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myou5e

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Everything posted by myou5e

  1. It seems that the Visha Kanyas were not warriors at all. They were assassins that probably used poison or other surreptitious means of killing. The unit is presently mostly ahistorical, but not completley. They may have actually dressed like that, but in the bedroom, to seduce and poison; and also the game mentions she uses poison arrows, I think. These assassins did use poison, but it may have been on their tongue, not on a large sword. They could put it on their tongue and then literally kill you with a kiss, because they were apparently trained to be immune to poison since childhood. It was brutal and scary. These women are actually a historical example of that movie Naked Weapon. But they didn't fight in war, they were assassins.
  2. One practical advantage of chain mail is the ease of adapting to the wearer. So we would likely see women wear chainmail, imo.
  3. I didn't know this existed! You must have added it since after my hiatus :-p @FreagarachIs it better for performance to have longer ticker intervals? Eg between 2 and 10 seconds instead of 1 second? Also How are fractions calculated? If I did .2 food per second, would it do 0 food or 1 every 5 seconds? Hope you don't mind all the questions. You might be waiting for me to stop asking questions and actually make a contribution to the codebase or at least a mod but I am trying to understand things properly first :-p.
  4. I actually like the idea of a lot more being available in P1, except if it's likely to use a blacksmith, then you will need P2 to build a blacksmith then everything that requires a blacksmith will become available, like swords :-p Axes could be made a lot more roughly than swords and require less metal than a blade I think, you can use stone as well.
  5. My humble suggestion is that because Ice Houses could help to preserve food, that is to prevent wasted food, then they could rather give you a food collection rate bonus, rather than a fixed amount. Perhaps they would need a building space or number restriction too.
  6. I think attack ground is a great idea and I am eager to see it happen. Freagarach is working on it.
  7. 1. and 3. are already present in the milestones listed at https://trac.wildfiregames.com/roadmap. Perhaps there is an issue of marketing so it's obvious :-p . Maybe social media is a good idea after all :-p I support 2 and will defend adding something like in game balancing or loading of third party balancing. More so, I want to be involved with it. I'm doing things with templates now to try to make them more user friendly. It's not the same as editing in game. I don't know enough to do that now, but maybe in the future. People talk about FOSS principles of openness. I actually don't think that means no leaders. FOSS makes code accessible to others, but doesn't give those others write access to the developers PC. That means FOSS is free to be forked. It doesn't mean there is no decision making at the top. If you don't like the King, start your own kingdom. But there is nothing wrong with kings.
  8. On this point, there is a new feature, which I think was implement by @wraitii, on the modding side which allows for "mixins" which makes modding way less time consuming. This feature is not used much in the current Alpha, but I think it is undermentioned and underpraised! It can reduce the effort of adjusting XML files by I think maybe 90% once this feature is properly understood by modders, and implemented more widely in the Alpha. It's something I have been working on, actually, and I plan to release a mod soon which does very little, except use mixins to rearrange template files. The intent is to show modders how easy it can be to mod using this new arrangement.
  9. Regardless of which directory it's in, XML, YAML, JSON, Dahl, perhaps with some restrictions, can all be safely loaded. For a counterpoint against me see these: https://www.acunetix.com/blog/articles/xml-external-entity-xxe-vulnerabilities/ https://resources.infosecinstitute.com/topic/xml-vulnerabilities-still-attractive-targets-attackers/ They are called XXE(XML External Entities), and they are used for user input on the web frequently. They are a security risk, but one that can be controlled. Dahl is a configuration language that has been designed specifically with shareable and secure configuration in mind. But it would require quite a few changes.
  10. I've been reading on Total War discussion boards that Archers in the ancient world were actually not great, and that slingers had a longer range!! It amazed me! Xenophon seems to mention such an example!
  11. This is equivalent to my suggestion about only allowing the distribution of the template files. Filter out the zip for anything but properly formatted XML.
  12. Sorry to keep badgering about this. I'm not telling you that you should do anything, but all those things seem to have workarounds. Json, HTML, Dhall, Xml, yml all have very similar architectures and can be translatable into each other pretty easily, in some cases with loss of information or type data, but that data can be stored in other variables anyway(like an extra attribute stating a value should be interpreted as a number/integer etc). I'll leave it at this because I don't want to waste your time. But I think it's worth considering due to the fact I think it could be a way to distract the "balancing bros" from the dev team and delegate some responsibility.
  13. I think it's worth talking to some cybersec experts about this. I think it can be done if it's limited to XML.
  14. You can filter out anything that's not an xml file. If you have a defined, declarative language with only expected strings and a defined file format then everything else can be filtered out. I haven't looked at XML security, but I know the Dhall language is actually designed as a programmable declarative secure configuration language. I'm guessing XML is more secure because it doesn't have things like addition or subtraction(just attributes which tell you to do it which can be type checked).
  15. What if you implement this feature, but only for the templates folder? This way no arbitrary code, just XML! As long as you check xml strings for "xml injection". I think the XML modification allows for custom balancing and the file downloads would also be very small. I think this could free up time for devs so you don't need to have endless discussions about balancing.
  16. Moving to Git, is reasonable, especially as it could become symbolic of a more distributed development culture. Moving to Github, though, has downsides. One of course, is supporting a Microsoft product, but on a practical note, there are some specific Github features that could not be migrated if the project moved away. Gitlab is reasonable(and currently the goal,, if I'm not mistaken), because being self hosted, we can't actually lose any such data except from negligence, which would not even be dangerous as every developer still has a git history.
  17. I think to have a core Engine that the developers focus on, then synching mods like you suggest, would give tremendous ability for new content and version to be explored. I think it will bring new life to the game and take a burden off the Core team. This would allow "hardcore version" to be implemented by modders without the need for officially endorsing that version. Then, it will be easy to "let the market decide", so to speak
  18. Some games allow you to to download maps from the multiplayer screen. If mods could be applied like this, just like a "use map settings", then I think mods could take off a lot better. One problem with this could be the size. This problem could be alleviated, maybe, by including more community art that is not yet in the main game but could be referenced by mods and therefore wouldn't require downloading. Some kind of check for identical files would speed things up. I have tons of other ideas for decreasing things like file sizes and numbers, like even using the new "mixin" feature for templates.
  19. I think the Hardcore Mode crowd aren't interested in developing new pathfinding. More like balancing units, which is much more easily done. If some other person or group is nominated to maintain the multiplayer version it might actually decrease pressure on the main developers. I would support the split for this reason. I don't really think that it's a divisive thing or will fracture the community. I think in many games the single player is different to multiplayer. I remember playing games, I think it was Red Alert 2? Where you could only build 1 Tanya at a time, but in single player there was no limit
  20. I don't see anything we are disagreeing on, probably, except the name. But for the reason you just mentioned i think "hardcore mode" is acceptable too. Rather than disabling joining a game, I think the host of the game should just choose the mode, and people joining the game would have to decide whether they want to join a hardcore or standard/single mode.
  21. For the multiplayer version I like one of: Multiplayer mode Arcade mode Competitive mode Balanced mode [Edited] Hardcore mode [Edited, Sevda convinced me] For Single player version I like one of Singleplayer mode Full mode Standard Mode [Edited] I think "simulation/realistic" is probably not clear enough. For multiplayer my preference is probably balanced mode. The reasoning is because the goal of the multiplayer is to be a balanced competition so I think it's the most clear. Hardcore, though a reasonable choice, sounds too aggressive to me, as if every unit will die after a single hit or you harvest resources instantly.
  22. I agree with this concept, I think a single player and multiplayer mode would also provide a healthy competition between the mods which gives people the chance to evaluate the differences. Yes you can just download another mod in the mods screen , but I think that when you start a multiplayer game, having a checked default "multiplayer mode" would be very helpful, because then everyone knows this is a mode designed specifically for competitive play.
  23. From my understanding there are Jewish people who actually take both sides of the debate so I don't actually see how it is necessarily antisemitic to take any particular position. Apparently the Jewish scholar Arthur Koestler argued for khazars being Jewish because he wanted to actually dismantle antisemitic attitudes which drew a continuity between Biblical Hebrews and the modern Jews.
  24. Things like Elevation Bonuses are a good way to change it from "largest army wins"(we have this already). Terrain bonuses are another, which I think were removed for some reason. I don't know why. Maybe to do with pathfinding? Things like Stealth and weapon switching could add more of this. We will have weapon switching soon, I think. I understand that stealth is actually pretty difficult to do well so I don't expect to see that for a while even though I would love it.
  25. I really don't like the APM thing. I want to strategically plan battles. Has anyone done a poll on this to find out how the majority of players feel about this? It was mentioned in the DD that they wanted to avoid "fastest click wins", but I don't know any RTS which in competitive play does not come down to this, combined with memorized build orders, and some knowledge of unit counters. To avoid this in a game I think requires careful thought. How do you even do that? I suspect it has to do with making a battle of equal numbers go either way, depending on how it gets carried out. Which requires more game mechanics, probably, to do that effectively. I also think that the improved speed of training units in bulk actually reduces the effect that CC downtime might have in Phase 1, I think this is good, because it reduces the penalty of accidentally not clicking "train citizen" at the right time as you can always use that extra food you saved to train faster.
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