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Everything posted by Ceres
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Portraits for Ships and Water Objects
Ceres replied to wowgetoffyourcellphone's topic in Art Development
By hippos! -
Yes, I just hit "Continue", entered some info, and added O7 (CatchAll) as Reviewers. Thanks to @maroder and @Angenfor helping me with my first diff.
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[Feature Request] More control over garrisoned units
Ceres replied to LetswaveaBook's topic in General Discussion
I agree that an average health status across all garrisoned units is less helpful when trying to quickly decide which ones to ungarrison. Maybe somw others would like to share their thoughts about this? @Stan`, any ideas? -
Portraits for Ships and Water Objects
Ceres replied to wowgetoffyourcellphone's topic in Art Development
@wowgetoffyourcellphone Very nice! Can sharks attack small fisher boats? -
Garrisoned turrets have not vision range.
Ceres replied to Gurken Khan's topic in Gameplay Discussion
Can somebody please explain how turrets in wall segments or wall segments themselves behave attack-wise - manned or not? Not manned, they don't shoot anymore, right? What when they are manned? Which advantage have distance-fighting units (e.g. archers) when garrisoned on turrents of walls or on wall segments as compared to distance-fighting units standing on the ground? Is there currently a difference between turrets (by "turrets" I mean the higher parts between wall segments - you too?) and plain wall segmentswith regard to attacking possibilities (garrisoned/ungarrisoned)? -
@wowgetoffyourcellphone Either I am too stupid or there is another reason why I don't see what you mean: The red "minus" and the corn(?) icons above the women's head are not explained in any tooltip - neither when I hover with the mouse over these signs over her head, nor when I check the CC. There are tooltips both for the women and for the CC, of course, but the meaning of the said icons remains unrevealed to me. If I am the only one, it must be me, and I would be happy to learn what I'm doing wrong. Thank you.
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[Feature Request] More control over garrisoned units
Ceres replied to LetswaveaBook's topic in General Discussion
Hmm, but if you see the HP of individual units and want to decide unit by unit, it might take too much time. I was thinking about this game setting (top slider "Wounded unit health", here set to 33%): For our purpose (ungarrisoning units with let's say at least 90%?), this setting is not ideal, but one could adjust it to e.g. 90%. On the other hand, players might not like this high % for units with less health being treated as wounded, so maybe one could calc (100-x)%. In the above example, the setting is kept at 33% (i.e.units with less than 33% health are selected by the hotkey) but units with more than (100-33)%=64% are treated as "ok enough to be ungarrisoned". Admittedly, I'm not sure if these calcs make sense. Alternatively, there could be a second slider in the above shown game setting specifically for a threshold to ungarrison units (from whatever) if above that threshold health. I assume that overriding this in-game should be no problem, i.e. even if all garrisoned units have less health than the user set up, he can ungarrison them if needed. Maybe units should be ungarrisoned by the order of their health, top health first, almost dead last . -
Done: https://code.wildfiregames.com/differential/diff/18563/
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Garrisoned turrets have not vision range.
Ceres replied to Gurken Khan's topic in Gameplay Discussion
Erm, but wall segments have turrets between them. Or are we talking about something completely different? -
[Feature Request] More control over garrisoned units
Ceres replied to LetswaveaBook's topic in General Discussion
And how would you control to ungarrison only one specific type of cav, e.g. cav with archers (but keep cav with e.g. swords and pikes in the CC? (or stable/barn - sorry, don't know the correct English word right now) Maybe the CC icon could get a toggle to ungarrison only healed units or not. (the amount of HP% for "healed" can already be set in the game settings) Would you prefer individual settings per each single CC etc.? I assume so, as in other areas you might not care so much if they have let's say at least 80% health only, e.g. just for hunting undangerous animals. -
Garrisoned turrets have not vision range.
Ceres replied to Gurken Khan's topic in Gameplay Discussion
From all the discussion and recent changes, I still don't understand how turrets in wall segments or wall segments themselves behave - manned or not. Not manned, they don't shoot anymore, right? What is their behaviour when manned? Does it depend on the type of units they are manned with? Which units should one use to man turrets and wall segments? And by the way, same question for towers and outposts: Can only archers improve something or also pike men? Is an advantage linked to the use of units with the ability to distance attacks only? Are tooltips and the like also adjusted when the behaviour of e.g. walls in this case is changed? Thank you. -
===[TASK]=== Terrain and Map Overhaul (Milestone: Alpha 27)
Ceres replied to wowgetoffyourcellphone's topic in Official tasks
But once you set entity variety and started a game, the behaviour would not change, right? Maybe I'm missing the point, but why is rotation (or non-rotation) of the (square) obstruction and different snap of neighbouring buildings relevant if it is either set off or on? -
@wowgetoffyourcellphone When I hover the mouse pointer (sword, not visible in the left screenshot) over that icon above the women, there is no tooltip. When I left-click it, it shows the usual info (right screenshot). Can you please let me know what I am doing wrong? Thanks!
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===[TASK]=== Terrain and Map Overhaul (Milestone: Alpha 27)
Ceres replied to wowgetoffyourcellphone's topic in Official tasks
Would you consider an option in the settings for this? Players could decide whether their visual recognition of the mines suffers or not. Could you disable mines rotation when the setting of entity variety is set to "0" and enable it otherwise? -
Thank you so much! The result is now this (I did 'svn up' right before the diff) - PS: Now from the root folder: modmod.xml.patch I already have an account.
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===[TASK]=== Terrain and Map Overhaul (Milestone: Alpha 27)
Ceres replied to wowgetoffyourcellphone's topic in Official tasks
Thanks, I knew this but was not aware where to apply your code. I'm getting closer... -
Yeah, I have the problem that currently, I use a virtual Debian for this, because my mainboard failed. The server is remote, and I connect via xrdp. It's a pain in the back, and I experience problems with Interactions. But that's my problem I have to solve, sic.
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===[TASK]=== Terrain and Map Overhaul (Milestone: Alpha 27)
Ceres replied to wowgetoffyourcellphone's topic in Official tasks
Thanks, I rather meant where the code snippet should go when I use SVN, but I will have a look into your repo and hopefully find it. PS: Erm, sorry, not that I misunderstand you, but is that code you provided a few posts earlier here part of your Delenda Est mod? If not, my question would remain, where would this go when using SVN. Sorry that I have difficulties in explaining my question better. -
@wowgetoffyourcellphone I see new icons over the heads of units when the CC is selected. What do they mean?
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===[TASK]=== Terrain and Map Overhaul (Milestone: Alpha 27)
Ceres replied to wowgetoffyourcellphone's topic in Official tasks
@wowgetoffyourcellphone Well, how should it look like if it's not completely chopped? BTW, I very much like your ideas and gfx. PS - where does your code go to? I'm using SVN and would like to see it as well - also to learn more. Thank you! -
Alas, it's not possible to filter for strings one want to review but that one has not translated oneself. If people are interested to vote for this feature, please consider going there: https://community.transifex.com/t/add-filter-translator-not-me-for-better-review-selection/385/7 PS: I contacted Trasifex about this missing filter function and they responded that they would discuss and might consider it.
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Thank you for the hint! I've corrected this in Transifex. @Stan` Does this automatically become available in SVN? And how can I filter in Transifex to see unreviewed text strings and exclude strings that I translated myself? (as I shall not review my own translations)
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If I may chime in: It seems that loot is a "hot" topic. Maybe it's possible (and worth?) keeping look but allowing users to toggle it on/off on the map etc. selection screen before the game starts? I don't know whether this helps to find out if and how much loot contributes to a snowballing effect, but in the end, you could let players decide what they like more. Again, I don't know if this is technically easy to accomplish and whether it would add any value, but maybe this is something to consider instead of thinking binary, only.
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3 simple ideas i would love to see in games vs the AI
Ceres replied to Marbod's topic in Gameplay Discussion
Thank you! BTW, where can I get more information about the various formations? There is little available, unless I looked in the wrong places (e.g. the manual).