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bb_

WFG Programming Team
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Posts posted by bb_

  1. Gaia strikes again along the sides of the river.

    Players:

    West: mord (athen), SarhaElda (gaul), PricipalityOfZeon (mace)

    vs

    East: bb (sele), juniormaster (mace), pablek2 (mace).

    Spoiler below gives a short summary:

    Spoiler

    Gaia manages in the first few waves to destory 3 cc's, 2 west 1 east. All of them are rebuilded. After a short naval siege i (bb) land with 80 horse Archer in the north and start annoying mord. mord gets help from SarhaElda and throw in bunches of spears to destory. However with ultra with the use of formations most the spearman doesn't succeed in destroying all horses. But the horses also can't destroy the cc and other buildings.

    Meanwhile juniormaster gained a navy aswell and fights of most gaia ships and establishes a base on the middle island. From there he performs attacks on the West's coast.

    Also pablek2 stacks up infinite resources with trade and gathering, so he can make a 130+ mace champ army...

    When PricipalityOfZeon brings some siege towers to the north and my horses get trapped, the horses get destroyed. At this moment I builded a small settlement on the north so I could get some new horses. Also pablek2's champ army is ready and shipped over to the south, were it started leaving a desert wlaking up to the north.

    During the cleaning of the West riverbank mord and PricipalityOfZeon escape to respectively the north and south island, where they wait out with little defences until pablek2's champs get shipped there for destroying the last resistances.

    Replay below:

    commands.txt

    • Like 3
  2. there already is a idle worker "flag", in the right-bottom corner of the minimap there is a button selecting an idle worker. when the button is greyed out there are no idlers, when it is coloured there are idlers.

    When selecting units, there is a selection ring around the footprint of the unit.

    When selecting differnt types of entities simply use shift click on the wanted entities and then ctrl + click to make it a group.

    Using shift +num is selecting the currently selected units and the specified group, but does NOT add the currently selected units to the group. One should use ctlr+shift in order to do that.

    sometimes big units like elephants and rams get stuck in a forest due to a short pathfinder bug (one can get those out by ordering very small movements out of the forest), further formations are mostly bugged and indeed get stuck often.

    • Like 2
    • Thanks 2
  3. 10: dunno if there is a better solution than putting the - on all productionqueues...

    11: the values are multipliers indeed so 1.5 == +50% and so 0.5 == -50%

    12: a)

    attackBonus *= bonus.Multiplier;

    a gate would get 4* bonus

    13: for some reason the code is a bit strange here

    if (bonus.Classes && bonus.Classes.split(/\s+/).some(cls => !cmpIdentity.HasClass(cls)))
    	continue;

    so the target should have all classes b).

    (usually a " " is taken as a logical "or", i might write a patch for this...)

  4. One could say that trade is broken: if one has got a trade route of 62 gain (with all ups, not civ bonusses), this trade is better than celtic farming (with all ups + rotary mill). I agree capping isn't a good solution (for the same reason as above). (For beating corrals with trade one needs 200+ gain...) Also letting traders trade between cc's isn't a solution since that is nothing else than capping.

    A (better) solution would be to take in the gain calculation the amount of traders using the same markets, so more traders using the same market would result in lesser gain per trader. I guess this isn't a 100% clean solution since many markets could be build together (and I am against a mindistance). Maybe every market should take all traders from markets in a certain range into account when calculation it's gain. The amount of traders from a market could be calculaed as the amount of traders that have visited the market the last minute or so. (This would nerf short trade routes a bit hard maybe, so one should have a weight factor on the traders what is the gain/distance.)

  5. Please don't take it too far off topic (search some general question forum or make a new topic for more questions). Anyway, it is currently impossible to order units to run, running is only triggered when units flee or chase, but again this cannot be user ordered, only UnitAI auto behaviour triggers it (f.e. being attack in passive stance).

    • Like 1
  6. Indeed the percentages set are* the percentages traded and so the percentual income for that recourse from the trade. So if you set food to 43%, 43% of all trade income will be in form of food.

     

    * It is actually a chance function on every trip the trader decides what he will trade that trip, and if there is a 43% on food the chance of choosing food is 43/100. Following by theory of big numbers it follows that 43% of the trips will be done with the food resource,

  7. I am not principal against allowing farms/corrals but I think there is a better solution by distributing (random) amounts of resources from time to time to each player (in equivalent amounts to each player). We could ofc set that the amount of f.e. food would be higher (on average) then the other resources. There is some code for this in #3102. This would give each player a "solid" income and decide himself where to spent it on. By allowing fields/corrals I guess everyone will simply spam them (as being giving resource + being a "wall") and thus less profitable tactics in game.

    I don't see why self trade is not allowed in current state, seems to work fine here, nor I would like it seeing disabled.

    • Like 1
  8. On 10/10/2016 at 3:10 AM, wowgetoffyourcellphone said:

    Well, already even with upgrade feature I am use on units, it's too many clicks I feel. Plus you will have to manage more different units, remember who are what upgrade, etc. A lot more to parse. Would be a lot easier to just upgrade or weapon-switch battalions of troops at a time. See Battle for Middle Earth II mechanics.

    The approach in #252 is less clicky then with an upgrade feature, with upgarde you need to click manually if you for switching per (group of) unit(s) and indeed need to keep track of which unit is in which state. The #252 patch is based on order so a player can give an order for a specific type with an hotkey and the unitAI/attack component will decide themselfves which attack is best (based on DPS/range) when there is no forced order. So one does not need to keep track of units in "attack states" but he can press a hotkey per time he gives an attack order.

    • Like 1
  9. 2 hours ago, Nescio said:

    9. Is it possible for a unit to have two different attacks? E.g. I'd like the quinqereme to have a simple pierce attack by default (as has the trireme), and a crush attack when it has any catapults garrisoned inside.

    Not yet see #252 (and #4000 for this issue too)

  10. This is nowhere near related to this patch, as @sanderd17 said that patch is just a cleanup patch from input.js, it does not fix any bug .

    Besides that the changes for this problem need to be in wall.js, buildrestrictions.js and probably guiinterface.js. I don't see what input.js has to do with it. (Yes it's a form of input indeed but we can use old functions in that file).

    And If I can fix it, maybe I can but it's not on my TODO list or will get on it soon either.

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