User Details
- User Since
- Mar 10 2022, 2:20 AM (111 w, 1 d)
Sat, Apr 13
Fri, Apr 5
I started testing it tonight, so far no issues. lmk if you want to test the "2 humans" sometime.
Thu, Mar 28
Mar 13 2024
update with siege tower support for targeting
Feb 24 2024
Feb 23 2024
Feb 18 2024
remove inaccurate tooltip
Jan 31 2024
Jan 29 2024
Jan 28 2024
Jan 27 2024
avoid oos for the time being
I think I would prefer to remove the onager construction and make another patch that is just re-enabling and fixing the oos.
This patch is already supposed to fix some issues. @Riesi has been waiting on this fix.
Jan 26 2024
Jan 24 2024
yeah I bet there will be a need for balancing, with the main concern being how great a power spike it is. I think it could be addressed by switching the units to veteran, but I would rather try it like this first.
@wowgetoffyourcellphone could you reproduce any of the errors in the ticket with the patch applied?
I used 2000 as since this is what is used for the silver shield promotion.
Jan 22 2024
remove max preference and change a comment.
Jan 21 2024
me gusta
It looks nice.
Jan 20 2024
fix timer errors when holding autorally hotkey with storehouse, tower, walls, etc selected.
Jan 18 2024
@phosit sort works
make it look nice, add comments to explain
Jan 17 2024
@marder when do you plan to finish this?
yeah I guess its a 1 percent difference roughly. Maybe 30 or 35 would be better
Jan 16 2024
scrap updated speed function for now.
also, missing 12 and then ending the loop would mean the index is 1 not 0
actually hold on:
revert to removing as needed
ohhhhhh
so using splice outside the loop pretty much can't do the job in one line.
Thanks.
I suppose I could push those to a list and traverse the list to splice each from targets, but that is no better than simply removing them 1 by 1 in the loop.
Perhaps I should just revert to what worked originally.
@vladislavbelov are those with this fix or without? I can't reproduce any of those with the fix. I can't use vulkan and I don't know where .cache/0ad is on my comp.
killedTargets->targetIndex
Jan 15 2024
https://code.wildfiregames.com/rP27223
could it have something to do with this?
Jan 14 2024
yeah I think something along those lines would be cool
Jan 13 2024
Jan 12 2024
Ok I think I should leave it as is unless you and @Stan are confident something should be changed.
The newer version only computes preferences if they are needed too btw
Jan 11 2024
@phosit how would you work the preferences in there for addTargets? If the preferences have to be done 1 by 1 anyway, I don't see why entityId shouldn't be added at the same time?
Is it problematic that I changed addFocusTarget to use an entityId to make things easier in fireArrows?
clean up a little
Jan 9 2024
@phosit any idea about the issue here?
@phosit do u think it is because I no longer have the UnitAI target (whatever that means :) ) when I am selecting from this.focusTargets?
I made some changes like @phosit suggests. I think it could be pretty slick, but for some reason when I add a target to this.focusTargets, no arrows come out.
Jan 8 2024
Hi @Riesi could you click 'accept' under the 'Add Action' tab, if you agree the patch adequately fixes the problem.
Jan 7 2024
Link focusTarget selection with rally point selection
-Much simpler for the user
-less code needed
-can't degarrison and target separate enemy units.
Dec 29 2023
Ok I’ll rearrange the patch when I’m back. I think I would just integrate the focus targets call into the command for setting the rally on an enemy unit.
Dec 28 2023
Dec 23 2023
clean up, rename variables, and add comments.
Well, i can clean it up and add inline comments that explain what happens in building-attack in unit_actions.js. @Stan @Freagarach any suggestions?
Hi @Riesi we are waiting on another person to accept this revision, since it uses a different approach to introduce the reforms units.
if you would like to test it, you can apply the patch using svn as follows:
download raw diff and copy it all
paste it into a .diff file (romans.diff)
then do svn patch romans.diff
Dec 22 2023
I looked at the values and things seem pretty good. fireships will probably need a balance pass, but they are already pretty op.
I think we can scrap the trade ship tech to reduce clutter a little. The existing trade techs already affect merchant ships as I understand.
Oh, ship_arrow_attack is naval oxybeles, so I think you are just missing it in this patch. Disregard my inline comment in that case.
fixed for siege towers
Dec 17 2023
Dec 16 2023
Idk about repeat times making dps hard to understand while keeping the system of counters in place. We simply don't need damage multipliers here, as we have 3 damage types and 3 armor types.
The main reason to change repeat time was just for damage, so the pierce damage could just be changed to 14 or 15 pierce if you would like to keep the repeat time 1.5s.
The thing about heavy counters is the more you have of each, the faster they compound, so while a counter might not look that strong in a 1v1, when you up it to 10v10 you can start to imagine how it impacts gameplay. When I tested it on the first version, a player with ram ships would surely rather run and hide even when against half their number of arrow ships.
Ok I did more testing, and I can confirm that the counters are very strong. An example would be a 6 ram ship vs 6 arrow ship fight, where the arrow ships win with ~90% total HP, not a single ship lost.
I sought to simplify and loosen the counter system with these ships, so I made a set of suggested revisions below. Basically, arrow and ram ships should be a little like land units, where massed up ranged units are strong, but can be beaten with the right combination of other ships.
so here we go:
Dec 15 2023
Honestly, I don't think that is all that crowded. I think it can be a bit more streamlined by not including the 'marines' tech. I think this would be appropriate (if there was/when there will) be a capture ship class. Since for the meantime, they would just be captured by land units in theory, I don't think the tech would contribute much to gameplay.
does the Iberian reinforced hull tech supersede the first arrow ship tech? In general, I like the idea that civs that are missing a ship type can sometimes make up for it by having extra abilities on their other ships.
would 2 per warship class and 2 general techs be too cluttered? That's how its set up in my unit upgrades patch, but they are superseding techs.
Dec 14 2023
well, idk I can do it with fortresses. One issue is that there is no attack sound.
put hitpoints check in the right place.