- User Since
- Dec 22 2016, 7:21 PM (251 w, 6 d)
May 31 2019
Just a hint: what was the only stable in game at that time? was it a barracks?
Then if people had commited (without any review) inconsistent stable templates, i would not have expected petra to create some hacky code to support them in the future, but to first make all templates consistent. It seems that this took 1 year.
Could you explain what is the point of raising a concern on a commit when the problem is created by a posterior commit? maybe just give some feeling of activity?
Apr 28 2019
I meant that from what i witnessed, i would never have expected such a ban.
May 3 2018
The button looks fine to me, but i'd rather put it after the "you've been attacked" message, possibly with some help text, for example "click to go there" as new players may not guess what is its use. Other alternatives would be to add an explicit icon (but looks really small) or at the very least a tooltip to that button.
Apr 30 2018
tested rP21810 and works as expected
Yep, i've just tested the patch and it works as expected. I don't have in mind any other template which could have that problems.
By the way, i've seen that problem (and used also for checking the patch) on wild lake random map. There are so much fishes on that map that it's ideal for testing that patch, but i don't think that is what was wanted. Maybe something to fix in that map for a24?
Apr 29 2018
Same problem still happen for dock foundations when placed above fishes.
I did some basic tests, and works as expected. Thanks.
Apr 28 2018
Thanks for spliting the uncontroversial part.
Apr 27 2018
I've noticed that all 3 kush walls also have a wrong SelectionGroupName (either ptol or mace). That could be added to that patch.
Otherwise, I've no real preference on elexis' question,
Apr 26 2018
This commit make things worse for packing units in attack-move (as explained several times in D1458, if they are now in standground stance, it is for a reason). But as it seems that now, the new rule is to commit patches without acceptation, i've done the same and committed my own fix in rP21786.
Apr 23 2018
Apr 22 2018
Apr 21 2018
Apr 20 2018
Before that patch, all stances would be nearly equivalent in attack-move as all orders were treated as forced, which has precedence on stance.
Now, we have quite different behaviors and choosing different stances has some consequences, so that's fine with me and i cannot say better than "commandeer the patch and commit the version you like more" (i don't really mind, and you can consider it as accepted by me as I wrote it).
Apr 19 2018
In fact, on second thought, i'd prefer the previous version: when in defense stance with attack-move, it means that you want to defend something around the position you give and it makes sense to start the real attack-move only when you are around that position, otherwise you'd better choose the aggressive stance.
Good catch, but that's rather a walk-and-fight definition: if in defensive mode, it may be wanted that the attack-move only starts when around the target (otherwise why choosing that defensive stance?).
But i'm also aware that this is not necessary the expected behaviour. If the expected behaviour is a "standard" attack-move, the fix is to set the current position as heldPosition when searching for new targets (as done in the new version of the patch).
Apr 18 2018
Apr 14 2018
Apr 12 2018
Apr 11 2018
Apr 9 2018
Thanks for the review.
Thanks for the review.
Apr 8 2018
Faster to reproduce (at turn about 5000) with
pyrogenesis -autostart=random/mainland -autostart-seed=5137 -autostart-aiseed=4193 -autostart-players=4 -autostart-ai=1:petra -autostart-civ=1:brit -autostart-ai=2:petra -autostart-civ=2:mace -autostart-ai=3:petra -autostart-civ=3:iber -autostart-ai=4:petra -autostart-civ=4:maur -autostart-nonvisual -autostart-victory=regicide
Apr 7 2018
Apr 5 2018
And why not setting the relative health (as is done in Promotion or Transform)? Having foundations which are usable without full health may be useful for mods even if we don't use it in vanilla game.
Apr 4 2018
I agree with such a duplication removal, but i don't find the "RTFM" quite handy. I'd rather have an option "autostart -help" which would display it on the console.
SetTurretStance uses SwitchToStance from UnitAI which has an early return for outOfWorld units, so the stance was not correctly set for such units. This is fixed with rP21656.
But it may be worth fixing directly UnitAI as there are no real reason to not switch stance if not InWorld.