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Everything posted by wraitii
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I know, but that particular RLInterface project doesn't use pch, so that it makes a difference at all is a bit odd to me, but there's obviously something I'm missing.
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Are you compiling without precompiled headers perhaps? I find it odd that it fails, since the CI worked, but it seems like it could. I've posted a diff here: https://code.wildfiregames.com/D2928 can you patch and confirm?
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Splitting our civs in groups - Fixing the balancing problem
wraitii replied to wraitii's topic in Gameplay Discussion
Just to clarify: I don't want to prevent Briton vs Mauryan fights for example, I just don't want to guarantee that this would be a balanced fight. So players would pick from the same "group" in competitive MP. -
Splitting our civs in groups - Fixing the balancing problem
wraitii replied to wraitii's topic in Gameplay Discussion
I updated the first post, removing notes about "tiers" since that's not really the heart of my argument. My point is that we should have "groups" of civs, which are internally diverse yet balanced. Matchups between civs from different groups are not guaranteed to be balanced. The logical conclusion is that some groups might end up overall stronger than others, but I think the highlight here is that civilisations in history adapted to their rivals and their context, and thus sentences like "Would the Roman have kicked the ass of the Zapotec?" make no sense. -
Splitting our civs in groups - Fixing the balancing problem
wraitii replied to wraitii's topic in Gameplay Discussion
There kind of has to be generalisations if you're going to tier our civilisations. My claim is that these generalisations will actually be less than what we need to do to balance all civs together. Yet it is unarguable that they were at some point the biggest empire in the world. Time periods change, but I don't think it's absurd to group them alongside Macedonians and Mauryans as the 3 biggest empires of our time period (which is honestly more like 500-250BC than 250-0BC... Rome is a bit problematic in this setup) I'm not trying to make a comment on which civilisation would be best overall, in fact I'm trying to do the exact opposite. My point is that we can balance Macedonians and Persians and Mauryans and have some fun gameplay. I mean, the Romans did beat Carthage in the first Punic war owing, in parts, to a strong navy. Yeah, this is exactly what I'm trying to do here, but I've obviously failed to convey that. -
This has been merged: https://code.wildfiregames.com/rP23917
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I think you just have to iterate over it, or use some set-functions: https://developer.mozilla.org/fr/docs/Web/JavaScript/Reference/Objets_globaux/Set
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I think for techs and such, it might be because they're using a Map() object which doesn't print much when printing it?
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Arch AI Pack v0.1.3 ( 9 Arch based + 4 Petra based AI bots ) [a23]
wraitii replied to Arch Bot's topic in Announcements
This looks interesting As one of the older AI devs (Mostly on Aegis, which was the intermediate between qBot and our current Petra), I think you might want to focus on a single bot with configurability. Improving capabilities and having distinct personalities are somewhat orthogonal concerns. I see two options for getting this in-game: - Propose incremental changes as patches. - If the bot becomes impossibly different, you can always request that we package yours alongside Petra at some point once it's stable enough. -
Allow Modifiers to affect tokens
wraitii replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
Thanks for reporting this, I did miss this case. See D2894 for a fix. -
Splitting our civs in groups - Fixing the balancing problem
wraitii replied to wraitii's topic in Gameplay Discussion
Hello all, I'm making this thread public - I probably should have done so from the get go. This is my idea on how we can get out of the balancing tarpit. -
Are you using a QWERTY-English setup? I have to say I haven't tested all hotkeys, but I'm plying on a french keyboard and they're mostly borked because of the Azerty layout. We do need to fix it though. More work for A 24
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Spidermonkey 68 (and 78) (WIP) (Running game!)
wraitii replied to Bellaz89's topic in Game Development & Technical Discussion
I think @Itms will agree that we probably should move incrementally anyways, if only to make sure we aren't missing something that will come back and haunt us. The work will likely not be repeated too much regardless. -
Agreed that it looks like z-fighting in the shadow map (this sounds more epic than it is btw :p ) Did this never happen before? Is that just on this one map? What happens if you lower the shadow quality settings?
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[trunk@23678] Atlas and Actor Editor ignores input from the keyboard on OSX
wraitii replied to wik's topic in Bug reports
This is fixed with https://code.wildfiregames.com/D2788 -
[trunk@23664] Can't open Atlas Editor on OSX Catalina (10.15.4)
wraitii replied to wik's topic in Bug reports
I've fixed the assertion here: https://code.wildfiregames.com/D2788 -
You need to do a right click, which you should be able to do by clicking with two fingers on the trackpad.
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Hello Gameboy, thanks for the report and replay I'll revert these changes momentarily and fix the issues with the patches.
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Hey, thanks for reporting this. I'll revert the changes and fix the issues in those cases.
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[trunk@23702] Missing bitmaps (grass, etc) in atlas editor
wraitii replied to wik's topic in Bug reports
@wik : aye that's actually just caused by my unfinished patch . As written here https://code.wildfiregames.com/D2752 "I haven't yet bothered to reimplement "renderer incremental loop". If you start the actual game a few times, it'll populate your cache and the issue will be fixed.