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wraitii

WFG Programming Team
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Posts posted by wraitii

  1. 33 minutes ago, ValihrAnt said:

    Played a game on 25760 and my sword cavalry had issues hitting cavalry archers that were retreating. They'd get in range, start attacking and then stop as the enemy had ran outside of their attack range(?).

    You mean the melee Cav thta's attacking the retreating camels? It seems to me they're actually hitting, it's only the animation that's cut short.

    • Like 1
  2. 26 minutes ago, ValihrAnt said:

    In regards to the autotrain thing, I really don't see a problem with it having the same efficient implementation as autociv. Batch training means that it won't be as efficient as queing units manually. If the game didn't have batch training then it'd be advantageous over manual training.

    FYI the current autoqueue will re-use batch training if it's been setup.

  3. I've updated my diff https://code.wildfiregames.com/D4148, it makes essentially 2 changes to the Best for MP maps:

    • On 1v1 small, same amount of metal but slightly more mines on the map to avoid situations where you have _nothing_.
    • On 4v4 medium, expected metal goes from 90K or so to 140K. That's still less per player than you'd get in a 1v1, but it's a _lot_ more.

    I expect this will make 4v4 more playable overall. Planning to merge soon.

    • Like 1
  4. The "slightly worse than normal" is intended because for competitive RTS play, APM is usually viewed as a skill & it's desirable to have some things that are APM-dependent.

    IMO, being able to click buttons faster should give you a small edge, but not enough of an edge that you can just walk over people that have better game sense. I think we want slightly less APM-intensiveness than Age 2, but 0 would mean making 0 A.D. a turn based strategy game.

    ---

    That being said, the queue thing might have to go, because it's resulting in somewhat unexpected/buggy behaviour. We'll see what we do. 

  5. Here is the testing bundle of A25.
    Keep in mind, this is not a 'Release Candidate' yet, and so some bugs are to be expected.
    We provide this in the hope of finding and squashing them efficiently. If you choose to test, please keep that in mind.

    Downloads - Current bundles are for SVN revision 25760

    Things to note:

    • Translations are not complete & may be buggy -> Play in English for now.
    • Mind your mods -> they might introduce issues or Out Of Sync.
    • Save your A24 config file somewhere, ideally.

    Notable changes since the last bundle:

    • Balance changes: army camp, elephant archers
    • An issue with minimap buttons was fixed
    • RM biomes have been further refined
    • An issue where units would overlap was fixed
    • The formation speed glitch was fixed
    • The 'infinite hero' bug from autoqueue was fixed.

    Currently known issues:

    • The replay filter in the replay menu appears to have some issues
    • Big screenshots are broken in the game.
    • There are a few others that shouldn't affect play much, see the Milestone for details.

    What to do if I have an error or notice something weird?

    Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread.

    What to do if the game crashes

    Update your crashlog.dmp and crashlog.txt  see https://trac.wildfiregames.com/wiki/GameDataPaths

    What to do if I have an Out Of Sync?

    You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. Ideally, you should coordinate with the OOS players so that they upload their own OOS dump, so we can compare them.

    Things you may want to test (non-exhaustive)

    1. Launch a random game
    2. Launch a skirmish.
    3. Connect to the lobby
    4. Play on the lobby with someone
    5. Launch Atlas and try things out there
    6. Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios)
    7. Enable feedback and see if it works (Main menu) https://videos.pair2jeux.tube/videos/watch/ca45fa29-c120-487e-af9c-cf52020666ab
    8. Connect to and use mod.io
    9. Test replaying new games
    10. Test Screenshots (F2)
    11. Test Big Screenshots (Maj+F2)
    12. Test hotkeys
    13. Test Saving and loading a game.
    14. Test Quickload/Quicksave

    And of course playing games.

    • Like 3
  6. 4 minutes ago, Yekaterina said:

    Actually we can keep the original values but give them a negative bonus against buildings. 

    Seems worse (though it's a thrifty idea), because that's less readable for players.

    10 minutes ago, Yekaterina said:

    Seems reasonable, but what about pierce? Elephants had tusks that can stab people. 

    Honestly I think giving units both Hack and Pierce makes little sense, and it seems to me Hack makes more sense for elephants.

    But overall I would probably like to entirely rework the stats of our units at some point, the damage types make no sense.

    • Like 2
  7. 11 minutes ago, alre said:

    - crash damage was removed from bolt shooters with this changeset, I don't know where and how it was discussed

    You can see the differential ID in the commit: http://code.wildfiregames.com/D2494. It's quite a long discussion.

    Now I'm not sure about siege towers, but bolt shooters are currently supposed to be 'sniper' units, so not walls destroyers (those are the stone throwers), thus no crush damage.

  8. 22 minutes ago, Player of 0AD said:

    How could this be a problem? Anybody can use it. Hopefully the autociv mod will work again, so I can just use the autotrain of that instead

    As discussed on the diff, the idea is that auto train is slightly worse than manually training, because it uses slightly more resources at any given time.

    That being said, I do agree that the current diff is insufficient, since you can't easily do something custom and let the autoqueue resume its work.

  9. I think the best solution will be to play a few games and check how mercenaries feel. I see the concern that they might be OP with resources available. They're definitely useless when resources aren't available, so that's kind of off point.

    We've made some changes that should slightly reduce the stress on Metal for A25, so things might look slightly different from what you'd expect.

    • Like 1
  10. 4 minutes ago, hyperion said:

    Well, string freeze is the moment I'd send an email to translators asking them if they could take out some time out of their schedule. As this may take a few hours giving sufficient time seems a matter of courtesy.

    I would suggest two: one that they can start looking (but where we're explicit that further changes might be necessary) and one where we say it's String Freeze, go crazy. At the very least, the first one could tell them that they might need to clear a few hours in their schedule in the upcoming works.

    4 minutes ago, hyperion said:

    Could it be the reason tweaks might be necessary is deciding on a release name late and misspelling it trice?

    Certainly did not help :P 

    6 minutes ago, hyperion said:

    What I don't get is why you'd not want as many testers as possible, i.e releasing it into the wild. This doesn't make sense to me whatsoever.

    I mean this is more or less what we're doing, but the fear is that people might mistake test bundles for actual alpha bundles (which have been tested), and then report bugs after-the-fact, which will simply waste everyone's time. Likewise, someone who doesn't know the game might get the impression that it's buggy, when they in fact just downloaded an alpha of the alpha.

    8 minutes ago, hyperion said:

    Feature freeze is what I'd expect to be the the border between normal commits and commits to fix release blockers only.

    We're definitely going for a more porous definition than that, but it's partly because 'release blocker' is very arbitrary anyways.

    8 minutes ago, hyperion said:

    If indeed CF has that meaning then the release should be at least 2 weeks after, better even later, though you don't have to go as far as the kernel with 8 weeks.

    The plan is a minimum of 1 week, but 2 is more likely. Unfortunately, we have some pressure to move forward as we're stuck with a single SVN branch.

    • Like 1
    • Thanks 2
  11. Note also that you can disable the 'Pushing' behaviour on an individual template basis by adding "<DisablePushing>true</DisablePushing>" to the UnitMotion component of the template.

    Depending on player feedback, we might do it for rams/eles & possibly ships.

    Edit: though I wasn't particularly aware this was possible in A24, which you seem to suggest? If so, A25 might actually help a bit, though there will be more overlap in general, it should be smaller overlap.

    • Like 2
    • Thanks 1
  12. Can have a few sources, but the problem is twofold:

    - Unit pushing allows some overlap, though units in the same spot should push each other away in A25 (may/may not mitigate this)

    - The rams are much bigger than their actual pathfinding size.

    You can play with the settings in pathfinder.xml, but unfortunately increasing clearance doesn't work that well.

    • Like 1
  13. Hello everyone,

    We're happy to release the first testing bundle of 0 A.D. Alpha 25 (name to come).
    Keep in mind, this is not a 'Release Candidate' yet, and so some bugs are to be expected.
    We provide this in the hope of finding and squashing them efficiently. If you choose to test, please keep that in mind.

    Downloads - Current bundles are for SVN revision 25741 
    (See below for updated bundles)

    Things to note:

    • Translations are not complete & may be buggy -> Play in English for now.
    • Mind your mods -> they might introduce issues or Out Of Sync.
    • Save your A24 config file somewhere, ideally.

    Currently known issues:

    • As reported by Valihrant and experience by wow, there is a weird issue where units in formation get 'stuck' in running speed. This will be fixed, but it's not yet in this version.
    • Groups of 2 units can overlap. This will also be fixed, and doesn't happen with more than 2 units, it's a simple configuration issue.
    • The replay filter in the replay menu appears to have some issues
    • There are a few others that shouldn't affect play much, see the Milestone for details.
    • Big screenshots are broken in the game.

    What to do if I have an error or notice something weird?

    Post your commands.txt (replay) and the interestinglog.html file from your folder. You can also reply to this thread.

    What to do if the game crashes

    Update your crashlog.dmp and crashlog.txt  see https://trac.wildfiregames.com/wiki/GameDataPaths

    What to do if I have an Out Of Sync?

    You should go in your logs folder, find the replay (commands.txt at least), the mainlog/interestinglog and find the OOS dump folder. Zip all these files and upload them here. Ideally, you should coordinate with the OOS players so that they upload their own OOS dump, so we can compare them.

    Things you may want to test (non-exhaustive)

    1. Launch a random game
    2. Launch a skirmish.
    3. Connect to the lobby
    4. Play on the lobby with someone
    5. Launch Atlas and try things out there
    6. Open Unit tests demo (To see if there any breakage in displaying entity's) (It's in scenarios)
    7. Enable feedback and see if it works (Main menu) https://videos.pair2jeux.tube/videos/watch/ca45fa29-c120-487e-af9c-cf52020666ab
    8. Connect to and use mod.io
    9. Test replaying new games
    10. Test Screenshots (F2)
    11. Test Big Screenshots (Maj+F2)
    12. Test hotkeys
    13. Test Saving and loading a game.
    14. Test Quickload/Quicksave

    And of course playing games.

    • Like 5
    • Thanks 2
  14. 5 minutes ago, Ceres said:

    How do you test a25? Do you compile the latest available code, or do you use the latest available automated builds (for Windows)? If the latter, how do you fetch the complete package? Where could I find more hints about these questions?

     

    For the particular case of A25 we're going to be providing test bundles soon (1-2 days at most)

    • Like 1
    • Thanks 1
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