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- User Since
- May 19 2017, 7:32 PM (356 w, 3 d)
Aug 4 2022
Jun 20 2020
Sep 15 2019
Jun 6 2018
Jun 5 2018
I'm not familiar with the NetServer code, but the test plan worked. (I can't double-click fast enough to test D1558.)
Jun 4 2018
/** * Disable all registering functions for this component * Gets called in case no AI players are present to save resources */ AIInterface.prototype.Disable = function() { this.enabled = false; let nop = function(){}; this.ChangedEntity = nop; this.PushEvent = nop; this.OnGlobalPlayerDefeated = nop; this.OnGlobalEntityRenamed = nop; this.OnGlobalTributeExchanged = nop; this.OnTemplateModification = nop; this.OnGlobalValueModification = nop; };
This was from rP16473, however there's been new functions since then that haven't been added to the list, for example OnDiplomacyChanged and OnTerritoriesChanged. The associated data (events.DiplomacyChanged and events.TerritoriesChanged) gets changed and is serialized. So at the moment we can't add the new functions to the list (otherwise OOS), but that should be done after the re-release. Although this seems pretty hacky, so instead we should find a more general way to disable components.
Jun 3 2018
Jun 2 2018
Okay. (I also looked for Vector2D that might have been serialized elsewhere, not comprehensive but didn't find anything.)
May 29 2018
Tested, works. Would've saved us some time analyzing the recent oos issues, so hopefully will save us time in the future.
May 28 2018
Think it's good.
May 27 2018
Without fixing people won't be able to rejoin on square maps (also territory is wrong, since it ignores hills and water, but original players can still play it), but there's only a few square maps:
random/latium.json: "CircularMap" : false random/corsica.json: "CircularMap" : false random/phoenician_levant.json: "CircularMap" : false random/wall_demo.json: "CircularMap" : false, scenarios/Arcadia.xml: "CircularMap": false, scenarios/Campaign Test Map.xml: "CircularMap": false, skirmishes/Watering Holes (4).xml: "CircularMap": false,
So I don't know if we necessarily need to include in an A23 rerelease.
May 25 2018
May 24 2018
May 13 2018
Could you upload a short video of the behavior? So people can have an idea of what's going on without having to download and compile everything themselves.
May 11 2018
some comments
You could update the summary. I'll take a look at some point, maybe not soon. (I've been playing SC2 lately.)
May 1 2018
Apr 28 2018
I don't have a strong opinion on SelectionGroupName stuff.
Apr 27 2018
I'll do 26m to match that.
Apr 26 2018
This doesn't really have much to do about packing or rP21630, it's changing the attack-move sub-orders from forced to not forced so units won't chase targets anymore.
In particular, units in defensive stance won't attack any units on the route until they're close enough to their destination. That doesn't seem correct to me, but I guess we'll see how many bug reports we get.
It doesn't make them worse because in a22 every unit (except packable units) in standground would chase in attack-move, and now packable units will also chase (the point of your original commit was to remove the inconsistencies with packable units) rather than being bugged.
Now you can lose with conquest structures even if you have structures left, or lose with conquest units even if you have units left. Non-conquest-critical ones (e.g. market + traders), but still.
Not sure about an alternative solution, other than to advise people not to choose conquest structures when playing nomad.
(Doesn't work great with twin formations, but I'd rather just get rid of those.)
Use 30m min range. It's harder for siege to cover other siege, and if they're spread out then it's easier to destroy them one by one. Still probably doesn't solve the problem but it should help.
Apr 23 2018
This seems to solve the chase problem for siege? (And attack-move changes can be saved for a24.)
I'd be okay with 30m minimum range for both bolt shooter and catapult.
Not sure if catapult needs a nerf or if I just play badly. When units are clumped up one shot can do enormous splash damage.
Apr 21 2018
Apr 20 2018
Apr 19 2018
Doesn't work for defensive stance, since the held position is where you clicked to attack-move, so they won't respond to any units attacking them along the way (until they get close enough to the held position).
Forced orders never abandon chase, so it works for the first attack. Doesn't work for later attacks when they have to chase since the held position is still back at home, but that happens for regular attacks too.
(Shouldn't there be a respondStandGround case in the function ShouldAbandonChase, returning true? Whatever.)
Apr 18 2018
I guess it only needs to update an aura for the player entity for the player that resigned, rather than all players, but whatever.
Other auras are still affecting the defeated player's units, except he doesn't have units anymore so it doesn't matter.
Apr 17 2018
Could also fiddle with acceleration.
How much lag was there, how much did this improve things?
Apr 16 2018
I prefer this type of solution rather than having a training limit.
Apr 15 2018
After I downloaded terra-magna I tried downloading it again and it let me. It seems there should be some indication whether you already have a mod on the list (and another if your version is out of date), and a warning if you try to download something you already have.
The "test" one becomes "factionResources" in the main list, but there's no way to tell that. I would've thought the name/version/etc. would be the same in both places.
Apr 14 2018
Apr 13 2018
I committed some changes in rP21714 for a23.
On the other hand, this will give players something new to complain about (if they notice it).
You forgot to include the new files with the patch.
Apr 12 2018
Apr 11 2018
Include gaia or not, either way is fine. Be sure to check tests.
Changed Jebel Barkal numbers.