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Freagarach

WFG Programming Team
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Posts posted by Freagarach

  1. 4 hours ago, borg- said:

    Having multiple heroes is something that the code doesn't support at the moment I think.

    Perfectly possible :) Just change the entity limit of the hero for the athen player to 2 instead of one.

    Spoiler

    In: simulation/templates/special/player

    Add an EntityLimits entry to the player_athen.xml, see player.xml in that folder.

    Replace the hero limit.

     

    • Like 2
  2. Thanks :) Does this work with A24 or SVN?

    For debugging I suggest that you follow the whole chain, so indeed it starts with one entity that applies the morale influence, an entity entering its influence should receive the OnValueModification message, calls RecalculateValues which should do the stuff you want. Put some warn(uneval(<variable>)) there to see what is going on.

    You could also choose to do it backwards. Warn something in the function you want to be seen executed (ExecuteRegeneration), if it isn't, trace back what should call that (CheckRegenTimer) to see whether that is called.

    That said, I don't see anything really wrong in your code, but I haven't tested it yet either. If you don't figure it out with the above I will take a closer look!

    • Thanks 1
  3. Very, very nice! (I hope that vanilla will someday include something like this as well, since battles of the past were primarily not fought on strength but on morale.) The snippets look way cleaner than what I have implemented a long time ago in my own mod xD (Your link is not alive.)

    Perhaps a silly question, do you clean on ownership change? Since on init the owner is INVALID_PLAYER, which will have no allies, I guess.

    • Like 1
  4. Hi and welcome to the forums.

    6 minutes ago, ostuffhuge said:

    will probably get 0 reply again i know

    Sorry that no-one has responded to you before, it must have slipped through all the posts.

    I think with autostart-disable-replay one needs to give more options, like the mod(s) to start, --mod=mod --mod=public, but also what map to start, and the players.

    Regarding the replay limit, since those files take not very much space, and users can just delete them, I don't think it is going to be implemented. Perhaps an option to disable saving replays could be added.

    6 minutes ago, ostuffhuge said:

    linux at least 512MB only?

    Well, I play on lowest setting possble, but still need some more memory than this. I'd say you need to have 1GB to be on the safe side of things.

    There is some work done on being able to reduce fancyness, but it hasn't been added yet. Do note that M$ W7 can take up quite a bit of resources (although it seems with you it is using merely ~300 MB on idle? how did you get it that low xD ).

  5. Let me explain a little how balancing is done nowadays (with no active balancer in the development team).

    Players (usually not devs, for they play too little or not high enough level) spot something that they think needs addressing, e.g. the unit production times being too long. They discuss that with other players. When they find themselves in a position backed by a number of other (esteemed) players, they can choose one of several courses of action:

    • State a number of times that there is a problem, and it _needs_ to be addressed.
    • Create a patch on Phabricator that addresses the issue, and point fellow players to discuss there, with a reference to a forum post describing the issue and the opinion of several other players.
    • Create a thread on the balancing subforums, that states the issue, (perhaps even with possible fixes) and hope someone else makes the patch once a consensus has been reached, which, obviously, will link to the thread.

    Guess what will be not effective :)

    [EDIT]: @badosu beat me to it :)

  6. All individual features were discussed on Phabricator (https://code.wildfiregames.com/) and in the balancing group message (this is done more public now for A25).

    As for polling on the forums, keep in mind that a _very large_ portion of the players never goes to these forums at all.

    • Like 1
  7. I would really like to see the ability to instantly capture empty Gaia structures (EDIT: and mechanical entities, see the War Story) by just garrisoning an entity within it. Then, instead of deleting, one can abandon a structure, i.e. give it to Gaia.

    • Like 1
  8. @gameboy Constant pinging (of me) won't help. This isn't a major problem, since it only occurs in a minority of situations and with these kind of popcaps the either the game becomes unplayable, or you don't really care about the exact pop-cap anymore.

    I won't work on this since there are more urgent matters, in my humble opinion.

    • Like 2
    • Thanks 3
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