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[~briandev@24-212-129-219.cable.teksavvy.com] has joined #wesnoth 20140315 11:25:57< galegosimpatico> Good luck on the SDL2 transition men! 20140315 11:26:07< galegosimpatico> s/men/people/ 20140315 11:42:25-!- Octalot [~noct@31.185.149.167] has quit [] 20140315 11:46:02-!- iwaim [~iwaim@2001:2c0:40e:2002:0:4:14:80] has joined #wesnoth 20140315 11:56:05-!- siddh [559dc405@gateway/web/freenode/ip.85.157.196.5] has joined #wesnoth 20140315 11:56:08< siddh> hello 20140315 11:57:18-!- claymore [~claymore@unaffiliated/claymore] has quit [Ping timeout: 240 seconds] 20140315 11:57:51-!- claymore [~claymore@unaffiliated/claymore] has joined #wesnoth 20140315 11:57:54< siddh> quick WML question.. in [damage] is this kind of filtering ok: [filter_self][filter_weapon]type=blade[/filter_weapon][/filter_self][and][filter_opponent][filter_location]terrain=M*^*,M*[/filter_location][/filter_opponent][/and] 20140315 11:58:13< siddh> I'd put in pastebin but since it's one line thought it's the same 20140315 12:19:18-!- claymore [~claymore@unaffiliated/claymore] has quit [Ping timeout: 240 seconds] 20140315 12:21:55-!- claymore [~claymore@unaffiliated/claymore] has joined #wesnoth 20140315 12:24:53-!- lipkab [~lipkab@host-91-147-212-189.biatv.hu] has quit [Read error: Connection reset by peer] 20140315 12:33:45< siddh> hrm 20140315 12:33:55< siddh> can't seem to make these melee/ranged filters to work :x 20140315 12:35:43< siddh> hmm if i have many separate [damage] tags in one ability 20140315 12:35:51< siddh> do they get somehow entangled with their filters? 20140315 12:36:31< siddh> That might be the reason because the melee filter seems to work while the ranged doesn't, and the difference is that ranged has several different effects, while melee just one 20140315 12:37:21< siddh> http://pastebin.com/6StuZNiV 20140315 12:39:15-!- eldruz [~eldruz@lav35-1-82-236-137-179.fbx.proxad.net] has joined #wesnoth 20140315 12:55:27-!- happygrue [~happygrue@wesnoth/developer/wintermute] has joined #wesnoth 20140315 12:56:40< siddh> nevermind the melee doesnt work properly either and they do get somehow entangled :D 20140315 13:00:16-!- Gambit [~derek@wesnoth/developer/grickit] has joined #wesnoth 20140315 13:09:23-!- siddh [559dc405@gateway/web/freenode/ip.85.157.196.5] has quit [Ping timeout: 245 seconds] 20140315 13:14:03-!- siddh [559dc405@gateway/web/freenode/ip.85.157.196.5] has joined #wesnoth 20140315 13:28:00-!- lipkab [~lipkab@host-91-147-212-189.biatv.hu] has joined #wesnoth 20140315 13:42:01-!- lipkab [~lipkab@host-91-147-212-189.biatv.hu] has quit [Ping timeout: 240 seconds] 20140315 13:46:41-!- lipkab [~lipkab@host-91-147-212-189.biatv.hu] has joined #wesnoth 20140315 13:55:15-!- lipkab_ [~lipkab@host-91-147-212-189.biatv.hu] has joined #wesnoth 20140315 13:56:29-!- lipkab [~lipkab@host-91-147-212-189.biatv.hu] has quit [Ping timeout: 240 seconds] 20140315 14:00:29-!- lipkab_ [~lipkab@host-91-147-212-189.biatv.hu] has quit [Ping timeout: 240 seconds] 20140315 14:04:47< siddh> hmmm 20140315 14:05:11< siddh> another WML question: If you make an event that causes damage which has the experience=yes/no boolean operator 20140315 14:05:15< siddh> is it possible to make that so that 20140315 14:05:24< siddh> experience is only given if the unit being damaged dies? 20140315 14:06:56< siddh> in [harm_unit] 20140315 14:14:24< zookeeper> of course it's possible 20140315 14:16:31< zookeeper> not that i know how since i don't know anything about how [harm_unit] works 20140315 14:26:39< siddh> sorry I was a bit unclear 20140315 14:27:38< siddh> hmm well that's not really a priority I guess 20140315 14:27:53< siddh> basically there's a couple of units which deal additional damage with harm_unit 20140315 14:28:02< siddh> the idea is that you can have them do a different type 20140315 14:28:16< siddh> like i have a cavebear unit that does blade damage, but it also has impact damage 20140315 14:28:33< siddh> so the problem is that both sides get + 1xp for each hit from the ability 20140315 14:28:46< siddh> but if you disable that, then the bear wont get xp from killing the opponent, if it happens with the ability 20140315 14:29:39< siddh> actually I'll have to test that 20140315 14:29:48< siddh> but i'm pretty sure -> 20140315 14:34:23< siddh> yeah it's exactly like that 20140315 14:53:16-!- lipkab [~lipkab@host-91-147-212-189.biatv.hu] has joined #wesnoth 20140315 15:01:59< zookeeper> siddh, i'm afraid i find that fundamentally a terrible idea in the first place 20140315 15:14:29-!- Vorpal [~Vorpal@unaffiliated/vorpal] has joined #wesnoth 20140315 15:16:49< siddh> why so? 20140315 15:17:11< siddh> I think you must lack something to think that way :D 20140315 15:17:42< zookeeper> most importantly because the extra damage cannot show up in damage calculations 20140315 15:17:53< siddh> yeah 20140315 15:17:58< siddh> let's put it this way 20140315 15:18:09< siddh> it may be the idea is bad because wesnoth doesn't have what it takes to support such a basic feature 20140315 15:18:28-!- eldruz [~eldruz@lav35-1-82-236-137-179.fbx.proxad.net] has quit [Read error: Operation timed out] 20140315 15:18:32< siddh> and AI doesn't do very well with a lot of abilities 20140315 15:20:14< siddh> a lot of fantasy games have concepts like 20140315 15:20:21< siddh> "burning sword" 20140315 15:20:31< siddh> to think about the most classic example as such 20140315 15:20:47< siddh> this would be a combination of a sword, blade damage type, and fire, fire damage type 20140315 15:21:21< siddh> my point here is that if you think of the idea as terrible, you should limit it on what wesnoth can implement, and whati t cant 20140315 15:21:35< siddh> and since I'm not a master of wesnoth coding 20140315 15:21:47< siddh> I don't have prior knowledge what can be done and can't :D 20140315 15:22:42< siddh> what comes to the bear it's hte same 20140315 15:22:51< siddh> the bear doesnt cut with a sharp pointed object 20140315 15:22:57< siddh> but instead uses crushing brute force 20140315 15:23:10< siddh> however since the bear has claws 20140315 15:23:13< siddh> it can also deal blade damage 20140315 15:23:21< siddh> it seems only natural tocombine them to create the desired effect 20140315 15:23:35< tdk27> the traditional wesnoth way to do that is two types of attack, picking one 20140315 15:23:56< tdk27> so either the bear slashes you with its claws or it punches you with raw force 20140315 15:23:58< siddh> yeah 20140315 15:24:04< siddh> and if you just go with the traditioanl wesnoth way 20140315 15:24:12< siddh> what's the point of UMC in the first place? 20140315 15:24:27< siddh> you want argue with me? we can stay here until the end of time 20140315 15:24:27< siddh> :D 20140315 15:24:45< tdk27> more to the point, wesnoth attack types are abstractions 20140315 15:25:30< siddh> sounsd like your attempting to tread on a deeper level of conversation you can't quite handle 20140315 15:25:43< tdk27> if you want to be phenomenally technical about it, a battleaxe should probably ahve both blade and impact components on every attack, a sword should do piercing and blade, a spiked mace piercing and impact 20140315 15:25:57< tdk27> (to take three handy examples) 20140315 15:26:06< siddh> alright those are pretty good examples 20140315 15:26:25< siddh> but to provide the effect of a battle axe 20140315 15:26:26< tdk27> but the attack type isn't a representation of every possible type of damage done - it's not "you hit them with an axe, so each of htese components happens" 20140315 15:26:28< siddh> just two damage types wouldn't suffice 20140315 15:26:47< siddh> yes you can have a simple system 20140315 15:26:52< siddh> or you can come up with improvements 20140315 15:27:01< tdk27> it's an abstraction of the general feel of the attack: the main thing a battleaxe does is cut things into big pieces - so it's blade only 20140315 15:27:15< siddh> yes 20140315 15:27:16< tdk27> the main thing a mace does is smash things apart wtih raw force, so it's impact only, regardless of how spiky it is 20140315 15:27:24< siddh> but pointing out that it's an abstraction, isnt' really doing anything here 20140315 15:27:32< siddh> it's teh same even after the improvement 20140315 15:28:20< tdk27> in which case, what's the point of hte 'improvement'? it seems that it only complicates things without really doing much positive 20140315 15:28:32< siddh> well 20140315 15:28:51< siddh> the fact that attacks are abstractions, or understanding them happens entirely on the abstract level 20140315 15:29:01< siddh> which applies just about everything you're doing on the computer, for an example 20140315 15:29:10< siddh> bringing it up is of no particular substance to the issue 20140315 15:29:41< siddh> in the meantime 20140315 15:29:51< siddh> having two different types of damage combined into one attack 20140315 15:29:58< siddh> is an improvement 20140315 15:30:14< siddh> and it's required with several classic features, which of one would be the burning sword 20140315 15:30:21< tdk27> nope, a burning sword is just fire 20140315 15:30:28< tdk27> there's loads in the standard campaigns 20140315 15:30:32< siddh> nope 20140315 15:30:39< siddh> I said burning sword, as in a sword, that burns 20140315 15:30:41< tdk27> yes 20140315 15:30:45< siddh> a sword of fire would be what you're looking for 20140315 15:30:50< siddh> if you want to argue semantics 20140315 15:30:57< siddh> in anycase they're *both* classic examples 20140315 15:31:18< tdk27> a burning sword in wesnoth is represented as a sword which does a fire typed attack. a holy sword does a holy typed attack, not a holy/blade one 20140315 15:31:24< siddh> however what I believe you're doing here 20140315 15:31:36< tdk27> the current system alreayd handles those items - at a simple level, but it does feature them 20140315 15:31:37< siddh> is you want to disagree with me, because I criticized wesnoth or something like that 20140315 15:32:02< tdk27> I don't develop this game, I don't have a dog in the fight there. I mostly think you're missing hte point of how the wesnoth system is designed 20140315 15:32:08< siddh> well 20140315 15:32:12< siddh> I'm totally not missing the point 20140315 15:32:22< siddh> but so far you've not really made any arguments that are of value 20140315 15:32:43< siddh> that you should stick to traditional wesnoth, attacks are abstractions. 20140315 15:32:49< siddh> anything else? 20140315 15:33:08< siddh> ok 20140315 15:35:18< tdk27> I suppose that not reading what I'm saying does make it easy to dismiss. I didn't say attacks are abstractions, I said the damage type of an attack is an abstraction - it's a single broad category that relatively accurately describes the attack 20140315 15:35:31< tdk27> so instead of putting multiple onto one attack, you work out what is appropriate and just apply that one 20140315 15:36:09-!- johndh [~john@2601:7:8000:183:acc3:5c3d:c764:61c8] has joined #wesnoth 20140315 15:36:51< tdk27> combining attack types doesn't do much in terms of opening up interesting gameplay - it just introduces more points on the scale, whcih makes things fuzzier and less interesting. it also complicates the system 20140315 15:36:55< siddh> using 1 damage type is possible 20140315 15:36:59< siddh> using 2 damage types is also possible 20140315 15:37:04< siddh> it's essentially an improvement 20140315 15:37:25< siddh> and whether it makes the game more interesting or not, is more about how you use that option, than the nature of the option dictating how it's gonna be 20140315 15:37:35< tdk27> and this is why I was saying you have missed the point about how the wesnoth system is designed: options are bad, and keep it simple 20140315 15:37:48< siddh> well that's not really what you were talking about 20140315 15:38:09< siddh> and keep it simple is another moot point 20140315 15:38:21< tdk27> your sole argument is essentially "I want this to be more complex and have more options" 20140315 15:38:37< siddh> yes because it allows creating more meaningful and interesting content 20140315 15:38:47< siddh> you can play tic tac toe if you think simpler is always better 20140315 15:39:19< zookeeper> you're missing the point that while you can have 2 damage types, it doesn't work nearly as well as 1 20140315 15:39:24< zookeeper> it works a lot worse 20140315 15:39:33< siddh> it actually doesn't work worse 20140315 15:39:49< siddh> but I understand if wesnoth doesn't allow creation of such a dimension 20140315 15:40:13< siddh> but if you think that it's a good thing, 20140315 15:40:17< siddh> i can assure you, you're mistaken 20140315 15:40:33< zookeeper> how is "you can't really predict how much damage the attack does in all situations, so you can't know whether you have a chance of killing the enemy" not worse? 20140315 15:41:10< tdk27> one of the most beautiful features of wesnoth is being a very simple system that still leads to interesting tactical and strategic gameplay and choices 20140315 15:41:11< siddh> so you're essentially saying the battle result calculator doesn't support this feature so players will be blindfolded in the realm of mathematics? 20140315 15:41:14< tdk27> that's why it's not civilisation 20140315 15:41:40< siddh> ok I see you're totally defending wesnoth here 20140315 15:41:43< zookeeper> yes, the battle result calculator doesn't support that feature. 20140315 15:41:53< siddh> ok 20140315 15:42:00< siddh> Fine, I can live with that 20140315 15:42:43< siddh> if players feel they're facing an impossible task taking non battle result calculator predictable outcomes then so be it 20140315 15:45:04< siddh> so far my experience though is that any game that has incorporated multiple damage types, has done it in such a manner 20140315 15:45:15< siddh> that removing that dimension in retrospect would seriously dumb down the game 20140315 15:45:31< siddh> I'm fairly confident the same would apply in this case, even though it's not exactly the same thing 20140315 15:46:28< tdk27> if your gameplay depends on having multiple damage types to have interesting tactical situations and depth, that's not a problem with your damage type system 20140315 15:47:22< siddh> with the given logic 20140315 15:47:26< siddh> you might as well reduce all damage types to 1 20140315 15:47:36< siddh> and while you're at it give all units the same defense in each terrain 20140315 15:47:42< siddh> if your game play depends on that 20140315 15:47:44< tdk27> nope, but I could see an argument for 3 20140315 15:47:48< siddh> well, it's not a problem with the system 20140315 15:47:53< siddh> it's a problem with your way of looking at it 20140315 15:48:01< tdk27> (also, a more restrictive rps nature of a system in attacks and resistances increases complexity by requiring careful balance of troops, while if everyone does some of everything, that goes away) 20140315 15:48:10< siddh> actually that's false 20140315 15:48:59< siddh> a more complex conditioanlly interdependent rp provides additional dimensions for careful balance of troops 20140315 15:49:35< siddh> essentially it's about opposition and efficiencies 20140315 15:49:40< siddh> how objects relate to each other 20140315 15:49:46< siddh> and it requires scaling factors 20140315 15:50:06< siddh> by increasing the number of scaling factors, the dimension in which you're to create your objects to be balanced is larger 20140315 15:50:17< siddh> therefore your capacity for creating careful balances is better 20140315 15:50:48< siddh> think about it this way 20140315 15:50:54< siddh> right now this game has 2 forms of passive defense 20140315 15:51:00< siddh> the defense per hex, and unit resistances 20140315 15:51:12< siddh> unit resistances are geometric directly relative to amount of damage 20140315 15:51:18< siddh> you could add another factor, absorption 20140315 15:51:29< siddh> which would for an example reduce 1 point of damage prior/after the resistances, 20140315 15:51:34< siddh> depending on if the unit has absorption from that type 20140315 15:51:48< siddh> this would complicate the resistance system in a manner which allows for more complicated opposition of efficiencies 20140315 15:51:57< siddh> and the direction is the opposite to if you would remove teh resistances entirely 20140315 15:52:22< siddh> so you're point towards "let's remove resistances" while I'm pointing at "resistanec feature is pretty interesting and creates additional content" 20140315 15:53:27-!- bagzie [~bag@85-76-46-159-nat.elisa-mobile.fi] has quit [] 20140315 15:53:55< tdk27> I think resistances add a lot of gameplay value, precisely because they allow you to hvae more than about 3 or 4 units which are all distinct. I don't think adding more resistances does anywhere near as much there, especially if your new ones are basically averages of existing ones 20140315 15:54:34< siddh> yeah you're beginning to understand now 20140315 15:54:52< tdk27> but your 'absorption' doesn't do much there at all 20140315 15:54:59< siddh> actually it does 20140315 15:55:17< tdk27> because it's just "well, let's make resistance a bit muddier" 20140315 15:55:20< siddh> it has exactly the same effect as resistances added to defense 20140315 15:55:21< siddh> the fact that your understanding is clouded 20140315 15:55:25< siddh> is not fact about the system 20140315 15:55:35< siddh> "muddier" is a state in your cognition, not in the actual system 20140315 15:56:40< tdk27> similarly, a fire sword that does blade/fire damage decreases the interesting choices. when your weapon only does one type, you have to deploy it carefully, because it's harmless against fireproof enemies. when it does both, that concern goes away, and it becomes more generic 20140315 15:57:06< siddh> to be more specific 20140315 15:57:16< siddh> you could map all the units in a dimension of resistances 20140315 15:57:45< siddh> two damage types would create an additional node somewhere between two types 20140315 15:58:01< siddh> you can provide the same effect by, 20140315 15:58:06< siddh> creating a new type of resistance 20140315 15:58:17< siddh> however 20140315 15:58:34< siddh> then it becomes an issue of combinatorics. do you think just manually adding a new thing everytime is better 20140315 15:59:02< siddh> well this explanation doesn't work 20140315 15:59:16< siddh> it's more efficient to add content in another way 20140315 15:59:24< siddh> than just adding new types of resistance all the time 20140315 15:59:41< tdk27> actually, I think manually adding one new resistance would provide a lot more interest than adding an average between every pair of existing resistances 20140315 15:59:55< siddh> well it wouldn't be the average 20140315 15:59:56< tdk27> why this is true is left as an exercise to the reader 20140315 16:00:11< siddh> because it depends on how much each type of damage is delivered 20140315 16:00:17< siddh> and also are they subject to the same conditionally dependent variables 20140315 16:00:39< siddh> just in the case of harm_unit we can say they're not the same; 20140315 16:00:53< siddh> because by default it's not affected by slow for an example 20140315 16:01:25< siddh> ..but now that you mention, tdk27 20140315 16:01:28< siddh> I've also added resistance types 20140315 16:01:31< siddh> 8) 20140315 16:02:19< siddh> anyway let's clear teh issue of absorption 20140315 16:02:23< siddh> incase you didn't get it 20140315 16:02:28< siddh> what does it do? 20140315 16:02:34< siddh> it's like resistance, but in a special way 20140315 16:02:43< siddh> it scales the units resistance vs another variable 20140315 16:02:48< siddh> what is that variable? :D 20140315 16:03:06< siddh> it's the number of attacks as opposed to total damage from those attacks 20140315 16:03:43< siddh> so you can adjust if the unit is better vs units with high number of attacks - low number of attacks 20140315 16:04:32< siddh> so if you have absorption and resistance system 20140315 16:04:40< siddh> it's in a sense a square of the systems 20140315 16:04:45< siddh> if you keep adding new resistances to hte list 20140315 16:04:53< siddh> you can see that it's not gonna be more efficient to do thing that way always 20140315 16:08:43< zookeeper> the way i've always found would be the preferable way to add support for multiple damage types is simply allowing a list as the damage type. whichever type in the list deals the most damage gets used. 20140315 16:09:01< zookeeper> flaming sword with damage type fire,blade uses fire against ghosts and blade against footpads 20140315 16:09:13< siddh> I think that's pretty nice 20140315 16:12:06< tdk27> zookeeper: I feel that hits the same "removes difficult choices" issue 20140315 16:12:30< zookeeper> sure 20140315 16:12:47< tdk27> I agree that it or something like it is the best way to achieve such 20140315 16:13:46< siddh> I think the effect produced by this list choice is very close and I could settle for that 20140315 16:13:53< siddh> except taht if you add the mentioned absorption system 20140315 16:13:59< siddh> then you'll see it's no longer good enough 20140315 16:14:38< siddh> for an example if you have 3 blade + 3 fire , it's pretty close to using a list with fire,blade 20140315 16:14:42< siddh> and 6 total damage 20140315 16:15:37< siddh> well it wouldnt provide the same result 20140315 16:15:45< siddh> but otherwise good enough :D 20140315 16:16:16< siddh> I mean it wouldnt provide teh same result with absorptions.. But I think it's good enough to use anyway 20140315 16:19:17< siddh> hmm 20140315 16:20:56< siddh> hey zookeeper 20140315 16:21:09< siddh> I noticed you have art in graphics library. Is it ok to use some of those images? :D 20140315 16:23:56< siddh> I wonder if players would be distractd by using images of villages as placeholders for units 8) 20140315 16:24:49-!- lipkab [~lipkab@host-91-147-212-189.biatv.hu] has quit [Read error: Connection reset by peer] 20140315 16:29:38< siddh> btw thx zookeeper removing those [and] tags fixed at least this iaido ability :) 20140315 16:30:48< siddh> actually it seems it fixed all ranged/melee abilities i had at the same go 20140315 16:30:50< siddh> :D 20140315 16:43:53-!- lipkab [~the_new_l@host-91-147-212-189.biatv.hu] has joined #wesnoth 20140315 16:50:06-!- siddh [559dc405@gateway/web/freenode/ip.85.157.196.5] has quit [Quit: Page closed] 20140315 16:53:30-!- lipkab [~the_new_l@host-91-147-212-189.biatv.hu] has quit [Remote host closed the connection] 20140315 17:02:26-!- lipkab [~lipkab@host-91-147-212-189.biatv.hu] has joined #wesnoth 20140315 17:06:38-!- lipkab [~lipkab@host-91-147-212-189.biatv.hu] has quit [Ping timeout: 240 seconds] 20140315 17:06:52-!- lipkab [~lipkab@host-91-147-212-189.biatv.hu] has joined #wesnoth 20140315 17:19:48-!- lipkab_ [~lipkab@host-91-147-212-189.biatv.hu] has joined #wesnoth 20140315 17:19:59-!- lipkab [~lipkab@host-91-147-212-189.biatv.hu] has quit [Ping timeout: 240 seconds] 20140315 17:20:05-!- frank1e [~frank1e@2a02:8109:d40:590:350a:f900:751e:2daf] has joined #wesnoth 20140315 17:38:07-!- lipkab_ [~lipkab@host-91-147-212-189.biatv.hu] has quit [Read error: Connection reset by peer] 20140315 17:40:22-!- lipkab [~lipkab@host-91-147-212-189.biatv.hu] has joined #wesnoth 20140315 17:45:29-!- lipkab [~lipkab@host-91-147-212-189.biatv.hu] has quit [Read error: Connection reset by peer] 20140315 17:47:44-!- lipkab [~lipkab@host-91-147-212-189.biatv.hu] has joined #wesnoth 20140315 18:07:18-!- lipkab [~lipkab@host-91-147-212-189.biatv.hu] has quit [Ping timeout: 240 seconds] 20140315 18:09:53-!- lipkab [~lipkab@host-91-147-212-189.biatv.hu] has joined #wesnoth 20140315 18:13:07-!- Fortescue_ [sid1929@gateway/web/irccloud.com/x-aycvtbhsfnxqqboi] has quit [Ping timeout: 264 seconds] 20140315 18:16:15-!- Fortescue_ [sid1929@gateway/web/irccloud.com/x-pbdzagbmenurzicd] has joined #wesnoth 20140315 18:20:41-!- vultraz [~chatzilla@wesnoth/developer/vultraz] has quit [Ping timeout: 255 seconds] 20140315 18:22:25-!- lipkab [~lipkab@host-91-147-212-189.biatv.hu] has quit [Ping timeout: 240 seconds] 20140315 18:28:22-!- lipkab [~lipkab@host-91-147-212-189.biatv.hu] has joined #wesnoth 20140315 18:37:34-!- bagzie [~bag@85-76-32-7-nat.elisa-mobile.fi] has joined #wesnoth 20140315 19:04:10-!- panda__ [~IMO@AMontsouris-653-1-196-58.w92-141.abo.wanadoo.fr] has quit [Remote host closed the connection] 20140315 19:42:10-!- celticminstrel [~celmin@unaffiliated/celticminstrel] has joined #wesnoth 20140315 19:50:05-!- lipkab [~lipkab@host-91-147-212-189.biatv.hu] has quit [Read error: Connection reset by peer] 20140315 20:12:53-!- ancestral [~ancestral@mobile-198-228-232-074.mycingular.net] has joined #wesnoth 20140315 20:16:58-!- frank1e [~frank1e@2a02:8109:d40:590:350a:f900:751e:2daf] has quit [Read error: No route to host] 20140315 20:17:56-!- frank1e [~frank1e@95-91-254-60-dynip.superkabel.de] has joined #wesnoth 20140315 20:19:09-!- eldruz [~eldruz@lav35-1-82-236-137-179.fbx.proxad.net] has joined #wesnoth 20140315 20:33:20-!- thunderstruck [~zaibotren@cpc13-sgyl31-2-0-cust696.18-2.cable.virginm.net] has quit [Quit: leaving] 20140315 20:37:39-!- ancestral [~ancestral@mobile-198-228-232-074.mycingular.net] has quit [Quit: Smell ya later!] 20140315 20:40:03-!- ancestral [~ancestral@63.92.240.233] has joined #wesnoth 20140315 21:00:26-!- ancestral [~ancestral@63.92.240.233] has quit [Quit: i go nstuf kthxbai] 20140315 21:43:59-!- eldruz [~eldruz@lav35-1-82-236-137-179.fbx.proxad.net] has quit [Ping timeout: 240 seconds] 20140315 22:04:36-!- claymore [~claymore@unaffiliated/claymore] has quit [Quit: Leaving] 20140315 22:10:44-!- panda__ [~IMO@AMontsouris-653-1-196-58.w92-141.abo.wanadoo.fr] has joined #wesnoth 20140315 22:23:21-!- ancestral [~ancestral@63.92.240.233] has joined #wesnoth 20140315 22:38:21-!- ancestral [~ancestral@63.92.240.233] has quit [Quit: i go nstuf kthxbai] 20140315 22:38:57-!- shadowm_desktop [ignacio@wesnoth/developer/shadowmaster] has joined #wesnoth 20140315 22:43:53-!- Haldrik [~haldrik@unaffiliated/haldrik] has quit [Read error: Connection reset by peer] 20140315 22:45:28-!- Haldrik [~haldrik@unaffiliated/haldrik] has joined #wesnoth 20140315 22:52:44< battlestar> Les soldats reviendront! Arriveront victorieux! Donnez tout pour l'honneur! 20140315 23:08:22-!- Patch [bddb4335@gateway/web/freenode/ip.189.219.67.53] has joined #wesnoth 20140315 23:11:52< Patch> What would you prefer, Trolls, Ogres or Woses? 20140315 23:14:19< zookeeper> ogres 20140315 23:15:15< battlestar> trolls are the best, especially on the internet 20140315 23:15:17< Patch> Indeed. 20140315 23:15:32< zookeeper> but that's just because of the striped pants. if there was a troll with striped pants, then that'd be awesome. 20140315 23:15:43< zookeeper> a wose with pants would be weird 20140315 23:16:00< Patch> A wose with plants... 20140315 23:16:08< zookeeper> ! 20140315 23:16:40< battlestar> it's called tree warmer 20140315 23:19:12< Patch> Well, Ogres certainly are lonely, do you think they use bows, javelins or rocks? 20140315 23:19:49< zookeeper> certainly not bows 20140315 23:20:11< Patch> Certainly. 20140315 23:20:13< zookeeper> i guess they could learn javelins, but without someone to teach them i think they'd just throw rocks :p 20140315 23:20:48< Patch> Hm, any other easy to make and use ranged weapon I'm missing? 20140315 23:21:23< Patch> Ah, do Ogres have strong lungs? for blowdarts? 20140315 23:21:46< zookeeper> that might work 20140315 23:23:17< Patch> Indeed. And armor? or just clothing? 20140315 23:23:51< Patch> leather boots, but bear skin or what animal could they kill easily to make clothes? 20140315 23:24:05< Patch> wolfs? 20140315 23:24:14< zookeeper> in the wild i think they wouldn't bother with anything but pelts and such 20140315 23:24:54< zookeeper> but of course it might be a good idea for humans or orcs to clad their pet ogres in heavy armor :x 20140315 23:26:12-!- panda__ [~IMO@AMontsouris-653-1-196-58.w92-141.abo.wanadoo.fr] has quit [Remote host closed the connection] 20140315 23:26:17< Patch> Yes, but have in mind they're free, receiving no help from other races, simply, eating them. 20140315 23:27:35< Patch> I'm off, I know now what I should work in, thanks Zookeeper and Battlestar and those lurking. 20140315 23:27:41-!- Patch [bddb4335@gateway/web/freenode/ip.189.219.67.53] has quit [Quit: Page closed] 20140315 23:30:13< shadowm> Why did that person just send me a weird question in private? 20140315 23:30:23< zookeeper> i dunno. how weird was it? 20140315 23:30:41< shadowm> It was about choosing names for two saurian unit types in a level progression. 20140315 23:36:30< zookeeper> well, not too weird then! 20140315 23:37:55< battlestar> i eat saurians for dinner 20140315 23:37:58-!- Appleman1234 [~Appleman1@rrcs-97-79-164-178.sw.biz.rr.com] has joined #wesnoth 20140315 23:49:41-!- zookeeper [~lmsnie@wesnoth/developer/zookeeper] has quit [Ping timeout: 252 seconds] --- Log closed Sun Mar 16 00:00:58 2014