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Everything posted by Freagarach
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Phabricator no longer actively maintained
Freagarach replied to maroder's topic in Game Development & Technical Discussion
Welcome to legacy. I am by no means an authority on the matter, but SVN is where the code resides (from almost the start of the project), Trac was chosen as an all-in-one development platform, for tickets, code reviews, wiki and such, then people migrated development to Phab (I must admit it _does_ ease reviewing), but kept the rest on Trac, somebody made a repo on GH and GL probably because it looked cool, but we don't use it (developers can use it though). Maybe https://subgit.com/ is interesting? -
It might have to do with TLS: https://trac.wildfiregames.com/wiki/FAQ.
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[Solved] Ranged Infantry & Hellenistic Defense Tower
Freagarach replied to Thales's topic in Gameplay Discussion
@Thales See: -
This one is actually quite fun. If we can't include the Han for some reason, my vote is for this. It really closes the circle (pun intended).
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Cool, I also tested it and it works.
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They _are_?
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Also, an importent step is to come online on IRC, such that we may help you faster with certain problems.
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Marking for translation is indeed not enough, but according to https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/gui/session/TimeNotificationOverlay.js it misses a "translateMessage" tag when pushed to the GUI.
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AI unit pathfinding issues i cannot understand
Freagarach replied to Marbod's topic in Gameplay Discussion
Can you upload the replay of such a match, please? -
3 simple ideas i would love to see in games vs the AI
Freagarach replied to Marbod's topic in Gameplay Discussion
The more sustainable option would be to retreat heavily damaged heroes. It should use them in Regicide games, so adding the logic to "normal" matches should be possible. @Angen is experimenting with that in their own AI (Kiara), so maybe they will give that power to PetraAI as well. ^^ -
The string _is_ marked for translation, so should be translated already. Do you have a replay of when that happened?
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Have you seen V ?
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[Feature Request] send signal a point on the map to teammates
Freagarach replied to andy5995's topic in General Discussion
The difference is that #6078 is about triggers, not user interactions. So one could have a scenario that pings the player to a certain location. -
Yes. If you need more help with using Phabricator or tips for messing with UnitAI, you can come online on IRC. From a cursory look: yes.
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- building hotkeys
- visible corpses limiter
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I thought _you_ were going to make the diff?
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- building hotkeys
- visible corpses limiter
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Yep, that seems to be off.
- 492 replies
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- building hotkeys
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Batch Training (The Good, The Bad and The Ugly)
Freagarach replied to Micfild's topic in Gameplay Discussion
https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/components/ProductionQueue.js#L775 So what happens is that on a progresstimeout (called once every 1000 ms) that time (1000 ms) is allocated to the queue. The time needed for an item is then subtracted from that allocated time until there is no more time left, then it will be repeated on the next timeout. When an entity finishes being produced and there is still allocated time left, that is taken from the next item in the queue. However, when AQ is on, it will just ditch the remaining time and wait for the next timeout. Example: An entity costs 5.6 time to produce. After five timeouts, both queues (with and without AQ) have 0.6 seconds left. The first entity in the row is finished on both queues on the next timeout. The rest 0.4 seconds (1 second allocated time minus the 0.6 it costs to finish the entity) will be discarded by the AQ queue, but will be used by the other queue to start on the next item. That means that after 6 timeouts (== seconds game time), the AQ queue will have 5.6 seconds left for its second entity whilst the normal queue has only 5.2 seconds left. I hope this clarifies it a bit. Else, feel free to keep asking! I was wrong there, as I noted earlier, the PQ isn't updated on each turn, but on progress_timeout (which is 1 second). -
Batch Training (The Good, The Bad and The Ugly)
Freagarach replied to Micfild's topic in Gameplay Discussion
Try with a batch of two entities instead of one (the difference is that with the batch there is not an integer amounts of seconds training time). Easy way: Make two production structures and give them control groups 1 and 2. Pause the match. Select 1: enable AQ, Make one batch of two entities. Select 2: Make e.g. ten batches of two entities. Unpause the match. Select both structures and watch them go out of sync. -
Batch Training (The Good, The Bad and The Ugly)
Freagarach replied to Micfild's topic in Gameplay Discussion
Sorry, I have to correct myself here. After adding a new batch to the queue, the structure waits one progress_timeout, which is 1 second before starting the next item, be it manually added or by the AutoQueue. -
Batch Training (The Good, The Bad and The Ugly)
Freagarach replied to Micfild's topic in Gameplay Discussion
(Bear in mind that the AutoQueue is artificially made less efficient and one loses 0.2 seconds (i.e. one turn) after each entity/batch has been produced while the AutoQueue is on.) See corrected post below.