User Details
- User Since
- Mar 10 2022, 2:20 AM (54 w, 3 d)
Thu, Mar 23
Is this even something that will actually be used in the vanilla game? Just balance wise? Because with the current implementation, where the fire can actually spread, this would completely shift balance and strategy of the game.
Tue, Mar 21
Made the function more elegant as per @Stan 's recommendations.
I checked ships and towers, preference was in the correct order.
Thanks for the tips @Stan , I'll see if these changes work.
Mon, Mar 20
uses sort to fix proximity, uses GetPreference() to handle preferred classes instead of hard coding.
Sun, Mar 19
On that note, what do preference values look like? From the original code, it looks like 1+ some value.
In the xml files it just says "preferred class", and I can't find the value of this preference.
Sat, Mar 18
my current values:
0.2 0.1 0.3 0.9 0.65 0.2 0.9 0
Thu, Mar 16
Tue, Mar 14
Mon, Mar 13
What do you two think of these:
1.2, 1.1, 4.0, 0.9, 0.9, 0.2, 0.7, 0.2
Yeah, as written, units can push each other off of resources. Ex. women on 1 bush, soldiers chopping 1 tree.
Well, currently the unit pushing values allow for large armies to condense into blobs. When this happens, its hard to tell how many units you are up against.
Sat, Mar 11
@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.
Fri, Mar 10
Thu, Mar 9
Is entities.length the range?? I thought it was the length of the array.
@Stan
Is sorting less expensive than range queries? What data structure should I use to sort? What sort method is typically used?
Would this be done in "fire arrows" or "OnRangeUpdate"?
I am thinking the latter, since this is where new units are added and units outside range are taken off the array.
"Because targetUnits is filled in order of proximity, it makes a lot of sense to just use an array."
Well, after testing, this is true. However, since the order is taken when the units arrive at the area, the closest unit remains the "closest unit" even if it is moved far away. I am thinking "targetUnits" will need to be refilled every 2 seconds. I am not sure how this would effect performance.
increase cc and fort spread, after comparison with archer damage distribution (archers have spread 2.5)
Also exclude siege units from the first check alongside buildings.
Tue, Mar 7
keep in mind, they already have the crossbow training upgrade which allows xbows to be trained almost as fast as women (as fast if they have the roman bonus)
@chrstgtr I actually think this might be a good thing to give to champ buildings. It seems that most of the time dedicated champion buildings are less effective than champions trained from barracks/stable.
it makes sense that dedicated champ buildings could train champions better than barracks/stable. A -15% or -20% batch train modifier for champ buildings could go a long way for making champ buildings more balanced compared to training from barracks/stable.
Mon, Mar 6
Sun, Mar 5
I side more towards removing it:
It is currently considered a "Super CC" which is aptly named.
I like it on a balance level and for "fixing" the issue. Lowering the min range is also nice.
Wed, Mar 1
Tue, Feb 28
- Changed the name to Empire Maker as builder is too literal
- Changed "armor" to "resistance" in tooltips
- Removed "Non-elephant" as per @Langbart's suggestion
Fri, Feb 24
@Freagarach what do you think of "Empire Builder"?
From @wowgetoffyourcellphone 's suggestion via PM, I changed it to "Empire Builder."
Feb 21 2023
"Great Standing Army" now only applies for non-elephant units. Stacking both auras on elephant units would make them very OP.
I will instead make one for chandragupta maurya.
Feb 16 2023
Feb 1 2023
added repository and reuploaded.
Fix 4 stray "</Fours". I guess these were from deleting all but the last line before before pasting.
Jan 31 2023
Removed extra whitespace from sele/wall_medium.xml
Jan 28 2023
C sounds good. I actually moved a lot of other hotkeys to be more accessible to my left hand, so this is welcome as default.
Jan 27 2023
Jan 26 2023
high shadows:
ultra_high:
ok so i got more time to do a comparison. This was on the second bundle you sent out (27485).
Fullscreen worked fine for me, except for some tearing while panning the camera on vulkan. This was fixed with Vsync. I kept Vsync on for the GL test.
Vulkan:
GL:
Jan 25 2023
Yes, works for me too, with no army of pyrogenesis.
@Stan the same behavior occurred. Only this time, I did not wait for the game to load. I quickly force quitted and began to stop all the pyrogenesis threads. I got apple "quit unexpectedly" windows after the application was stopped, which is interesting.
Somebody else should try the intel mac version to see if it is just me.
Here are a couple of my log files, not sure which of them will help here.
Jan 24 2023
nono, its not that.
As soon as I start with vulkan enabled, they start multiplying. I only let it try to open for 5 seconds and 800 appeared. Whats weird is they continued to multiply after I closed 0ad too. In total probably 1000 to 1100.
You can see the growth of memory pressure as I open the app.
This is the second run btw.
After running, app closed, there appear to be many, many, "pyrogenesis" threads remaining active in the activity monitor. They seem to be hogging memory, so I deleted them all.
Hi @Stan thanks for adding a bundled version. I tried the intel mac version and it worked. However it seemed to be performing very poorly. It took a minute or so to boot up, with the audio playing to a black screen at first. 10 to 20 fps in the menu with large stutters. I decided to try the test until a failure of some kind, but I was actually able to load units_demo. As far as I could tell, everything loaded, but It took 5 minutes and I had 1 fps.
I could perhaps be missing something important, or maybe my computer just doesn't work well with the vulkan backend.
Jan 12 2023
Jan 11 2023
Jan 10 2023
added sele_farms new file for civ bonus
removed whitespaces, pasted correct minus sign.
Included both removing ship_fire.xml from Han roster AND "-units/{civ}/ship_fire" from han/dock.xml
Jan 9 2023
Looks great to me! Thanks!
Well basically, if you are Han and you capture an enemy dock, you can train fireships. I don't believe this is intended, but if it is we could just close the patch.
Maybe one potential improvement could be to add to the tooltip/description of swordsmen and spearmen:
"Elite rank <swordsmen or spearmen> may be promoted to champion centrurions."