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Everything posted by Freagarach
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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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- hotkeys
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I thought _you_ were going to make the diff?
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Yep, that seems to be off.
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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. -
Delete the icon in the gui? gui/session/unit_actions_de.js: g_EntityCommands.autoqueue-on = null;
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Make certain colours transparent "on-the-fly"?
Freagarach replied to Ceres's topic in Game Development & Technical Discussion
The noviolence mod does nothing to art, it only disables all attacks. -
1 vs 3 VH PetraAI on the Fortress random map: "Battle for the centre." commands.txtmetadata.json 2 vs 4 VH PetraAI on the wood-scarce Sahel: "All flanks." commands.txtmetadata.json 2 vs 4 VH PetraAI on the Mainland: "West vs East." commands.txtmetadata.json
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Resource regeneration
Freagarach replied to MirceaKitsune's topic in Game Development & Technical Discussion
Also, 1 and 2 would either require excessive amounts of micro (task units to not cut that sapling down) or changes in UnitAI.