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Kubik

Developer
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  1. Majora liked a post in a topic by Kubik in Patch #400034 - 16 July 2022   
    yes
    60, 0 is inner size
    2 is ID of inner data
    6x8B are state hashes
    4B count of figures on the map
    4B count of entities on map (figures, squads, walls, players, monuments, script markers, ...)
    4B step
  2. BoxIngJester liked a post in a topic by Kubik in After update today - the game won't work after PLAY !   
    We fixed the issue hotfix should be out "soon-ish"
  3. Kubik liked a post in a topic by Kapo in Game freezes, often lags   
    Hey, usually it helps the developers if you provide a log so they can investigate - a screenshot isnt much help. On details how to report a bug:


    Besides that, it sounds like a connection problem to me - many other Skylords reported that using a VPN helped them. Maybe tree a (free) VPN and check if it helps, and if not, maybe provide a full bug report.
  4. Metagross31 liked a post in a topic by Kubik in Is Auction House is missing a feature ?   
    @Vultagx you can search for promo or affinity, just write `promo:YES` or `affinity:fire`
    For your second point that is a good suggestion, should not be too hard, maybe @Zyna will use it as an test for next client developer, but do not get hopes too high, I am sure she have a lot of other small tasks to pick from. But maybe you can join the team and ask for it as your first task πŸ™‚
    from technical point of view it would be: just getting ID of the dragged card, and doing search for it with `id=346` (for Sunstriders), of course you can just write it to the filter yourself, but who knows all the IDs, but id filter is meant more for developers, or future automation like this one πŸ™‚
    It might be doable with just few lines of code actually πŸ™‚
    Β 


  5. Vultagx liked a post in a topic by Kubik in Is Auction House is missing a feature ?   
    @Vultagx you can search for promo or affinity, just write `promo:YES` or `affinity:fire`
    For your second point that is a good suggestion, should not be too hard, maybe @Zyna will use it as an test for next client developer, but do not get hopes too high, I am sure she have a lot of other small tasks to pick from. But maybe you can join the team and ask for it as your first task πŸ™‚
    from technical point of view it would be: just getting ID of the dragged card, and doing search for it with `id=346` (for Sunstriders), of course you can just write it to the filter yourself, but who knows all the IDs, but id filter is meant more for developers, or future automation like this one πŸ™‚
    It might be doable with just few lines of code actually πŸ™‚
    Β 


  6. Ultralord liked a post in a topic by Kubik in Is Auction House is missing a feature ?   
    @Vultagx you can search for promo or affinity, just write `promo:YES` or `affinity:fire`
    For your second point that is a good suggestion, should not be too hard, maybe @Zyna will use it as an test for next client developer, but do not get hopes too high, I am sure she have a lot of other small tasks to pick from. But maybe you can join the team and ask for it as your first task πŸ™‚
    from technical point of view it would be: just getting ID of the dragged card, and doing search for it with `id=346` (for Sunstriders), of course you can just write it to the filter yourself, but who knows all the IDs, but id filter is meant more for developers, or future automation like this one πŸ™‚
    It might be doable with just few lines of code actually πŸ™‚
    Β 


  7. Metagross31 liked a post in a topic by Kubik in Community Update #25 - July 2022   
    You know that these files are not an actual XML, so knowing structure of real XMLs is helpful, but not necessary. And LUA is mostly defined by interface provided by the game, so knowing plain LUA is again just helpful, but I think anything more than function, calling a function, and creating string from numbers, is not really necessary. And if someone know any programing language all that can be figured out in minutes πŸ˜„
  8. Metagross31 liked a post in a topic by Kubik in PASSIVE BUFFS/NERFS for PvP - PvE CARDS   
    Are you aware that this would mean we will need to maintain twice as much cards? (currently what players think of 1 card with 3 upgrades are 4 cards that do not need to have anything in common 😞 I mean literally U0 can be red building, U1 shadow spell, U2 nature squad of 6, and U3 frost squad of 2 battleships requiring only 1 frost orb. That was an crazy example, but only things keeping upgrades same is effort of balance developers doing the changes. So having PvE and PvP version of the card would mean much more effort for them) How would players test these cards outside of PvP? (Forge is PvE 1p, and there is no single player PvP map where players would be able to just test things. So players would lose the ability to test the interactions between these PvP cards.) Have you checked card descriptions in all languages? (Specifically RU have descriptions bigger than EN by about 25% on average, and can be much more in extreme cases. Some descriptions do not really fit well now, so how would you solve it for cards where is no space for longer description?) After reading these points do you think it would make playing PvP harder for players by needing to know things they can not test, and have short vague description at best?
  9. Majora liked a post in a topic by Kubik in Auction House - Bidding delay / Timer   
    πŸ€” can you elaborate on that a bit more? I did not understand what is the issue, or how delays would help.
  10. Metagross31 liked a post in a topic by Kubik in Girl power, what are male/female units?   
    you can use inventory filters "class:female" and "class:male", but I think there is no way for players to figure it out for NPC enemies (even if same-ish card exist as playable does not mean EA make it consistent and set this class same)
    Β 

  11. Mynoduesp liked a post in a topic by Kubik in Girl power, what are male/female units?   
    you can use inventory filters "class:female" and "class:male", but I think there is no way for players to figure it out for NPC enemies (even if same-ish card exist as playable does not mean EA make it consistent and set this class same)
    Β 

  12. Kubik liked a post in a topic by Bini Inibitor in Add an option to mute pings   
    If feasible of course.
    Not much to add here. I put certain people on my ignore list for a reason, either because they can't keep their mouth shut or grief the game. Unfortunately putting them on ignore doesn't disable their pings and some of them have the tendency to make obnoxious use of it. I suggest either adding such functionality to the ignore list or allow muting chat and pings separately.
  13. Kubik liked a post in a topic by Kapo in Defending hope buildings only achievement bug   
    Any chance we will see this fixed?

    I had the same expierience, and I think having a "buildings/spells only" that requires a workaround to have a unit is rather lackluster.
  14. Xamos liked a post in a topic by Kubik in Patch #400033 - 5 June 2022   
    @Carofex but you could already do that since last year πŸ™‚ and you probably want "copies > 1" instead
    if you want to read more: https://forum.skylords.eu/applications/core/interface/file/attachment.php?id=11412

  15. Pablo Snackobar liked a post in a topic by Kubik in I sort of fucked up the Resolution scaling and cannot change it back due to the screen eating up the options window   
    you can either try to change the resolution, but based on you saying you do not know what to do with that information, you can can just delete the config file and new one with everything default including the resolution will be created
  16. Metagross31 liked a post in a topic by Kubik in 3D models for printing   
    πŸ€”did you look at this topic?
    Β 
  17. Ultralord liked a post in a topic by Kubik in Expanding on the existing card builder website   
    main.rsCargo.toml I do not mind these 2 files `card_templates.rs`contains enum `CardTemplate` which I take out from the proxy, so that contains some `secrets` and I am lazy to filter that out πŸ˜› it also derives `strum_macros::EnumIter` which should be enough for Rust programmer to imagine what it is, and for non Rust programmers the source code would be unreadable, because it is generated with macro.
    [WARNING] The code looks terrible, because I did the main logic it in just few minutes πŸ˜„ and especially the part that obtains the images is terrible, which was actually harder that the main logic itself πŸ˜„ and it contains really hack for mapping IDs.
    https://cardbase.skylords.eu/Cards/GetCardsΒ is useless because it does not have all cards, like "Amii Paladins", "Bandit Minefield", "Bandit Sniper", "Banzai Lord", "Coat of Protection"...
    And fixing that page would not be an easy task 😞 I know because I did looked at it, but if @T1421 want to help... we can talk about it πŸ™‚
  18. Metagross31 liked a post in a topic by Kubik in RPvE Enemy Selection Options   
    options are multiple.
    The most complicated one would be to create selection with sliders in the UI, then send that selection to the server, server would send it back to the game, and game would modify the probabilities based on that, but it would also require to change replay format 😞 so some work on server, lot of work in the UI, and lot of work in the client (because I have no clue how to change the replay format)
    Rewards could be proportionally decreased.
    Another option is to create an UI with check-boxes, then send these check boxes to the server, and server will be skipping seeds until it find one that have that have the wanted. Small work on server, and not that much work in UI (if you can find place for it), that would require no changes to the client because replay would already have all needed information.
    Rewards could be proportionally decreased. for example 0 if you select only 1 option, and 100% if you select everything.
    And another option I can think of is for test server only user config file that would define this. It would be only small change in the client, and test server replays are not guaranteed to work for others anyway.
    And one more option is to open the editor and generate the map yourself, and then play it in the community map section. (No changes required)
  19. Lans liked a post in a topic by Kubik in T1 cards for Twilight, Stonekin and Bandits etc.   
    πŸ€” in MTG you need to play the mana, by "your human action" there is no "mana will be auto-magically played when you try to play a creature".
    It would be confusing mechanic at best, why some T1 can be played and some not, not sure if we can even enforce it, but then you would most probably get even more confusing error message.
  20. Deadman liked a post in a topic by Kubik in T1 cards for Twilight, Stonekin and Bandits etc.   
    half-orbs are possible, but which orb would you want to get when first card you spawn is half-orb card? you can not select that orb, so it could create an situation in which it would be the only card you can play on T1, just because all other T1 are for the other orb. That is the reason why half-orb T1, or neutral T1 will not exist.
  21. Kapo liked a post in a topic by Kubik in T1 cards for Twilight, Stonekin and Bandits etc.   
    πŸ€” in MTG you need to play the mana, by "your human action" there is no "mana will be auto-magically played when you try to play a creature".
    It would be confusing mechanic at best, why some T1 can be played and some not, not sure if we can even enforce it, but then you would most probably get even more confusing error message.
  22. Metagross31 liked a post in a topic by Kubik in T1 cards for Twilight, Stonekin and Bandits etc.   
    half-orbs are possible, but which orb would you want to get when first card you spawn is half-orb card? you can not select that orb, so it could create an situation in which it would be the only card you can play on T1, just because all other T1 are for the other orb. That is the reason why half-orb T1, or neutral T1 will not exist.
  23. Kubik liked a post in a topic by Lans in Community Update #21 - April 2nd 2022   
    I totally get that and that is why I said "ideally" (actually should had been there day 1 pre-SR days) and "nice to have".
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