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elexis

WFG Retired
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Everything posted by elexis

  1. Screenshot -> SavedGame.cpp L118 -> // Write the saved game as zip file containing the various components PIArchiveWriter archiveWriter = CreateArchiveWriter_Zip(tempSaveFileRealPath, false); -> full fisk or missing write permissions after clicking on save
  2. On Empire, the CCs are grouped if teams are set. There are 8 inner and 8 outer slices if teams aren't set. This CC grouping is called "stronghold" and can occur on _kali's maps: amazon, bahrain, empire, howe_sound, marmara, mediterranean, ngorongoro, ratumacos, red_sea, stronghold.
  3. It's because promotion bonuses are implemented as autoresearched technologies that only affect promoted units and Gaia (amongst other things) doesn't have a TechnologyManager (defined by player_gaia.xml opposed to player.xml). Mabye we will add more support if we add more scripted maps with gaia units. (There's also the desire to remove the 8 player limitation, in which case we could use an actual playerslot.) Edit: Therefore no reason to believe that gaia units can't promote, which means we probably have to listen to the EntityRenamed message as bb stated!
  4. Only at least three contributors? I'm thinking about the new players that have no clue how to play and are looking for tutorials. We might tell them "look at the forum tutorial category", even if they only find few tutorials there. (But that indeed depends on the quality of those videos (If they only show one aspect of the game but leave out the most important parts, it might not be that useful). Back in the day the "300 pop in 16 minutes" video by alekusu was the most valuable to me.)
  5. Gaia units don't promote as far as I know (originally I placed elite citizen units, but FeldFeld reported that as a bug because only the model was elite while the attack and defense stats were still basic unit ones)
  6. That would work (by storing the spawned units in an array and removing them from that when they die)
  7. For this example, it would mean that the players have only 3 minutes to prepare for the next enemy. Edit: Another example: Often players build a wonder up to 99% just to add the last 1% when someone else finished the wonder. This way they are not the first one targetted and minimize the time they are focused. This trick can be repeated by multiple players simultaneously. Reminds me of some really good games when the Ambush map was new!
  8. Perhaps we should have a thread collecting tutorials. Maybe a subforum, so that we could group it by the release number (like we have for replays)?
  9. The "indefinitely spawning units" problem can be called solved, as of D777. Thanks to our new team member bb for reviewing this! There are still 2 edge cases left: The last women can hide in the last house that is disconnected from territory. All gaia units will ignore it, but no more gaia units will land on that riverside (neither CC nor ships), so it's not too hard for the enemy to find that house. A civic center or lone outpost could be surrounded by impassable terrain, forests or gaia buildings, so that rams never reach it. Then units would still spawn indefinitely. We don't have a good way to solve thise case, as it would require using the pathfinder (i.e. ugly code and adding more lag to this already laggy map). Luckily it never occured yet.
  10. gameboy, when exactly do you get the error?
  11. This was an 8 player Last Man Standing Capture The Relic game with only one relic and a 35min victory timer on the map Marmara. The game took many surprising turns, so it stands out in comparison to all these casual team games. Reasoning on the settings: Last Man Standing mode is interesting, because it requires players to chose their diplomacy wisely, help the right enemy in the right moment, stab him into the back in the right moment. (Trying to make the enemies defeat each other while taking as little damage as possible). It's also interesting because every player has a different strategy to come out on top and it's never predictable what's going to happen. We selected one relic because having more makes it very unlikely that one player captures all of them. We set the timer to 35 minutes, because otherwise it might be too easy to hide it behind some fortification. Summary from my POV (Spoiler alert): As usual on a last man standing game, everyone except JC allied everyone else. Noone wanted to capture the relic in the beginning, because it meant getting 7 enemies instantly. The first one to capture it was Achelao. But the relic was immediately moved outside of the city so that anyone would be able to take it. Teymyro was quickly defeated by his neighbor Achelao. Mercy and Pretension (JC) allied and started a war against Achelao that lasted until either of the belligerents were defeated. Since I was the neighbor of Achelao and since Achelao was nearly defeated, I had to support him, otherwise I'd be next in a 2v1 situation. The next one to get the relic was soloooyo and he kept it in the middle of the map near the sea. fpre took care of both soloooyo and Pretension. After long enduring battles, Pretension was defeated and Mercy went into exile on a tiny island on the bottom left corner. I used that timeframe to defeat the remains of my former ally Achelao, before becoming a threat to me. I declared war on my right neighbor fpre as well, as waiting any more time would just become a disadvantage to me - even though my army suffered losses. Because mord declared war on fpre simultaneously, the fight against fpre was successful and he was driven into exile as well. mord was one of the few players who had not only trade for a long time, but also an incredible 466 income per trip. His CC was in the corner of the map, so he wasn't in the focus of any war. He declared war on fpre to capture the relic. The relic was hidden in the very corner of the map behind layers and layers of Iberian fortification. It was now up to break these endless fortifications of mord who stacked endless resources as well. Time was running against me, but I succeeded. Meanwhile, the two players in exile (fpre and Mercy) had rebuilt and captured territory near me. fpre declared war on me 5 minutes before the timer ran out - just when I was about to be able to capture the relic! Mercy didn't care about the winner of the game, just wanted revenge and kept fighting me. I had no more units left, but two enemies. I resigned as I had hoped that Mercy would turn on fpre to capture the relic. But fpre resigned as well and againts all odds - Mercy was the declared the winner! What a journey! 2017-08-12_marmara_relic_lms.zip
  12. Checked all other GUI pages. The options page is also inconsistent: "Graphics quality" -> "Shader Effects" (less ambiguous, accepted by Vladislav) "Activate water effects" -> "Water Effects" "FPS throttling in menus" -> "FPS Throttling in Menus" For the gamesetup, we could have "Start Game!" instead of "Start game!" while keeping "I'm ready!" and "I'm not ready!". For the multiplayer join-by-ip dialog, "Player name:" -> "Player Name:" as that has the label "Server Hostname or IP:" and "Server Port:" in the label below that. Other than that, replay menu, savegame selection screen, mod selection, welcome page, manual, lobby, prelobby are all using title case consistently </canofworms> Gimme some like button, then I'll commit it (or complain loudly).
  13. No other ticket, just asking for a review of the patch attached in the ticket you posted. It fixes the "will have won" and the capitalization (trying to fix more than one string issue while at it). (Didn't agree with the other transifex complaints I checked, so only fixed the label size of a chat window string besides that in the same patch. Also sets the a23 name Ken Wood as proposed by Itms). > The game current still uses the capital letters for "The" and "To" in those cases so I don't think it's been updated yet. (I'm on the Git version so I am sometimes a little behind.) Generally unimportant words are not capitalized unless they are first. Here's a reference I found in case that's what you wanted: https://owl.english.purdue.edu/engagement/2/1/42/ So "Learn To Play" -> "Learn to Play" in the main menu and "Capture the Relic" as a victory condition item is correct? @leper wouldn't say it's inconsistent capitalization? > I noticed that only four wonder messages can show at at time. top portion is trimmed off. Yep, that's a reported bug. If one tries to place a house without having the resources for it while the game is lagging, this panel can be spammed too. I guess it's to not consume too much screenspace. Since the wonder / relic messages are sorted by priority, we don't miss much. One line being cut off should be fixed though (which can be done by any non-lazy newcomer, hence it's flagged as simple).
  14. Ah, disabled camera restrictions for screenshots. Make sure to enable shadowing and all graphics settings if you want your screenshots to look better.
  15. Can you check the fix in that ticket, specifically whether the change "Capture The Relic" to "Capture the Relic" and "Learn To Play" -> "Learn to Play" is correct too? The former was proposed for the release announcement, so it should be true for the game too I suppose.
  16. 1. network lag is basically solved since we have warnings if the round-trip-time exceeds the turnlength in both match setup and ingame. The player with the crappy network connection is informed, gets the chance to rearrange his WIFI, can become kicked by the host if he's a spectator, otherwise the players can rehost without that player. 2. CPU / simulation lag is the most prevalent lag issue currently. We have to work with the confinements of what the game can currently handle (1200 units at most and normal to large mapsize that is basically). It's not only the host's PC, but every client has to compute the entire thing. So putting the hosting mechanism to an external server won't help with the "simulation lag" at all unfortunately. 3. Yep, the next turn is only started once all players finished the computation of the current turn. Could be changed to compute several short (constant duration) turns consecutively without waiting for players feedback, depending on the actual performance. Basically it's going to be a bit of work, but we've got some plans that we can pull from the drawer. We also plan to add a dedicated hosting, but that's mostly relevant for ensuring rated 1v1s scoring and providing a host for people who can't host with STUN nor port forwarding.
  17. That what fatherbushido said. In addition it seems that other messages can trigger it too, because I didn't send such a message today (nor some time ago when this was reported in irc). I had that error few days ago but not today, so can't find out which comment we should add to the easy fix.
  18. So we end up computing a path to test if we can avoid computing a path? Might still be faster because the test path is shorter.
  19. The passability grid changes if someone constructs or destroys buildings (or if the water rises, or if one paints terrain with atlas or by other means). Maybe existing paths aren't outdated, but new paths are computed with the new grid, right? So the cache would have to be cleared if the grid changes, right? Also we use A+ which computes the shortest path, couldn't the cache only be used in case where source and target position are identical to what's in the cache? Approximations can fail, for example if 2 units are close together but one is trapped on a mountain.
  20. Doesn't it sound like a conflict of interest to you if the ones who are the attacker are the ones certifying the defense mechanism?
  21. Link broken. There's also an attach button here. Not sure if the graphs are really useful enough to be worth the complexity
  22. Teams are only setup the initial alliances. If teams are not locked in the match setup, the alliances can change after the game has started (and only the alliances are taken into consideration currently).
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