a comment to D4210: Equal probability of obtaining each civ in random civ generation.

Thanks for the link @Stan interesting discussion. I'm still on the side "why make it complicated when it can be easy".
Imo, the civs are different enough to have equal chances in a random draw (when they are not, then they why are they different civs).

Aug 10 2021, 9:08 PM
marder added a comment to D4210: Equal probability of obtaining each civ in random civ generation.

seems like a good idea to me

Aug 10 2021, 8:18 PM

Aug 9 2021

marder added a comment to D4126: Update the rank icons.

Not sure about this patch. If there are no opinions in favor I will abandon it.

Aug 9 2021, 12:02 PM
marder added a comment to D3995: [WIP] Let the random map biome files decide how much resources are available.

Yeah, I think before I (or someone else) can continue there needs to be a design decision.
I think we can agree that maps could have more interesting features and that some of them should be inserted programmatically to reduce the work for map makers and reduce the amount of maps that are very similar and only differ in one feature.

Aug 9 2021, 11:58 AM

Jul 7 2021

marder added a comment to D4189: Additional loading screen tips.

sure

Jul 7 2021, 1:08 PM
marder added a comment to D4189: Additional loading screen tips.

Thanks for working on this. There are indeed so many important tips missing atm.

Jul 7 2021, 9:41 AM

Jun 13 2021

marder accepted D4168: Adjust "Watch Replay" button.
Jun 13 2021, 8:58 PM
marder added a comment to D4168: Adjust "Watch Replay" button.

Tried it for different languages (not all) and found no problems. Text fits nicely in the box / or at least better than before, in the case of greek.

Jun 13 2021, 8:58 PM
marder added a comment to D4169: Updating Magadha description.

certainly better than before.

Jun 13 2021, 8:54 PM
marder added a comment to D4167: Parchment adjustment in loading screen.

Improvement imo. To have more than four words on a line seems more natural than before. Also fixes the problem.

Jun 13 2021, 3:52 PM

Jun 12 2021

marder added a comment to D4158: Only show the full template run name + template name if they're different..

Works for me.

Jun 12 2021, 1:48 PM

Jun 10 2021

marder added a comment to rP25767: Brush up the loading tips.

Found a problem:
EMBASSIES AND MERCENARY CAMPS is too long, it gets cut down to EMBASSIES AND MERCENARY.
We either need to add a line break or shorten the title.

Jun 10 2021, 8:03 PM
marder added a comment to D4099: Small tweak of map flare characteristics.

When the max is 120 sec as in D4135 implemented, I wouldn't lower the cooldown (or at least not so much). It can get quite crowded otherwise. Maybe 4?

Jun 10 2021, 7:44 PM
marder updated the summary of D4126: Update the rank icons.
Jun 10 2021, 7:42 PM
marder commandeered D4126: Update the rank icons.
Jun 10 2021, 7:41 PM
marder added a comment to D4135: Add a setting for the minimap flare lifetime..

Works. I tried to trigger an error but was all good.


120 seems excessive to me, but maybe some people want it that way.

Jun 10 2021, 7:40 PM
marder added a comment to D4146: Look for resources near the order when forced..

Agreed, better they go somewhere else and fulfill the task then become idle.

Jun 10 2021, 5:12 PM
marder added inline comments to D4107: new loading tips.
Jun 10 2021, 12:20 PM
marder added a comment to D4126: Update the rank icons.

I think that would be mitigated by adding mipmaps. Add this file in the ranks folder:

(though this will only work well for icons that are used in the 3D scene, not for GUI icons).

Jun 10 2021, 11:24 AM
marder added a comment to D4126: Update the rank icons.

actually not sure if it is better after all.
Closeup definite yes


Far away not good:

Jun 10 2021, 9:27 AM
marder added a comment to D4145: Fix arctic biome with postrocessing and tweak for nubia and steppe .

Can you check for Nubia if it changes with the camera rotation? Though I guess most people don't really rotate from the default angle too much.

Yes it changes drastically. That's why I think the starting angle should be the one which makes it look best because people don't really change it or return to it after a change.
Other option would be to desaturate the grass texture, but I don't think thats necessary when we can just change the angle.

Jun 10 2021, 8:32 AM

Jun 9 2021

marder requested review of D4145: Fix arctic biome with postrocessing and tweak for nubia and steppe .
Jun 9 2021, 10:54 PM
marder added a comment to D4126: Update the rank icons.

Update here, to not litter the comments with icons

Jun 9 2021, 8:32 PM
marder updated the summary of D4107: new loading tips.
Jun 9 2021, 8:15 PM
marder updated the summary of D4107: new loading tips.
Jun 9 2021, 8:14 PM
marder updated the diff for D4107: new loading tips.

Update some of @Freagarach 's comments.

Jun 9 2021, 7:15 PM
marder added inline comments to D4107: new loading tips.
Jun 9 2021, 7:11 PM
marder added inline comments to D4107: new loading tips.
Jun 9 2021, 3:36 PM
marder requested review of D4139: Make grass greener in temperate biome.
Jun 9 2021, 10:43 AM
marder added a comment to D4075: More articulate tooltips.

They (" village phase") have a different capitalization atm. Not sure what is right, but I would make it uniform.

Jun 9 2021, 9:02 AM

Jun 8 2021

marder awarded D4127: Move test maps and some demo maps out of the public mod. a Love token.
Jun 8 2021, 4:20 PM
marder added a comment to D4126: Update the rank icons.

for some reason the 64 version still looks better, but I think the 32 version is stil an improvement.

Jun 8 2021, 4:04 PM
marder added a comment to D4126: Update the rank icons.

here the 32x32 version


Jun 8 2021, 3:58 PM
marder added a comment to D4126: Update the rank icons.

new ones:


Jun 8 2021, 3:28 PM
marder added a comment to D4126: Update the rank icons.

Jun 8 2021, 3:08 PM
marder added a comment to D4126: Update the rank icons.

@Langbart
Try these ones

Jun 8 2021, 2:49 PM
marder added a comment to D4124: Further RM biome tweaks..

All the changes are improvements, especially Cantabrian Highland.

Jun 8 2021, 1:53 PM
marder updated the test plan for D4107: new loading tips.
Jun 8 2021, 12:57 PM
marder added a comment to D4107: new loading tips.

Improved the pictures @Langbart and @vladislavbelov mentioned.

Jun 8 2021, 12:56 PM
marder updated the summary of D4107: new loading tips.
Jun 8 2021, 12:54 PM
marder added inline comments to D4107: new loading tips.
Jun 8 2021, 9:45 AM
marder updated the diff for D4107: new loading tips.

fix for @Stan 's comments. Also replace all "buildings" with "structures" and replace "factions" with "civilizations".

Jun 8 2021, 9:39 AM
marder updated the diff for D4107: new loading tips.

More fixes by @Langbart and @Imarok comments.

Jun 8 2021, 9:15 AM
marder added inline comments to D4107: new loading tips.
Jun 8 2021, 9:05 AM