version 1.111
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version 1.111
version 1.110 is published
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Re: version 1.111
The recent resign problems are hopefully fixed.
(was on server side, so all new resign attemps should work fine from now)
(was on server side, so all new resign attemps should work fine from now)
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Re: version 1.111
ok all app version have these changes
- pinch zoom
- scrolling (pan) reworked
- modified longpress-waypoint things (eg. on movable playes it will nto show)
these changes could bring any bugs i did not find - so please test it a little and tell me if u find anything weird - thanks!
uos 20
- pinch zoom
- scrolling (pan) reworked
- modified longpress-waypoint things (eg. on movable playes it will nto show)
these changes could bring any bugs i did not find - so please test it a little and tell me if u find anything weird - thanks!
uos 20
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Re: version 1.111
also some waypoint changes:
- pathfingding will not make vertical-horosontal movement but ditectly to target location (like diagonal)
- pathfingding will not make vertical-horosontal movement but ditectly to target location (like diagonal)
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Re: version 1.111
Pathfinding (waypoint) fixes: It will chose fastest ways (roads, avoid woods etc.), and goes diagonally if that is the direction
(most important in AOW as there are many terrain modifiers)
uos 10 AOF/AOw/AOS
please test this too - thanks!
(most important in AOW as there are many terrain modifiers)
uos 10 AOF/AOw/AOS
please test this too - thanks!
- makazuwr32
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Re: version 1.111
Still the problem of managing waypointed units in bottle necks is a bigass problem for waypointed ais.
As well as that waypointed ais do not choose not-so-optimal movement sometimes (for example it just stays on the place because units are before him on the same "optimal route" instead of trying to go around that; most noticable when from one side you have some additional obstacle - river, mountains, walls...).
As well as that waypointed ais do not choose not-so-optimal movement sometimes (for example it just stays on the place because units are before him on the same "optimal route" instead of trying to go around that; most noticable when from one side you have some additional obstacle - river, mountains, walls...).
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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Re: version 1.111
Yes, thanks for reminding me
also please make me sample maps to show the problems - i can not reproduce these problems (or i reproduce something else) based on descriptions - thanks!
only one i have found when i have a bunch of units in a circle, and waypoint all to move 20 tiles away, they get form to one line and arrive slower.
i am just making a hotfix for this that on target position i try to keep the formation that will result in parallel movement (but only in simple cases)
i read a lot about it and seems i would need to implement a very costy (in development, and in processor too) algorithm as the current A* will not ever handle well grouped movements.
also please make me sample maps to show the problems - i can not reproduce these problems (or i reproduce something else) based on descriptions - thanks!
only one i have found when i have a bunch of units in a circle, and waypoint all to move 20 tiles away, they get form to one line and arrive slower.
i am just making a hotfix for this that on target position i try to keep the formation that will result in parallel movement (but only in simple cases)
i read a lot about it and seems i would need to implement a very costy (in development, and in processor too) algorithm as the current A* will not ever handle well grouped movements.
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Re: version 1.111
ok, the "mini" fix on grouped pathfinding is uos 20
it will only spread the waypoints around the selected waypoint location in the same alignments as the selected units were standing.
altough this can cause other problems we need to find out.
(first i think is a unit too far from the "bunch" should not arrive that far - may only within a certain distance we should keep the formation, units outside that should be using single waypoint as earlier.)
(second i can think if target location is beside a river, some waypoints can point to other side of the river - that might not be wanted)
it will only spread the waypoints around the selected waypoint location in the same alignments as the selected units were standing.
altough this can cause other problems we need to find out.
(first i think is a unit too far from the "bunch" should not arrive that far - may only within a certain distance we should keep the formation, units outside that should be using single waypoint as earlier.)
(second i can think if target location is beside a river, some waypoints can point to other side of the river - that might not be wanted)
- godOfKings
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Re: version 1.111
in trigger there is a new bug with message toast triggers, if a single trigger has multiple message toast effects, it will display the message on the last effect only
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
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Re: version 1.111
ok, but toasts should only be alone - so use only one or use other messaging method.
- godOfKings
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Re: version 1.111
Using two or so toasts allow me to add message in smaller portion so reader can read whole message before it disappears, i usually use it for short events that are not part of main story, like cheap cinematography in between quests
There is no place for false kings here, only those who proves themselves to b the true kings of legend, or serves under me
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
For I watch over this world looking for those worthy to become kings, and on the way get rid of the fakes and rule over the fools
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Re: version 1.111
actually i see that hey are all fired but the toasts might overlap/overwrite each other (by Android system)
- makazuwr32
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Re: version 1.111
I see. So toast messages for now better not to use.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
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Re: version 1.111
new feature in mapeditor: condition can be inverted. (so will be true if that is actually false)
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Re: version 1.111
also "Cond: Obj visible to Player1" was not working - it is fixed now.
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Re: version 1.111
"Cond: Obj1 or player1 unit beside/in Obj2" also fixed (the mandatory fields now set)
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Re: version 1.111
new coditions and their opposites (and since we have "invert" already)
Cond: Player1 has Tech - This condition checks if the Player already invente a tech or not. "Does PlayerNr owns the tech?"
Cond: Player1 producing Tech/Unit - This condition checks if the Player is now producing the given unit or inventing the given tech. "Does PlayerNr currently produces this unit/tech?"
Cond: Is Player1 defeated - This condition checks if the Player is already lost the game. "Is PlayerNr Defeated?"
Cond: Game Difficulty is EASY/HARD - This condition checks the game is started in EASY or HARD (write EASY or HARD in message text). "Is Game launched as EASY/HARD?"
Cond: Obj selected by player - This condition checks the specified unit is currently selected by player (selected by clicking on it). "Is Object selected?"
Also!:
"Objs in area" is usable for units in a building too, to see how many units garrisoned - simply select the are so the building is in it and that will count all units inside too.
please someone volunteer to help me testing them - thanks!
Cond: Player1 has Tech - This condition checks if the Player already invente a tech or not. "Does PlayerNr owns the tech?"
Cond: Player1 producing Tech/Unit - This condition checks if the Player is now producing the given unit or inventing the given tech. "Does PlayerNr currently produces this unit/tech?"
Cond: Is Player1 defeated - This condition checks if the Player is already lost the game. "Is PlayerNr Defeated?"
Cond: Game Difficulty is EASY/HARD - This condition checks the game is started in EASY or HARD (write EASY or HARD in message text). "Is Game launched as EASY/HARD?"
Cond: Obj selected by player - This condition checks the specified unit is currently selected by player (selected by clicking on it). "Is Object selected?"
Also!:
"Objs in area" is usable for units in a building too, to see how many units garrisoned - simply select the are so the building is in it and that will count all units inside too.
please someone volunteer to help me testing them - thanks!
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Re: version 1.111
uos 5 in all versions (aos/aof/aow)
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Re: version 1.111
2 new messaging kind:
Eff: Message announce fading Shows a big self-fading message on top of the screen "Show Announcement!"
Eff: Message flavour fading Shows a small self-fading message on bottom right of the screen "Show Flavour texting"
Eff: Message announce fading Shows a big self-fading message on top of the screen "Show Announcement!"
Eff: Message flavour fading Shows a small self-fading message on bottom right of the screen "Show Flavour texting"