exactly i was planning that too - but i thought we could test this if working fine or not.
i am testing it already with @Jasondunkel in AOW
version 1.107
In this forum I post the changes on the DEVELOPER version of the game.
These versions are (at the time i post them) not yet published to google play, only registered testers can download it and test it before publishing.
Non-tester forumers: if you want to get the DEVELOPER version (to see the changes sooner, or you want to try your own map designs) please EMAIL me to zerotouchsystems at gmail dot com to register yourself as a tester.
These versions are (at the time i post them) not yet published to google play, only registered testers can download it and test it before publishing.
Non-tester forumers: if you want to get the DEVELOPER version (to see the changes sooner, or you want to try your own map designs) please EMAIL me to zerotouchsystems at gmail dot com to register yourself as a tester.
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Re: version 1.107
Post by Stratego (dev) »
the float values workin fine imho (Enru have u tested it?)
but...
actually i dont like how it works...
I think i should put back in the rounding in this case:
- if a unit gets damage i think the fractional HP is looking not so nice eg. hp : 5,6, i would round it to 5 or 6 instead.
- the only case a hp could be fraction of integer is when it is "under construction" so we can make eg. catapults to b mended slower then their HP.
- all oher cases i i need to round up or down so a hp should always be integer after an attack.
what do u think?
but...
actually i dont like how it works...
I think i should put back in the rounding in this case:
- if a unit gets damage i think the fractional HP is looking not so nice eg. hp : 5,6, i would round it to 5 or 6 instead.
- the only case a hp could be fraction of integer is when it is "under construction" so we can make eg. catapults to b mended slower then their HP.
- all oher cases i i need to round up or down so a hp should always be integer after an attack.
what do u think?
Re: version 1.107
I have tested it. Seems to work fine.
And I totally agree about rounding hp in attacks - we did it as far and it worked fine.
Maybe it could just be const float value - hp_attack_rounding_value, so it's definiable in initialization.
For AoS I'd set it as 1, but it could always be possibility left open.
And I totally agree about rounding hp in attacks - we did it as far and it worked fine.
Maybe it could just be const float value - hp_attack_rounding_value, so it's definiable in initialization.
For AoS I'd set it as 1, but it could always be possibility left open.
Age of Strategy design leader
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Re: version 1.107
Post by Stratego (dev) »
guess what!
ALL AOS ASSETS are in jsons! thanks to Endru! AWESOME!
uos already - needs extensive testing before publish!
thanks!
ALL AOS ASSETS are in jsons! thanks to Endru! AWESOME!
uos already - needs extensive testing before publish!
thanks!
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