- User Since
- Apr 14 2021, 11:46 AM (23 w, 2 d)
Thu, Sep 23
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.
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.
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.
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
Nice, thanks :)
Wed, Sep 22
@Langbart thanks for testing.
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.
Thu, Sep 16
@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.
ok then I don't have any more remarks, its definitely already an improvement.
Wed, Sep 15
Tue, Sep 14
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.
Mon, Sep 13
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.
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.
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?
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?
Sun, Sep 12
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"
Sat, Sep 11
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.
Thu, Sep 9
Sorry the comment was two down from the original link. I fixed it in the summary now.
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.
Wed, Sep 8
To throw it into the discussion here, because it seems related,
This map could solve balancing resources:
as per above test^
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
Update to @Stan 's comments. Also trying to please Lint.
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)
Tue, Sep 7
The water color for midwinter was a bit too radioactive. Fits now betters to the environment.
Alright. No renaming this time. Add new ones and delete the old. Who needs to compare the biomes side by side anyways.
I played the first part of the tutorial.
Confirmed that the berries are not grapes and that the lake is in the south.
Mon, Sep 6
Sun, Sep 5
mh why does the build fail now?
update with new winter version of the trees.
Sat, Sep 4
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.
Fri, Sep 3
Tue, Aug 31
Mon, Aug 30
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).
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.
Aug 25 2021
Aug 14 2021
Aug 10 2021
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).
seems like a good idea to me
Aug 9 2021
Not sure about this patch. If there are no opinions in favor I will abandon it.
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.
Jul 7 2021
Thanks for working on this. There are indeed so many important tips missing atm.
Jun 13 2021
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.
certainly better than before.
Improvement imo. To have more than four words on a line seems more natural than before. Also fixes the problem.
Jun 12 2021
Works for me.
Jun 10 2021
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.
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?
Works. I tried to trigger an error but was all good.
120 seems excessive to me, but maybe some people want it that way.
Agreed, better they go somewhere else and fulfill the task then become idle.
actually not sure if it is better after all.
Closeup definite yes
Far away not good:
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 9 2021
Update here, to not litter the comments with icons
Update some of @Freagarach 's comments.
They (" village phase") have a different capitalization atm. Not sure what is right, but I would make it uniform.
Jun 8 2021
for some reason the 64 version still looks better, but I think the 32 version is stil an improvement.
All the changes are improvements, especially Cantabrian Highland.
fix for @Stan 's comments. Also replace all "buildings" with "structures" and replace "factions" with "civilizations".