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BattleMaster => Development => Topic started by: Anaris on June 28, 2011, 05:42:11 PM

Title: Fresh Code Updates
Post by: Anaris on June 28, 2011, 05:42:11 PM
For those who haven't looked at the announcements yet, there's a new update (http://forum.battlemaster.org/index.php/topic,736.0.html) that makes some important changes to how archers, MI, and ranged SF and Daimons act.

This should cure the "stupid MI" problems once and for all.

This update also includes a few bugfixes:


And finally, the update includes a minor enhancement to the Message Search feature, allowing you to search your sent messages, or both sent and received (which should allow you to view entire conversations among message groups you are in, including your own messages).
Title: Re: Fresh Code Updates
Post by: JPierreD on June 28, 2011, 11:27:01 PM
Nice, eager to see the AI changes.
Title: Re: Fresh Code Updates
Post by: Foundation on June 29, 2011, 02:35:47 AM
Awesome work, Tim! :)
Title: Re: Fresh Code Updates
Post by: Nosferatus on June 29, 2011, 03:42:04 PM
thanks, we needed this, badly ! :P

Can't wait for the new estate system to finish.
Care to give any 'sneak peak' details?
Title: Re: Fresh Code Updates
Post by: Anaris on June 29, 2011, 03:43:19 PM
thanks, we needed this, badly ! :P

Can't wait for the new estate system to finish.
Care to give any 'sneak peak' details?

I (and Foundation) can't wait to start working on the new estate system (though I'm pretty busy right now).

I'll be happy to give some sneak peek details when I understand it enough to code it myself ;)
Title: Re: Fresh Code Updates
Post by: Foundation on June 29, 2011, 08:00:12 PM
Yep, new estates still hasn't been started.  It's kinda important to make sure we're doing the right thing before going ahead and doing it. 8)
Title: Re: Fresh Code Updates
Post by: Phellan on June 29, 2011, 09:58:30 PM
The Dev team is awesome.  I'd just like to say.

Looking forward to this change in archers, and the updates to the estate system.
Title: Re: Fresh Code Updates
Post by: Faulcon_deLacy on July 03, 2011, 05:27:47 AM
Some early feedback based on a couple of battles on dwilight:

First battle, attacking rogues (monsters), Realm Asylon, Region Vakreno Heaps
http://battlemaster.org/ShowScribeNote.php?ID=162239&Hash=0c86b4425b391b30

Second battle, defending against same monsters
http://battlemaster.org/ShowScribeNote.php?ID=162293&Hash=a43bf9fc64ed4009

In the first battle we see the ability to fire into melee at range 1, however it does not appear to be at a 75% rate.

At range 2:
Muramasa (3) fire on Monsters (6), scoring 99 hits.
Achenar Arrows (1) fire on Monsters (6), scoring 178 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 277

At range 1:
Muramasa (3) fire carefully into the close combat near them.
Muramasa (3) fire on Monsters (6), scoring 1 hits.
Achenar Arrows (1) fire carefully into the close combat near them.
Achenar Arrows (1) fire on Monsters (6), scoring 0 hits.
Total ranged hits suffered: Attackers: 0, Defenders: 1

In the second battle my range 4 archers start shooting immediately despite the range being 6
Achenar Arrows (2) have no enemy in range and hold their fire.
Achenar Arrows (2) fire on Monsters (1), scoring 20 hits.
Total ranged hits suffered: Attackers: 20, Defenders: 0
Title: Re: Fresh Code Updates
Post by: fodder on July 03, 2011, 07:21:51 AM
is 75% the damage.. or chance it'll shoot something?
Title: Re: Fresh Code Updates
Post by: Anaris on July 03, 2011, 01:51:55 PM
It's supposed to be 75% the number of hits, representing the archers having to be extra-careful to avoid hitting their friends.

Those numbers are definitely screwed up.  I'll have to check the code.

Thanks for this feedback.
Title: Re: Fresh Code Updates
Post by: fodder on August 30, 2011, 06:23:22 AM
Well trained rangers (11) fire carefully into the close combat near them.
Well trained rangers (11) fire on Elf Archers (16), scoring 1 hits.

that's with 27 sf..

in earlier rounds with 33 sf at a distance it did this..
Well trained rangers (11) fire on Elf Archers (16), scoring 298 hits. <---

---
do you need the full report?
Title: Re: Fresh Code Updates
Post by: Shizzle on August 30, 2011, 09:05:12 AM
If the archers fire into the melee, what's the chance to fire upon your own teammates? Because even if they 'aim extra carefully' friendly hits and casualties are unavoidable. (For shield-equipped infantry the rear-exposed teammates would even take more hits, I'd recon)
Title: Re: Fresh Code Updates
Post by: Zakilevo on August 30, 2011, 09:24:46 AM
When did BM have friendly fire?
Title: Re: Fresh Code Updates
Post by: Shizzle on August 30, 2011, 09:50:29 AM
When did BM have friendly fire?

Quote
Well trained rangers (11) fire carefully into the close combat near them.

Here. I'm not saying there /is/ FF, I'm saying there should be. As it says somewhere on the Wiki, Medieval archers aren't Legolas :)
Title: Re: Fresh Code Updates
Post by: fodder on August 30, 2011, 11:21:27 AM
if there's friendly fire, i would suggest there should be a settings tickbox to decide if you even want to risk it.
Title: Re: Fresh Code Updates
Post by: Shizzle on August 30, 2011, 12:13:41 PM
I'd be happy with that :) Think of the noble angry at his peer, for killing his men in FF. Think of the Duke who doesn't care and orders his archers to fire into the crowd :)
Title: Re: Fresh Code Updates
Post by: Zakilevo on August 30, 2011, 07:09:02 PM
you can just set your men as murderous
Title: Re: Fresh Code Updates
Post by: Indirik on August 30, 2011, 07:30:29 PM
Murderous won't make your men attack soldiers of their own realm.
Title: Re: Fresh Code Updates
Post by: Zakilevo on August 30, 2011, 08:06:11 PM
really? what does it do then? make cavalries move three squares or something?
Title: Re: Fresh Code Updates
Post by: Anaris on August 30, 2011, 08:10:45 PM
really? what does it do then? make cavalries move three squares or something?

No, nothing can do that.

Murderous makes you attack everyone but your realmmates, unless other situations prevent that.
Title: Re: Fresh Code Updates
Post by: Shizzle on August 30, 2011, 08:48:15 PM
So allies, and stuff. I need to try that :)
Title: Re: Fresh Code Updates
Post by: Anaris on August 30, 2011, 08:52:05 PM
So allies, and stuff. I need to try that :)

We take no responsibility for destruction of alliances, loss of credibility, or being considered an idiot and a jerk for trying murderous settings on your allies.
Title: Re: Fresh Code Updates
Post by: Bedwyr on August 31, 2011, 02:25:35 AM
It's far more useful for getting around peace treaties that you can't/don't want to break.
Title: Re: Fresh Code Updates
Post by: Vaylon Kenadell on October 19, 2011, 10:29:47 AM
It's supposed to be 75% the number of hits, representing the archers having to be extra-careful to avoid hitting their friends.

Those numbers are definitely screwed up.  I'll have to check the code.

Thanks for this feedback.

Did anything ever come of this? Based on a recent battle in our realm, it's still the same as it was before:

Tuathal's Bows (6) fire carefully into the close combat near them.
Tuathal's Bows (6) fire on Monsters (7), scoring 1 hits.
Title: Re: Fresh Code Updates
Post by: megs on January 01, 2012, 01:05:18 PM

For those who haven't looked at the announcements yet, there's a new update (http://forum.battlemaster.org/index.php/topic,736.0.html) that makes some important changes to how archers, MI, and ranged SF and Daimons act.

This should cure the "stupid MI" problems once and for all.

This update also includes a few bugfixes:

  • The "Delay Arrival" feature was not appearing on the page after you selected your destination when traveling, forcing you to go back to the main Travel page to see it.  This has been fixed.

The part about the delay travel is not true, at least on stable isles. I will check next turn on testing.[/list]
Title: Re: Fresh Code Updates
Post by: ^ban^ on January 01, 2012, 11:03:24 PM
Holy thread necromancy. Please don't post in threads this old.