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Atrik

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Everything posted by Atrik

  1. Thanks Mentula. Excellent work. I used your code to replace legacy color replacements code from boongui. @Seleucids here is a version for you customcolors+.zip
  2. Replace line 224 in GuiInterface, "total" by "Unit". "enemyUnitsKilledTotal": cmpPlayerStatisticsTracker?.enemyUnitsKilled.Unit ?? 0
  3. I wish i could resist replying to this but i can't. Actually I can. Pointless to try to undo all your built up narration. I'm glad you consider introducing autosniping.
  4. Sorry I don't want to ruin your alt-clicking spam amazing game-play experience.
  5. Although totally automated sniping as you suggest it wouldn't be that bad. I still think that some other ideas that were requiring some user micro could be fun.
  6. I though i read somewhere that you were against autosniping. This would be the most automated form of autosniping that was ever suggested, funnily enough.
  7. I also think that units should just totally ignore buildings in general. Would just be far less frustrating. Even if no exceptions are made for sieges it would be fine.
  8. OR, mods in a26 were aligned on a solution to add options after nani's mod and you suggested something else. Indeed I didn't write this code, but overwriting some functionality of the game such as the one that are here in option is the concept of a mod. Your approach might be slightly better in some ways but also you are asking existing mods to adapt to you instead because you didn't want to get along with using autociv purposely created global variable (that was also a easier way to add options).
  9. To be precise, this code is adding options if there are already existing one in a global variable, all mods could do this, it would also be working fine.
  10. Oh wow, I missed this. I almost was going to to try making this options myself! Thanks @Mentula.
  11. @sarcoma indeed. I didn't introduced this bug thoughts autociv.zip Here is the corrected version.
  12. Side note on performance, players who have the issue, have good results leaving/rejoining a game. So something else that seems to hints to it not being just un-optimized tasks.
  13. Yes I know... But that's why I was kinda asking if there is a way to make sure this will actually have a "smoothing" effect. Even if you call some async js function, will it still run it within the same frame (and therefor being totally useless)? Iirc tested it 2 days ago with a dummy 'lag' function. And calling it, was still blocking the frame until completion even if it was an async function.
  14. I might even want to try to do it but : is it possible to make the selection more smooth with async js? Like would it even be possible to load minimal entity datas (maybe even without using getEntityState / using a alternative), THEN load entity datas next frame(s)? I can think of using mouse over event handler to load tooltip datas, but i guess the performance gain aren't worth pursuing, all the datas would be loaded on later frames?
  15. @wraitii Probably stupid idea/question but why isn't it possible to have a kind of proxy function in the engine to execute some of the gui functions, asynchronously while a fully asynchron gui sim is not developed?
  16. For having used profiler regularly for the past week, I can see absolutely 0 pattern. It can be ANY of the task that suddenly slow the game unreasonably. When it's no GC, it's state hash check, when it's not state hashcheck it's sim update, when it's not sim update, it's gui sim update. Any of them can decide to take sometimes 100+ms in a single frame. Of course it's probably linked to what's going on in game you are playing but this still hints something that isn't specific to any task in particular.
  17. Not sure I understood what you meant, but if we take n = 1, this perfectly check out as P0 = Pn: Pn = P0 * (0.9)^(n-1) P1 = P0 * (0.9)^(1-1) P1 = P0 * (0.9)^0 P1 = P0 * 1 This is how I though confident the ai didn't hallucinate . In that case Pn is indeed the correct worker n?
  18. Interesting question I only looked it up now. The template indicate a diminishing return of 0.9. Asking a llm to translate the code in ResourceSupply.js it helps to define the formula: (omg can't make laTex code insert, seems not working) Pn = P0 * (0.9)^(n-1) Where: Pn is the productivity of the nth worker P0 is the productivity of the first worker So for the 5th gatherer for example, given that base gathering is 0.5 and no upgrades: P5=0.32805
  19. @Emacz, you should do this, it will help you NOT wast time on very lame syntax mistakes. As well, modifying the templates, you will always work with objects and arrays. So it would be useful for you to memorize their structure.
  20. MainMenu > LocalRating > 'BuildList' button somewhere.
  21. Seems like the gitea is down every once in a while...
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