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Topics - De-Legro

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Creating Might & Fealty / Recruitment Overhaul
« on: June 17, 2017, 04:43:04 AM »
Lets see if I can finally write this down so it makes sense. As I mentioned in previous threads I think the balance of M&F is off. The idea of having a history for every warrior is great, the idea that you personally have to order every single training to me doesn't stack up. You are a noble, don't you have minions to handle stuff like that, just as trade flows where supposed to be about the "bigger" picture. That was the starting point for me, so I thought about how we train troops and the often talked about desire to have "better" unit groups and it occurred to me that as a noble what you would be most interested in was ensuring you had battle ready units, and leave the fine details of recruitment and training to achieve those objectives to others.

To me it seemed that a solution would be to define a number of units or groups for each settlement, define the composition in terms of size and equipment and then allow the game to train warriors into those units as needed and as equipment allows. Probably there would need to be a way to define priority for equipment so that you ensure those units you most desire are not lacking as some other unit grabbed all the equipment needed. Either that or completely change the production system for equipment.

At the same time I have always been dissatisfied with the building tree for equipment production. As a concept it works nicely, but the building names, equipment pools and equipment distribution between buildings has always seems arbitrary, and the building names in particular are often just weird, like guardhouses being used to train certain equipment rather then you know, being a place guards use. In line with the new unit system I was thinking barracks at least would become the building needed to define a unit. You would be able to build several barracks, and require one for each unit you wish to house within the settlement. Probably barracks would also come in different sizes to house units of differing sizes.

Now there are obviously lots of details still needed, some of which I have answers for, some I don't, but I was wondering in general if this was a direction that was worth pursuing before putting in more time working out details.

Developing Might & Fealty / Train to None
« on: June 17, 2017, 02:52:25 AM »
It would be nice if for equipment at least you could retrain troops to have nothing in the slot.

General Discussion / Remove archery restrictions on dense forest
« on: May 14, 2017, 11:27:48 AM »
Archers are rather integral to a balanced force, yet we force Lords of dense forest to do without them, or suffer the endless resupply of javelin. I also can't see the logic of it. Hunters use bows within forest. The Welsh were famous for ambush tactics firing their longbows at close range so I don't see how wide open places are a pre-requisite for realisng the utility of the weapon.

General Discussion / Multiple Evade Exploit
« on: April 19, 2017, 03:14:12 AM »
Since it seems that certain groups within the community persists to use this exploit, I will repeat once again. It is intended that you only get one attempt to evade any single battle. I am aware that is it currently very easy to avoid the check Tom put in place to restrict this behavior, but since we can't update the live server at this time there is little I can do to correct the oversight.

That does NOT mean it is okay to continue to take advantage of this. I hope this will be the last time this has to be bought up.

Off-topic Chat / Spam
« on: April 11, 2017, 03:08:29 AM »
Hi guys

I am well aware that we are getting constant spam from two spam bots. Unfortunately until another moderator or someone with admin rights comes online the best I can do is to continue to delete their posts as I spot them.

Developing Might & Fealty / Bug Fix for Entourage Form variable limits
« on: March 01, 2017, 11:31:36 PM »
See the initial bug report here,5906.0.html

So what is this then? I thought I would do a quick write up of how I resolved this bug (pretending it passes Andrews testing) to help those whom may want to contribute, but are unsure how. First thing you will need to do is to fork the code on Github under your own account, since for whatever reason Tom has locked down creating branches on the master repository. If people need help doing this or understanding git and Github, let me know and I will do a quick tut. Once that was done and I had cloned my new fork repository onto my computer I was ready to find the issue.

Now I had some advantage in that I am familiar with Symfony, which is the PHP framework M&F uses, and the code base in general from having helped prepare some test cases early in M&F's development. So I knew we would be dealing with the HTML templated as starting point and magically knew I could find them in  src\BM2\SiteBundle\Resources\views. Since we did not have this particular problem with the Soldier form, which only encountered the issue if you were issues large amounts of orders, I figured comparing it to entourage would be a good start. The relevant files are can be found in src\BM2\SiteBundle\Resources\views\Character\entourage.html.twig and src\BM2\SiteBundle\Resources\views\Character\soliders.html.twig.

So what are these files? They are HTML templates using the Twig templating system. Basically they are a way of defining a HTML page that imports the relevant data from the M&F database. So the entourage file was simple enough, I could see the bulk of the code for the page and importantly the HTML table and submit button code. However the Soldier file has none of this, instead it imports BM2SiteBundle:element:soldierslist.html.twig. Why? Simply because the solider table is used in two places, the character soldier control and the settlement militia control. Both those pages import the code from the soldierlist element, so that if the solider list needs to change, we only have to change the code in one place. So the code we really want to compare to the entourage form is \src\BM2\SiteBundle\Resources\views\element\soliderlist.html.twig.

Now there is a fair bit of code difference to sift through here, soldiers have far more functionality like groups, group actions, resupply etc. But the important part I found was this

        $("#soldiers tr[has_changed='false']").remove();

This is a simple Javascript/jQuery routine that catches the onclick event for the HTML object with the ID field of do_submit, and then performs some actions. $("#do_submit") is the jQuery selector that grabs the HTML object/s that have the ID of do_submit, which if we look at the code is the ID for the form submit button. This code is pretty simple.It prevents the standard event function, ie prevents the form being submitted. It replaces the HTML element with the class of actionbar with some text saying loading, it hides the submit button. The important part is the last two lines though, it removed from the submit data all table rows from the soldier table that have no changes. $("#soldiers tr[has_changed='false']") is jQuery for select rows (tr) from HTML object with the ID soldiers, which in this case is our table, that have not changed. The code then submits the form.

So fixing the issue is as easy as adding this code to the entourage page. I changed all references to soldier classes and IDs to entourage. Further things I had to do were
  • The entourage table didn't have a ID field, I added one so that our jQuery code can find it
  • The submit button didn't have an ID, so again I added on called do_submit.
Job done I committed the changed code to my fork, advised Andrew that there was some code to be tested and now I wait for the code to be tested and added to the primary fork.

General Discussion / Some Questions about First Ones and Player Characters
« on: December 19, 2016, 05:34:48 AM »
Just canvasing the player base for current opinion on a couple of topic that will inform some design suggestions I am working on

1) Are Player Character the only First Ones?
2) Are bandits human or First Ones, or a mix I suppose
3) Are First Ones and Humans genetically related and are viable offspring possible from a coupling between the two races?
4) Do the First exert a magical or physic control over Humans.

General Discussion / Code Plans
« on: May 31, 2016, 12:20:42 AM »
Starting this Friday, I have a window of about 1 week where I will have time to work a bit on M&F Code. My plan at the moment is to tackle the messaging system and try and implement some of the long standing wish list, like the option to remove message threading.

Creating Might & Fealty / Spectators for Battles
« on: February 14, 2016, 10:07:26 PM »
Many realms use battles to settle matters of Honour, yet there is no way for anyone not participating to be able to watch the battle, which in my opinion destroys many opportunities for realm building and RP. I suggest the ability to join a battle as a spectator. This would allow you to see the end battle report, but not take part in the battle. To prevent possible exploit behavior, this would not prevent other people from engaging the spectators in battle.

General Discussion / Starvation
« on: February 05, 2016, 05:24:01 AM »
Has something changed with starvation code? At the start of the current Hawk war starvation appeared as we expected, requiring constant movement and resupply to keep our forces in the field. Then we crashed a settlement into starvation, and our own hunger issues seem to disappear. Now we have moved on to other settlements, yet still without refreshing our camp followers, and still traveling as a rather large grouping of troops we do not face hunger issues. We will continue to monitor, but it appears since the following changes occured

  • Resupply: Camp followers now gather more efficiently, and they can scavenge a little and do shady deals even if you don't have resupply permission.
  • Small balance fix: Better food storage for estates near the balance point
  • Small fix: Entourage now eats the same amount of food as soldiers.
The new balance of food supply, which were good for the game and gave defenders some much needed advantage against armies like Hawks, are apparently undone.

Stories to tell / Hawks - The Capture of a Lasar
« on: February 05, 2016, 01:14:15 AM »
Alexios stared at the missive in his hand, his heart heavy with opportunities lost, of past mistakes, of regrets that he had long thought he had left behind. Liwald Lasar was dead, when just yesterday he was a captive of the Knights of the Hold and being transported to Hawks Hold. Now the last knon scion of the Lasar family had perished, and with him likely Alexiosís only chance to reconcile his parts in the crimes committed against the High King Jason Lasar.
In his long life, Alexios had done much of which he was not proud, many atrocities could be laid at his feet, betrayals, deceit and assassinations had all been common place. But all of those could be attributed to the great conflict of Hawks, to the geas they must pursue. He had no regret of those actions, they were a matter of faith, a path to the redemption promised by the Hawk God, a requirement to see the Four Fathers returned to their original glory.
But the matters of the dissolution of the Fading Isle and the attacks on Pryhdain, those could not be accounted for by his duty. Nor could he hide behind his less then stable mental state of the time. He had betrayed his sworn liege, all for the friendship of another. And while he at first refused to commit troops to battle, he relented and thus aided in the complete destruction of Pryhdain. For the last he had made some amends, he had helped forge the realm of Cedyrn from those who could lay claim to the Pryhdain throne.
But the greater crime? That had gone unatoned for so long. When word had come of the capture of a Lasar Alexios had thought that perhaps he would have the chance to unburden himself, or at least make the attempt. Now those hopes were dashed.
He allowed himself an another minute to wallow in the darkness of his thoughts, then pulled himself erect and restored the iron walls of his mind. He was after all a Hawk, born of the Four Fathers, a member of the first generation. Since his entrance into the world he was burdened with sin, burdened with an unachievable task for atonement, a redemption that was beyond even the abilities of the First Ones, and yet he continued, because his God and his Fathers demanded that the attempt be made, futile or not. Compared to the enormity of his racial transgressions, his sins against the Lasar paled. Life continued, and as a Hawk he must endure.

Conduct & Design Discussion / Reclaim Troops and the change
« on: January 29, 2016, 05:31:56 AM »
Tom while the change you made make reclaim less viable for most exploits, you can still use it to quickly get to a location for battle. Stopping movement does nothing if you have already rushed to the location of the battle, you are rooted in spot right where you want to be. Sure depending on timers you might be left in the lurch after the battle, but it still allows for troops to be "teleported" into battle. I would suggest something like regrouping be applied when troops are reclaimed.

Conduct & Design Discussion / Camp Follower Resupplying Indication
« on: January 29, 2016, 05:24:40 AM »
It would be helpful with camp followers to know if the settlement/position they are currently in will result in resupply. Especially with food camp followers I find you can enter a settlement expecting that resupply should occur, but when you check several IG days later, nothing has happened.

In a similar vein it would be nice to have a indication of if you can reasonably expect that your current location will allow your troops to forage for enough food.

Creating Might & Fealty / Javascript Performance
« on: January 28, 2016, 05:21:45 AM »
So I ran some quick profiling on M&F's use of java script. The big thing that stands out to me is using XMLHttpRequest in the main loop. This is know to create issues with end user responsiveness and could well be the reason people are having issues, especially with java script heavy pages.

Creating Might & Fealty / Resupply Healthy
« on: January 08, 2016, 01:16:14 AM »
After a large battle the need to resupply for counter attacks etc can be crucial. At the same time you may have many wounded troops, that may or may not survive, and may or may not recover in time to join the next battle anyway. As equipment can be very valuable, the option to mass resupply only healthy troops would be very useful.

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