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real_tabasco_sauce (RCA)
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Mar 10 2022, 2:20 AM (54 w, 3 d)

Recent Activity

Thu, Mar 23

real_tabasco_sauce added a comment to D4973: [WIP] Fire.

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.

Thu, Mar 23, 4:03 PM

Tue, Mar 21

real_tabasco_sauce added inline comments to D4964: non-random Building AI.
Tue, Mar 21, 7:13 PM
real_tabasco_sauce updated the diff for D4964: non-random Building AI.

Made the function more elegant as per @Stan 's recommendations.
I checked ships and towers, preference was in the correct order.

Tue, Mar 21, 7:01 PM
real_tabasco_sauce added inline comments to D4964: non-random Building AI.
Tue, Mar 21, 6:01 PM
real_tabasco_sauce added a comment to D4964: non-random Building AI.

Thanks for the tips @Stan , I'll see if these changes work.

Tue, Mar 21, 4:20 PM

Mon, Mar 20

real_tabasco_sauce updated the diff for D4964: non-random Building AI.

uses sort to fix proximity, uses GetPreference() to handle preferred classes instead of hard coding.

Mon, Mar 20, 7:12 AM
real_tabasco_sauce added a comment to D4964: non-random Building AI.
In D4964#211953, @Stan wrote:

For 1) I think siege/structure should not be hardcoded but instead get the attack preference. You can set that to whatever in the template. Here it's pretty bad cause it's not easily moddable and we don't want balancers to have to mess too much with the code

Mon, Mar 20, 12:47 AM

Sun, Mar 19

real_tabasco_sauce added a comment to D4964: non-random Building AI.

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.

Sun, Mar 19, 8:48 PM
real_tabasco_sauce added inline comments to D4964: non-random Building AI.
Sun, Mar 19, 7:10 PM
real_tabasco_sauce added a comment to D4964: non-random Building AI.
In D4964#211953, @Stan wrote:

For 1) I think siege/structure should not be hardcoded but instead get the attack preference. You can set that to whatever in the template. Here it's pretty bad cause it's not easily moddable and we don't want balancers to have to mess too much with the code

Sun, Mar 19, 7:05 PM
real_tabasco_sauce retitled D4964: non-random Building AI from non-random Building AI to [WIP]] non-random Building AI.
Sun, Mar 19, 7:36 AM

Sat, Mar 18

real_tabasco_sauce added a comment to D4971: Disable actual turn rate for ships - make their turning purely visual.

I think you could probably bump to from 0.8 to 1.2 and it would look a little better, but this seems like a good change to me.

1.2 seem fine - if there are no objections from anyone else I would commit this soonishly.
I also tried this for siege & elephants but there the spinning issue seemed to get a bit worse.

Sat, Mar 18, 4:49 PM
real_tabasco_sauce added a comment to D4970: tweak unit pushing to prevent overlap.

my current values:
0.2 0.1 0.3 0.9 0.65 0.2 0.9 0

Sat, Mar 18, 4:43 PM
real_tabasco_sauce added a comment to D4970: tweak unit pushing to prevent overlap.

By "Bog down" is that the slowdown when units clump while moving? If this is already slightly in effect currently, I think players will dislike increasing it. I think we should avoid introducing any sluggish movement as much as possible.

Yes, it's that behaviour. The current settings are quite strong, the diff settings are rather weak, I suggest maybe lowering them a bit from SVN

(also my comment above applies to the diff, not your revised numbers)

Sat, Mar 18, 4:39 PM
real_tabasco_sauce added a comment to D4970: tweak unit pushing to prevent overlap.

I did some actual testing -> I maintain my 'needs revision'.

  • The static extension is too high. Some units get stuck in a loop of 'gather, get pushed away, go back to gather' too often on berries and things like that.
  • I like the changes to the movingSpread factor, that seems to have good behaviour.
  • I dislike the changes to the pressure system. It basically removes the 'bog down' thing which is a feature IMO. I'd rather lower both values by 0.1, given the increased MovingSpread.
  • MinimalForce comment is indeed correct, so the new value must be < 0.25. Take two units, click them to move to a specific point, they will overlap and not un-overlap. This is broken.

Overall I think you should keep the MovingSpread tweak, do a slight update to Pressure, and see how much you can tweak static extension before it gets problematic for berries and such.

Sat, Mar 18, 4:14 PM

Thu, Mar 16

real_tabasco_sauce added a comment to D4970: tweak unit pushing to prevent overlap.

I tried these settings in DE. It's hard to see any "improvement" without more testing, but I see no new negative effects. I'll test them some more.

Thu, Mar 16, 4:52 PM

Tue, Mar 14

real_tabasco_sauce added inline comments to D4970: tweak unit pushing to prevent overlap.
Tue, Mar 14, 4:38 PM
real_tabasco_sauce added a comment to D4970: tweak unit pushing to prevent overlap.

Yeah trying to improve is certainly fair, as I said. I guess I'm saying it's probably better to end of the side of 'smooth, clumped-up pathfinding' over 'slow, spread-out'.

Tue, Mar 14, 4:20 PM

Mon, Mar 13

real_tabasco_sauce added inline comments to D4970: tweak unit pushing to prevent overlap.
Mon, Mar 13, 11:31 PM
real_tabasco_sauce added a comment to D4970: tweak unit pushing to prevent overlap.

What do you two think of these:
1.2, 1.1, 4.0, 0.9, 0.9, 0.2, 0.7, 0.2

Mon, Mar 13, 8:24 PM
real_tabasco_sauce added a comment to D4970: tweak unit pushing to prevent overlap.

Yeah, as written, units can push each other off of resources. Ex. women on 1 bush, soldiers chopping 1 tree.
However, this is very brief.

Mon, Mar 13, 7:10 PM
real_tabasco_sauce added a comment to D4970: tweak unit pushing to prevent overlap.

Yeah, as written, units can push each other off of resources. Ex. women on 1 bush, soldiers chopping 1 tree.

Mon, Mar 13, 6:47 PM
real_tabasco_sauce added a comment to D4970: tweak unit pushing to prevent overlap.

Sure, seems sensible. Testing on a wide scale would definitely be a good idea.

The issue is imo in all situations to a certain degree, hence me changing all values.

For what it's worth I don't think you can completely fix the 'problem' _and_ have smooth pathfinding. There's some level of abstraction to an RTS that makes movement somewhat unrealistic by necessity.
Just as an example, there was a thread on reddit recently about how people don't accurately count units in Age of Empires 2, because the archer units can bunch up a lot more than you'd expect. That's part of the skill of that game, and you can't really "fix" it, there's not really a problem.
Doesn't mean we can't improve on current values, but something to be aware of.

Mon, Mar 13, 6:37 PM
real_tabasco_sauce added a comment to D4970: tweak unit pushing to prevent overlap.

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.

Mon, Mar 13, 3:45 AM

Sat, Mar 11

real_tabasco_sauce accepted D4970: tweak unit pushing to prevent overlap.

@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.

Sat, Mar 11, 11:58 PM
real_tabasco_sauce retitled D4964: non-random Building AI from [WIP] non-random Building AI to non-random Building AI.
Sat, Mar 11, 6:05 AM

Fri, Mar 10

real_tabasco_sauce added a comment to D4964: non-random Building AI.

@Freagarach any idea how to sort a list of entities by range?

https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/simulation/helpers/Position.js$10

Some questions:

  • What do you give priority, preferred class or position?
  • What happens to those nice artillery towers (that may well be buildable in a mod) that now try to shoot units, although they're highly effective against siege?
Fri, Mar 10, 11:29 PM

Thu, Mar 9

real_tabasco_sauce added inline comments to D4964: non-random Building AI.
Thu, Mar 9, 9:06 PM
real_tabasco_sauce updated the summary of D4964: non-random Building AI.
Thu, Mar 9, 8:04 PM
real_tabasco_sauce added a comment to D4964: non-random Building AI.
In D4964#211601, @Stan wrote:

You said they are ordered by distance. So idx = 0 is closer than idx n when n is > 0

My point is you also need to sort by class :)

Thu, Mar 9, 6:54 PM
real_tabasco_sauce added a comment to D4964: non-random Building AI.
In D4964#211599, @Stan wrote:

Is sorting less expensive than range queries? What data structure should I use to sort?

It depends but in general yes sorting should be faster.

What sort method is typically used?

Array.sort((a b) => a.weight > b.weight)

Is entities.length the range?? I thought it was the length of the array.

It's not I'm just abusing it to compute a weight.

Thu, Mar 9, 6:35 PM
real_tabasco_sauce added a comment to D4964: non-random Building AI.

Is entities.length the range?? I thought it was the length of the array.

Thu, Mar 9, 6:23 PM
real_tabasco_sauce added a comment to D4964: non-random Building AI.

@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.

Thu, Mar 9, 6:09 PM
real_tabasco_sauce retitled D4964: non-random Building AI from non-random Building AI to [WIP] non-random Building AI.
Thu, Mar 9, 5:48 PM
real_tabasco_sauce added a comment to D4964: non-random Building AI.

"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.

Thu, Mar 9, 5:44 PM
real_tabasco_sauce added a comment to D4964: non-random Building AI.
In D4964#211571, @Stan wrote:

I mean you could prefer closest humans?

Some other tower might focus on closest ships, or closest fish

Thu, Mar 9, 5:12 PM
real_tabasco_sauce added a comment to D4964: non-random Building AI.
In D4964#211547, @Stan wrote:

What was so bad about prefering human units and weighting them higher?

Thu, Mar 9, 4:29 PM
real_tabasco_sauce updated the diff for D4964: non-random Building AI.

increase cc and fort spread, after comparison with archer damage distribution (archers have spread 2.5)

Thu, Mar 9, 6:18 AM
real_tabasco_sauce updated the diff for D4964: non-random Building AI.

Also exclude siege units from the first check alongside buildings.

Thu, Mar 9, 6:03 AM
real_tabasco_sauce added a comment to D4964: non-random Building AI.

I’m a no for the reasons stated in the forum thread. (I would be a yes in the community mod to experiment). No need to rehash debate here.

https://wildfiregames.com/forum/topic/106469-non-random-buildingai/

Thu, Mar 9, 3:56 AM
real_tabasco_sauce requested review of D4964: non-random Building AI.
Thu, Mar 9, 3:30 AM

Tue, Mar 7

real_tabasco_sauce added a comment to D4961: Adjust batch modifier from upgraded Han CC.

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)

Tue, Mar 7, 7:06 PM · Balancing
real_tabasco_sauce added a comment to D4961: Adjust batch modifier from upgraded Han CC.

@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.

Tue, Mar 7, 6:02 PM · Balancing

Mon, Mar 6

real_tabasco_sauce added a comment to D4961: Adjust batch modifier from upgraded Han CC.

In my opinion, features like this should have a particular set of strengths that make them interesting, rather than ALL of the possible strengths (my thoughts on han in general tbh).

also agreement on that

Separate it out to make it a new tech? For Han or another else. I don’t care, but I generally dislike cutting things instead of balancing them

I would keep it (for the Han) for now albeit a bit nerfed.

And yes cutting features is also bad - I mostly wanted to agree that each civ should imo have a well defined set of positive traits and weaknesses.
Just reminded me on the whole discussion about what type of soldiers the the Han should have and one opinion was: every possibly type.
But to me it doesn't seem that fun to have a faction that has every possible feature stacked.

I agree/am ok with every that’s been said. My only point is that we should modify what we have (even if that is just giving it to another civ) instead of scrapping it entirely.

Mon, Mar 6, 5:11 PM · Balancing

Sun, Mar 5

real_tabasco_sauce added a comment to D4961: Adjust batch modifier from upgraded Han CC.

I side more towards removing it:
It is currently considered a "Super CC" which is aptly named.

Sun, Mar 5, 5:41 AM · Balancing
real_tabasco_sauce accepted D4962: Converge catapult/ heavy warship stats and get their range closer to A23 values .

I like it on a balance level and for "fixing" the issue. Lowering the min range is also nice.

Sun, Mar 5, 5:34 AM · Balancing

Wed, Mar 1

real_tabasco_sauce added a comment to D4952: Give Chandragupta Maurya Hero two auras.
Wed, Mar 1, 11:20 PM

Tue, Feb 28

real_tabasco_sauce updated the diff for D4952: Give Chandragupta Maurya Hero two auras.
Tue, Feb 28, 11:27 PM
real_tabasco_sauce updated the diff for D4952: Give Chandragupta Maurya Hero two auras.
  1. Changed the name to Empire Maker as builder is too literal
  2. Changed "armor" to "resistance" in tooltips
  3. Removed "Non-elephant" as per @Langbart's suggestion
Tue, Feb 28, 11:21 PM

Fri, Feb 24

real_tabasco_sauce added a comment to D4952: Give Chandragupta Maurya Hero two auras.

@Freagarach what do you think of "Empire Builder"?

Fri, Feb 24, 8:44 PM
real_tabasco_sauce updated the diff for D4952: Give Chandragupta Maurya Hero two auras.

From @wowgetoffyourcellphone 's suggestion via PM, I changed it to "Empire Builder."

Fri, Feb 24, 8:00 PM

Feb 21 2023

real_tabasco_sauce added a comment to D4952: Give Chandragupta Maurya Hero two auras.

"Standing Army" sounds like more of a training bonus or something. :)

Feb 21 2023, 11:39 PM
real_tabasco_sauce added a comment to D4952: Give Chandragupta Maurya Hero two auras.

Totally missed the armor buff. Still, I think it’s fine. But it’ll be one of the better heroes

Feb 21 2023, 9:32 PM
real_tabasco_sauce updated the diff for D4952: Give Chandragupta Maurya Hero two auras.

"Great Standing Army" now only applies for non-elephant units. Stacking both auras on elephant units would make them very OP.

Feb 21 2023, 8:32 PM
real_tabasco_sauce requested review of D4952: Give Chandragupta Maurya Hero two auras.
Feb 21 2023, 7:45 PM
real_tabasco_sauce abandoned D4944: Modify the mauryan "Elephant Tradition" Civ bonus: +15% attack rate, +10% move speed.

I will instead make one for chandragupta maurya.

Feb 21 2023, 6:06 PM

Feb 16 2023

real_tabasco_sauce added a comment to D4944: Modify the mauryan "Elephant Tradition" Civ bonus: +15% attack rate, +10% move speed.

Seems like a big buff to archer ele and could have a snowball effect. We’ll only know if that’s a problem with testing.

Feb 16 2023, 8:17 PM
real_tabasco_sauce requested review of D4944: Modify the mauryan "Elephant Tradition" Civ bonus: +15% attack rate, +10% move speed.
Feb 16 2023, 7:12 PM
real_tabasco_sauce requested review of D4943: Allow Chanakya technology bonus to be used concurrently with healing..
Feb 16 2023, 7:00 PM
real_tabasco_sauce abandoned D4942: switch technology bonus of chanakya to a global elephant bonus.
Feb 16 2023, 6:27 PM
real_tabasco_sauce requested review of D4942: switch technology bonus of chanakya to a global elephant bonus.
Feb 16 2023, 9:15 AM
real_tabasco_sauce requested review of D4941: Fix two missing overlay icons for hero auras.
Feb 16 2023, 8:57 AM
real_tabasco_sauce added a comment to D4938: [WIP] Winter skin support.
Feb 16 2023, 5:37 AM

Feb 1 2023

real_tabasco_sauce updated the diff for D4914: Double wall turret placements for medium and long walls.

added repository and reuploaded.

Feb 1 2023, 6:36 PM
real_tabasco_sauce updated the diff for D4914: Double wall turret placements for medium and long walls.

Fix 4 stray "</Fours". I guess these were from deleting all but the last line before before pasting.

Feb 1 2023, 4:41 PM

Jan 31 2023

real_tabasco_sauce updated the diff for D4914: Double wall turret placements for medium and long walls.

Removed extra whitespace from sele/wall_medium.xml

Jan 31 2023, 10:13 PM

Jan 28 2023

real_tabasco_sauce accepted D4908: Use different hotkey for capturing by default..

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 28 2023, 11:29 PM

Jan 27 2023

real_tabasco_sauce requested review of D4914: Double wall turret placements for medium and long walls.
Jan 27 2023, 8:05 PM
wowgetoffyourcellphone awarded D4914: Double wall turret placements for medium and long walls a Dat Boi token.
Jan 27 2023, 7:54 PM

Jan 26 2023

real_tabasco_sauce added a comment to D4905: Molten VK Support.

Jan 26 2023, 6:07 PM
real_tabasco_sauce added a comment to D4905: Molten VK Support.

high shadows:
ultra_high:

Jan 26 2023, 6:28 AM
real_tabasco_sauce added a comment to D4905: Molten VK Support.

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 26 2023, 6:04 AM

Jan 25 2023

real_tabasco_sauce added a comment to D4905: Molten VK Support.

addendum

  • the x86_64 bundle with the number 27485 does work when I also enable the 0ad-spirv mod and use the env variable MVK_CONFIG_FULL_IMAGE_VIEW_SWIZZLE=1
    • otherwise it will crash
# this works
MVK_CONFIG_FULL_IMAGE_VIEW_SWIZZLE=1 /Applications/27485.app/Contents/MacOS/pyrogenesis -mod=public -mod=0ad-spirv -conf=rendererbackend:vulkan -conf=windowed:true

Yes, works for me too, with no army of pyrogenesis.

Jan 25 2023, 7:18 AM
real_tabasco_sauce added a comment to D4905: Molten VK Support.

@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.


its almost as if vulkan fails, and then instead of quitting with some error, another executable is started. That being said, vulkan did "work" (I was able to render everything), just not very well, presumably because of how much ram all the pyrogenesis threads were taking.

Jan 25 2023, 6:46 AM
real_tabasco_sauce added a comment to D4905: Molten VK Support.

@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 25 2023, 5:14 AM
real_tabasco_sauce added a comment to D4905: Molten VK Support.

@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 25 2023, 4:50 AM
real_tabasco_sauce added a comment to D4905: Molten VK Support.

@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 25 2023, 3:09 AM

Jan 24 2023

real_tabasco_sauce added a comment to D4905: Molten VK Support.

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.

Jan 24 2023, 6:45 PM
real_tabasco_sauce added a comment to D4905: Molten VK Support.


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.

Jan 24 2023, 6:34 PM
real_tabasco_sauce added a comment to D4905: Molten VK Support.

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 24 2023, 6:24 PM

Jan 12 2023

real_tabasco_sauce requested review of D4883: Remove crossbow training from stable..
Jan 12 2023, 8:06 PM

Jan 11 2023

real_tabasco_sauce added inline comments to D4873: Han fixes, minor balance changes.
Jan 11 2023, 7:44 PM
real_tabasco_sauce added a comment to D4873: Han fixes, minor balance changes.

I just realized the swapping of resources for poison_arrows and poison_blades doesn't make sense realistically. Shouldn't arrow techs cost wood and sword techs cost ,metal? But whatever, I get it. Balance. lol

Jan 11 2023, 7:43 PM

Jan 10 2023

real_tabasco_sauce added a comment to D4877: [Community Mod integration][Balance] CC territory/cost adjustment, roman camp in town phase, spearcav increased acceleration, improved alexander the great, sele civ bonus..

added sele_farms new file for civ bonus

Jan 10 2023, 7:17 PM
real_tabasco_sauce updated the diff for D4877: [Community Mod integration][Balance] CC territory/cost adjustment, roman camp in town phase, spearcav increased acceleration, improved alexander the great, sele civ bonus..

added sele_farms new file for civ bonus

Jan 10 2023, 7:16 PM
real_tabasco_sauce updated the diff for D4877: [Community Mod integration][Balance] CC territory/cost adjustment, roman camp in town phase, spearcav increased acceleration, improved alexander the great, sele civ bonus..

removed whitespaces, pasted correct minus sign.

Jan 10 2023, 6:44 PM
real_tabasco_sauce added inline comments to D4877: [Community Mod integration][Balance] CC territory/cost adjustment, roman camp in town phase, spearcav increased acceleration, improved alexander the great, sele civ bonus..
Jan 10 2023, 6:36 PM
real_tabasco_sauce requested review of D4877: [Community Mod integration][Balance] CC territory/cost adjustment, roman camp in town phase, spearcav increased acceleration, improved alexander the great, sele civ bonus..
Jan 10 2023, 7:38 AM
real_tabasco_sauce updated the diff for D4875: fix Fire ships trainable from captured docks as the Han..

Included both removing ship_fire.xml from Han roster AND "-units/{civ}/ship_fire" from han/dock.xml

Jan 10 2023, 4:17 AM
real_tabasco_sauce updated the diff for D4875: fix Fire ships trainable from captured docks as the Han..
Jan 10 2023, 4:15 AM
real_tabasco_sauce added a comment to D4875: fix Fire ships trainable from captured docks as the Han..
In D4875#208324, @Stan wrote:
Jan 10 2023, 1:59 AM

Jan 9 2023

real_tabasco_sauce accepted D4872: Add Centurions: Upgradable at a cost of 100 food 50 metal from rank 3 swordsmen and spearmen.

Looks great to me! Thanks!

Jan 9 2023, 9:22 PM
real_tabasco_sauce added a comment to D4872: Add Centurions: Upgradable at a cost of 100 food 50 metal from rank 3 swordsmen and spearmen.
In D4872#208269, @vv221 wrote:
In D4872#208249, @vv221 wrote:

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."

Could you please point me to the files I should edit to update these descriptions?

Small nitpick: "can be promoted to" sounds a bit more natural than "may be promoted to" in my opinion, but I am not a native English speaker.

Just need <Tooltip></Tooltip> in the <Identity> component of both infantry_swordsman_e and infantry_spearman_e.

Done with https://code.wildfiregames.com/D4872?vs=21317&id=21318#toc

Does that look good to you?

Jan 9 2023, 8:20 PM
real_tabasco_sauce added a comment to D4875: fix Fire ships trainable from captured docks as the Han..

If they can't be built by the Han's own dock, then it probably shouldn't be trainable from a captured dock either. I wonder though why the fire ship was removed from the Han roster. I don't remember that specific discussion.

Jan 9 2023, 8:18 PM
real_tabasco_sauce updated the summary of D4875: fix Fire ships trainable from captured docks as the Han..
Jan 9 2023, 7:45 PM
real_tabasco_sauce added a comment to D4875: fix Fire ships trainable from captured docks as the Han..

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.

Jan 9 2023, 7:43 PM
real_tabasco_sauce requested review of D4875: fix Fire ships trainable from captured docks as the Han..
Jan 9 2023, 7:43 PM
real_tabasco_sauce added a comment to D4872: Add Centurions: Upgradable at a cost of 100 food 50 metal from rank 3 swordsmen and spearmen.

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."

Jan 9 2023, 7:29 PM
real_tabasco_sauce requested review of D4874: Reduce pop cost of ministers.
Jan 9 2023, 7:26 PM
wowgetoffyourcellphone awarded D4873: Han fixes, minor balance changes a Dat Boi token.
Jan 9 2023, 7:23 PM