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zoot

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Posts posted by zoot

  1. Definitely good to see the overembellished frames go. There seem to be a symmetry issue though, with the decoration on the right side "sticking out" more than the ones on the left side. I prefer the ones sticking out less.

    Edit: Actually, to be exact, I like the top-left one and the bottom-right one. If you mirror those, there should be a full set.

  2. We should experiment with the parameters of battle detection if they aren't ideal (or even tweak the logic).

    Using it to delay promotion may not be the greatest solution, though, since the battle is a 'global' state, so all your units in one end of the map would have their promotions deferred indefinitely until your units in the other end of the map stops fighting.

    But the promotion could be delayed until there are no more aggressive units in LOS or something like that.

  3. Hi,

    we posted it already on Trac http://trac.wildfire...com/ticket/1881 but maybe it's of interest here too.

    A friend and I played multiplayer 2vs2 on alpine valley versus two Aegis bots and kept getting OOS at some point.

    When using qBot we were able to finish our games.

    Please tell me if you need any further details and if there is something we can help with.

    Thanks for reporting. Did either of you use the developer console during the game?

  4. Finally, this implementation suppresses repeated attack signals from the same location, so as to not inundate the player with warnings from the same battle, but not attack signals from the same unit. If the unit is moving (fleeing), it's conceivable that the player will get multiple warnings for the same skirmish. This should be fixed.

    I've fixed the above thusly: https://github.com/z...254adced42f6877

    If you agree with the change you can either generate a new patch against SVN and attach that on the ticket, or simply post this diff there: https://github.com/z...tification.diff

    Edit: Actually, this solution has the unintended consequence that it stops the pinging after a while, even if a unit continues to be hit. I'll need to think about how to fix that and post another diff.

  5. Err, how exactly would cutting the number of civs "free up time" to work on optimization? The people who do the civs aren't programmers... unless you are suggesting they spend a lot of time reschooling themselves? :P

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