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Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
It's funny, but I hadn't thought about defining a faith component, just as there is a health component. -
Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
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Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
The "Convert" order will be processed by an "Order.Convert" handler that must be added in "UnitAI.prototype.UnitFsmSpec". And what is the thing? According to what I saw it defines finite state machines (FSM) for unit behavior. https://en.m.wikipedia.org/wiki/Finite-state_machine "mathematical model of computation. It is an abstract machine that can be in exactly one of a finite number of states at any given time. The FSM can change from one state to another in response to some inputs; the change from one state to another is called a transition". It was hard for me to understand that. So this defines how a unit will behave depending on the variants it encounters in the terrain, basically a series of mathematical and circumstantial variables, which dictate the behavior of the unit on the battlefield. It is not the whole set, but it is the elementary one. For example if the unit encounters allies or enemies you will see how it will behave although it seems to me that the allies or enemies is in another file. -
EA Sports FC 26 is already generating buzz for the changes that feel like they go beyond surface-level polish. Stadiums and women’s football are front and center this year, and both have sparked plenty of discussion in fan communities. On Reddit, I noticed one thread where someone joked that “it’s finally going to feel weird if you don’t recognize the stadium you’re in.” That kind of comment sums up the expectations—players want a deeper sense of place, and FC 26 seems ready to deliver. For those already planning their Ultimate Team grind, grabbing FC 26 Coins early is part of the conversation too. Stadiums have always been about immersion, but this time the developers seem to have gone heavy on the details. Architectural quirks, weather changes that alter the mood of a match, even the tunnels that players walk through—all of it is being modeled to make each ground feel unique. I’ve seen fans point out how subtle lighting differences can completely shift the tone of a night game. It’s not just visual spectacle; it makes each venue feel like it has its own rhythm, which you notice over a season. Women’s football is getting the spotlight in a way it never really has before. More leagues, more clubs, and more stars mean you’ll actually be able to play through entire campaigns with teams that previously didn’t exist in the game. Quora discussions highlight how this inclusion resonates with younger fans who now get to pick their heroes straight from real-life squads. The knock-on effect is clear: more diversity in playstyles and squad building, more reason to step outside old habits. It’s the gameplay side where these additions really matter. Different stadiums don’t just change the look, they alter acoustics and crowd energy in ways that subtly impact how matches feel. Meanwhile, with the expanded women’s roster, there’s more room for tactical experimentation. Maybe you’ll discover a new chemistry setup in Ultimate Team, or take a women’s side into Career Mode and find the pacing feels different. It’s these small shifts that keep the game from going stale year after year. The tech behind all this can’t be ignored either. Motion capture upgrades and refined physics are making animations smoother, while audio design has finally started to match the visuals. I caught a clip of crowd chants that sounded specific to a single stadium—it’s the kind of detail that makes a late winner feel alive. Pair that with refined player responsiveness and you’ve got a package that edges closer to the actual unpredictability of football itself. Of course, to really experience that with a stacked squad, many players will still look to FC 26 Coins buy options as launch day nears. FC 26 doesn’t come across like it’s chasing flashy gimmicks this cycle. Instead, it feels like EA is listening—giving fans the authenticity they’ve asked for in stadiums, and pushing representation in women’s football further than before. Whether you’re here for Career Mode immersion or Ultimate Team competition, these are the kinds of shifts that change how long people stay invested once the first kickoff hits.
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u4gm Battlefield 6 Season 1 Maps Appear in Early Leak
iiak32484 posted a topic in General Discussion
The Battlefield community was thrown into a frenzy when images claiming to show Season 1 maps for Battlefield 6 surfaced online, only to vanish almost as quickly. Even though the leak was brief, it didn’t take long for those screenshots to spread through forums and fan groups. That fleeting glimpse was enough to spark endless theories and a wave of excitement, hinting at how ambitious the first post-launch content might be. Some players even joked that it was time to line up Battlefield 6 Boosting services just to be ready for whatever’s coming. The content looked like early concept art or pre-release renders, and the maps themselves were strikingly varied. One seemed to show an arctic base carved into ice and steel, with tunnels and open snowfields mixing long-range combat and claustrophobic shootouts. Another depicted a war-torn European city, rubble filling the streets and windows offering sniper lines. A third hinted at a sprawling industrial port with cranes, warehouses, and open docks—perfect for vehicles, but full of choke points for infantry too. Even without official labels, each setting felt tailored to a different style of Battlefield warfare. Fans didn’t waste a second dissecting what little they had. On Reddit, blurry zoom-ins became full debates: Was that a destructible wall or just unfinished art? Could those elevated walkways be flanking routes? One user even pointed out what looked like possible vehicle spawns, noting “this screams Conquest layout.” The leak became less about the images themselves and more about the collective imagination of players trying to piece together the puzzles left behind. The speed at which the images disappeared only made the situation more electric. When platforms take content down that quickly, it often feels like confirmation, even if nothing official has been said. It’s the sort of moment where developers lose control of the narrative, but at the same time, the buzz multiplies. For DICE, this accidental reveal has already done what months of teasers might have accomplished—reigniting the community’s hunger for details. What’s especially interesting is how the leaked environments align with Battlefield’s broader identity. A frozen research outpost, a battered European city, a massive port… these aren’t random choices. They suggest global conflict and the kind of map diversity that keeps players engaged for long seasons. The arctic would force players into layered indoor and outdoor fights, the urban center promises brutal house-to-house skirmishes, and the industrial docks could blend land, air, and sea combat in one chaotic mix. Hints of dynamic features were also spotted. Some fans swore they saw structures mid-collapse, while others pointed to environmental details like cranes or weather effects that might not just be cosmetic. If DICE leans into interactive maps again—like shifting tides or collapsing buildings—it could restore that unpredictability that Battlefield thrives on, where no two matches ever feel the same. Whether these maps are real or not, the damage—or maybe the benefit—is already done. The community is buzzing, fans are speculating, and the hype curve is only getting steeper as the official reveal approaches. If these glimpses do become reality, players will be eager to test strategies the moment the servers go live. And for those wanting to dominate those chaotic opening weeks, looking into Battlefield 6 Boosting buy might just be part of the preparation. -
Path of Exile 2’s trade overhaul is being talked about as more than a feature update—it feels like GGG is trying to reset the rules of how ARPG economies work. On Reddit, I’ve seen players argue that PoE 1’s system was both brilliant and broken: brilliant for the player-driven depth, broken for the scams, fake listings, and exhausting manual steps. The sequel promises a cleaner approach, one that still lets people hunt for gear and PoE 2 Currency, but without treating the process like unpaid labor. A big issue the community keeps bringing up is manipulation. PoE 1 gave traders freedom, but that also meant price fixers could set fake benchmarks and trick newer players. On Quora, one frustrated reply compared it to “walking into a store where every price tag is a lie.” If PoE 2 adds things like transparent logs or enforced listing rules, that alone could discourage the most exploitative behavior and restore a little trust in the market. The lack of price stability in the past made every league feel like the Wild West. You could spend an hour researching an item’s value, only to find someone hoarding it to flip later. That volatility sometimes created drama, sure, but it also drove players away. A centralized, semi-automated marketplace in PoE 2 might not kill speculation, but it could at least make values more consistent, letting players spend less time second-guessing and more time actually playing. Another thing worth noting is control. By pulling trade back into the client and away from third-party websites, GGG can finally manage it alongside drop rates, crafting, and league design. I saw someone comment that it would “make trade feel like part of the game, not homework on another tab,” and that’s the key. Integration means GGG can fine-tune difficulty and reward balance without worrying about external tools distorting the experience. Still, there’s a balancing act. If trade becomes too restricted, it risks killing the very player agency that makes PoE’s economy fascinating. The sweet spot lies in making the process safe and straightforward while still rewarding the grind. I like to think of it as clearing away the noise—no more AFK walls or bait pricing—so that the actual farming and theorycrafting remain the centerpiece. And maybe the most important part: trust. When people know their trades are secure and their effort farming items translates into fair returns, they’re more likely to keep participating. More participation means healthier liquidity, easier access to essentials like PoE 2 Currency for sale, and a more dynamic economy overall. Whether it ends up as revolutionary as it sounds or just a smoother version of what we already know, the community is waiting to see how it feels once it’s live.
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iiak32484 joined the community
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awesome seems like a good way to play can apply these to download games on aploky
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FREDERIC CHAIM joined the community
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Player abandon to not give me the points
Gurken Khan replied to FriedTurkey's topic in Help & Feedback
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Itms started following Gitea: Meaning of the Work in Progress milestone
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Gitea: Meaning of the Work in Progress milestone
Itms replied to Obelix's topic in Game Development & Technical Discussion
The Work in Progress is a remnant of the Trac milestone that we had put into place when we used Phabricator in parallel. Currently it's used roughly as Stan describes (including Phabricator differentials that are still lying around) but I agree it's a bit awkward. -
Hi, @Dunedan I have read in discord that you can help with this. In this game the user Haddl has disconnected when i clearly won the game. Can u help me? commands.txt metadata.json
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FriedTurkey joined the community
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Gitea: Meaning of the Work in Progress milestone
Stan` replied to Obelix's topic in Game Development & Technical Discussion
I suppose it's due to the nature of the project and the fact not all worked on features are part of the next release (cause not reviewed) and backlog tickets are supposed to be up for grabs. -
Might someon explain to me the meaning of the gitea milestone Work in Progress, please? I'd understand having a bipolar use ('Backlog' and 'Release <next>'; excluding 'Website / Forum' and a potential milestone for 'Release <the next one>' just before the release of <next>) but not this tripolar one.
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Okay, correction, I do use women to farm, but I get most food by hunting and trading.
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you combined that with the road ability mentioned before, and that can make some different type of scenarios, were controlling a trade route, building the road for it, are key to get the resource and build your wonder for example.
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It will be difficult for you to sell the idea that way. The issue of balance always hinders innovation.
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one element that might be fun would be market routes at the exit of maps. Something that you cannot control, but a point for your merchant, or merchant ship to reach. It is only interesting if the gain in term of resource are important compare to what's available on the map. All the players could send merchant to it all the time, the trick would be to protect the trade route
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I agree with this, but Spartans already have infantry swordsmen (Skiritae) and... Siege ballistae aren't Mercenaries, they're machines that don't have ranks. I don't think you should be able to recruit anything other than Rams from captured Arsenals.
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This is kind of already the case with certain civs/buildings, like the carth mercs. However, I think it should be made consistent unless there's some huge balance issue (like multiple discounts leading to 10 metal mercs).
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Conversion system
Grapjas replied to Classic-Burger's topic in Game Development & Technical Discussion
You can't, only with components iirc. The important line is `ReRegisterComponent` or `ReRegisterComponentType` all the way at the bottom. -
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Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
I fixed errors now I have less. -
Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
Yes but I didn't know I could do that with all js the files. -
Conversion system
wowgetoffyourcellphone replied to Classic-Burger's topic in Game Development & Technical Discussion
Ope! didn't see that file yet. So, you pretty much already knew what I said in my other post. -
Conversion system
Classic-Burger replied to Classic-Burger's topic in Game Development & Technical Discussion
And to do this I must do the same thing I did with ConvertUnitAI.js ?
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