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real_tabasco_sauce

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Everything posted by real_tabasco_sauce

  1. Well, the primary goal isn't performance: it is to evaluate closeness with less precision to avoid overkill. However, if it is faster than the current sqrt that would be cool. Ok thanks so much for the help! The function is being called and everything, but either the square root doesn't happen at all, or the fixed datatype is remaining fixed. I suppose it could also have to do with u64 vs u32
  2. @Stan` will all the builds have access to this in SDL2? https://code.wildfiregames.com/source/0ad/browse/ps/trunk/libraries/win32/sdl2/include/SDL/SDL_bits.h#:~:text=SDL_MostSignificantBitIndex32(Uint32,return msbIndex%3B it already does what I need but using u32 instead of u64. my build is working fine, but my changes make absolutely no effect on anything.
  3. this is what I quickly threw together for a scythian 'trade settlement.' The idea is it is like a market you can put in neutral territory like a roman army camp, and train mercenaries from. I thought it could nicely represent some of the sedentary subgroups of scythians.
  4. In this case, stone throwers refers to both catapults and onagers. Although there may be other cases where the terminology could be better.
  5. Thanks @Vantha and @guerringuerrin, the changelog page looks great! version 9 is out right now!
  6. @guerringuerrin I did one more change to increase the temple of Amun capture points for kush. I'll test the the mod put together a decent bit. Lets set the date for this Tuesday, 6/18. When you update the MR, i'll make a testing version and if all is well I'll publish the next version Tuesday.
  7. ok, I seem to be getting some bad errors when building "release" in VS. Basically, it seems a pyrogenesis process was started but unable to do anything, and when this happens I have to quit using taskmanager since the whole desktop is frozen. this was revision 28109
  8. k, I just did that test and it seems ok. Yeah I can tell that the different balancers are being used on their respective maps. Before I get this next version out, I'll ask someone to do some more extensive tests with me.
  9. Hi @Duileoga, These look really good! @wowgetoffyourcellphone and I are interested in developing these nomad civs for vanilla 0ad. For the xiongnu, I really like 3 of your buildings for the role of "royal yurt". Also, the barracks, stable, and market would do great. I see you have a lot of permanent buildings too. I have tech for the xiongnu called "han diplomacy", and its basically meant to unlock some of the influence from the Han dynasty. So for the dock, it would be really cool to start with a simple yurt-based boat yard (basically what you have here, but with a small boat frame or skeleton on the ground near the yurt), and then upgrade to the dock here with the tech.
  10. @guerringuerrin the merge requests are all in: https://gitlab.com/0ad/0ad-community-mod-a26/-/merge_requests I just need to check the maps compatibility with feldmap. I suppose I could just copy over the resource balancer so they are identical and then in theory, players could apply the mods in either order.
  11. @wowgetoffyourcellphone at some point I think it could be cool to integrate speed into the damage model for ram ships, as long as their use is streamlined and things aren't too clunky (the latter would be the hard part).
  12. Well its moderate effort in general, but there may be a couple of things that would need to be done differently in a26 vs a27. I think I would just do sparta, roman, athens, carth, and mace updates in another community mod update. (carth and mace ones are pretty small). btw, if anyone just blurts out an idea for a briton team bonus I could do that super quick.
  13. @guerringuerrin unless there are other things that should go in this version, I'd say its about a week or 2 out. I thought about doing the roman/athens reworks in the community mod, but I thought the navy should go first, since its a completely new system (so probably needs plenty of balance work).
  14. @wowgetoffyourcellphone the branch works in a26, I just need some missing portraits, and they are mixed across different revisions, could you send me just the portraits for the naval overhaul?
  15. @wowgetoffyourcellphone it worked except for "Ship Combat Demo.pmp and .xml but this was the only case of spaces being used.
  16. Don't forget you'll need some art as well. Actors, etc. yes, I am quickly finding out how nice the git migration would be XD. I wrote a shell script to move the right files over.
  17. I was thinking a hotkey for upgrading units/towers would be great. Example applications: hotkeys for siege pack/unpack, scout tower upgrades and carth house upgrades to apartment, weapon switching with immortals, promotion to centurion.
  18. Ok I thought about it and I decided not to reconsider. I can't think of an example, at least not in an RTS game. no, damage would do that, also remember that ranged units can currently kill catas and bolts easily. I would argue 5 seconds easily achieves that. Its not like you can't plan their position if they pack faster. So "countering bolts" is just "Oh I see a group of bolts packing up, I guess I will walk away and take no damage." yeah that's really fun and cool, well played. Your last point really highlights their enjoyability (or lack thereof) to play at the moment. @Atrik I don't think you realize how much 10 seconds is. Its literally almost 1 percent of an 18 minute game.
  19. ah, makes sense. You can't assume gcc sadly. There is also clang. Also maybe the intrisic you use isn't available on ARM. Oh, so there's no way to check the compiler? I guess that makes sense lol. That definitely throws a wrench in it.
  20. @wowgetoffyourcellphone does the naval rework require a lot of other a27 changes? if not, I could replicate it in community mod so we can get it balanced for a27.
  21. yeah fair points all around. if some tech boosts construction speed, better to let it be standalone. any other recommendations for this next version? I have the following: non-random arrows reverted, -25% building arrow damage (fire rate) to equalize melee unit TTK. This means ranged units survive a little better compared to a26 vanilla arrows, but otherwise its the same. Pack time for bolts, catas 10s -> 5s. Immortals cost is now equal for ranged and melee, switch time now reduced a little more to 4s. Stone wall garrison space is doubled, allowing for 16 to fit on large stone walls and 8 on medium walls. Loom cost decreased from 200 food, 40s to 150 food 20s. the last two there are committed to svn already, so may as well test.
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