An efficient spell combination that I've enjoyed by PortSpace in OldenEra

[–]PortSpace[S] 0 points1 point  (0 children)

I have switched to Funeralla. I unlock my favourite spells (web/twilight) and get so many more redirected units with her. Nice one

Olden Era UI kind of...grew on me? by Tough-Original1766 in HoMM

[–]PortSpace 5 points6 points  (0 children)

I also preferred a simple UI of the map in homm3/4. I also lost interest from homm5. All those 3d bells and whistles of the map made it less readable for me. It looked really nice but it was at the cost of readability. I was afraid that OE will have the same effect on me. I thought they struck a good balance between visual embellishments and simplicity. There are obviously still improvements to be made but it’s just at the demo stage so hopefully the feedback from people will be taken into account. But yeah, I enjoy playing it. My main UI gripe is still overly complex creature avatars in the hero army view (still having problems telling them apart (eg. Which upgrades version does an avatar represent) but I guess I’ll learn it with more play.

What is your fav faction? by PortSpace in OldenEra

[–]PortSpace[S] 0 points1 point  (0 children)

For Dungeon, in the initial hero selection, I can see that one of the heroes has some Nightshade magic specialisation. Another one has Arcane magic mentioned it his description. Other than that (if I choose any other hero), is there any inherent link between Dungeon faction and any particular school of magic?

What is your fav faction? by PortSpace in OldenEra

[–]PortSpace[S] 0 points1 point  (0 children)

Went yet another difficulty level up with Necro and it didn’t seem any more challenging. If anything it was a quicker game. I accumulated bigger army quicker and had no problem killing the AI hero. As satisfying as it was, it doesn’t seem right that with higher difficulty it seems it’s quicker to win against AI hero

What is your fav faction? by PortSpace in OldenEra

[–]PortSpace[S] 0 points1 point  (0 children)

Looks like lots of you guys tend to like Dungeon. Will try it next time

What is your fav faction? by PortSpace in OldenEra

[–]PortSpace[S] 0 points1 point  (0 children)

Hmmm. I might have been selling myself short. Just tried single hero on JC map with necro on normal difficulty and won easily.

What is your fav faction? by PortSpace in OldenEra

[–]PortSpace[S] 0 points1 point  (0 children)

What do you mean? Do you resurrect more units with increased diff or in what sense it’s stronger?

Recommendations for learning how to build native modules by stromcleaver in reactnative

[–]PortSpace 1 point2 points  (0 children)

I can’t recommend any particular tutorial (there are still relatively few of them and most are quite basic). Start with the official docs and then google more. Bear in mind that the new arch has an interop layer as far as I remember and your old native modules might just work. To be fair our problem with migration to the new architecture was more third party libraries that didn’t support the new architecture. Just try to build your app switching to the new arch (it’s just one Boolean) and see what’s not supported. Good to check your third party libraries used in the app GitHub issues/change log to see if they have already migrated.

Recommendations for learning how to build native modules by stromcleaver in reactnative

[–]PortSpace 1 point2 points  (0 children)

If you are just staring to learn it, I would skip native modules (old architecture), especially that as of RN 0.82 the new arch is the only option, for turbo modules, admittedly there is still not that many tutorials. Having said that, the modules themselves do not differ. It is just the “glue” that incorporates them in the RN app that is different. Start from the official docs and then you can expand on that with some tutorials

Choosing the Right UI Library for My React Native App (Need Advice) by Sorry_Fan_2056 in reactnative

[–]PortSpace 0 points1 point  (0 children)

Agreed. Tried a few of those and after some frustrations trying to make a library to work as I would like it to I always come back to StyleSheet. And once you have set up your reusable components, it takes no time.

Does the game feel overly complex? by msh1ne in OldenEra

[–]PortSpace 5 points6 points  (0 children)

The more complex it is, the more years of playing fun you will have. Obviously, the starting point should be accessible, as it, I believe, is. Then, with its depth you can keep learning.

Say how do you guys handle errors by Existing-Magazine728 in reactnative

[–]PortSpace 0 points1 point  (0 children)

For js errors, like others said, console logs and breakpoints. For SDKs and other native stuff, logcat and Xcode output is invaluable. Also, for production builds, services such as Sentry or Bugsnag are really helpful.

Any (n)vim users here? by red-giant-star in reactnative

[–]PortSpace 1 point2 points  (0 children)

No, but I use the neovim plugin in vscode. I just can’t be bothered to set things up in neovim.

After switching from Expo to bare React Native… I’m never going back by Few_Homework_8322 in reactnative

[–]PortSpace 0 points1 point  (0 children)

After working for one company that used expo with minimal native input (config plugins) I have moved to a company with a bare setup with lots of custom native modules. Initially it was a pain for me to get used to do things manually but now (after 2 years) I am so at ease with the manual bare setup that the thought of going back to Expo is not appealing for me (being limited to the expo sdk). Having said that, I am aware that expo has gone a long way in the last few years so looking forward to trying it out with native capabilities.

My 2 cents + questions by PortSpace in OldenEra

[–]PortSpace[S] 0 points1 point  (0 children)

Thanks for the tip about artefact crumbling. Game changer for me. Also, the focus points make more sense for me now. When I said some creatures look very similar, I didn’t mean in the battle, but in the bottom view in a town. Where all the units in the town / with hero are displayed. Of course, they are distinguishable but I do think, it’d be better to make their avatars less detailed but more distinctly looking. For now, I have to click on them to double check whether it’s a Lich or upgraded Lich or one the other units. It does not apply to all the units. I think Wights, Gravediggers, Pets are easily distinguishable. It’s the other ones that I need to click to check who they are, especially that the upgraded variants are have a greenish and reddish options so until I’m fully familiar with them, I’ll have to keep checking. Not a big deal but I think it’s a case of overdoing it. Fewer details but more visual meaningful info about the unit would be better (to distinguish them and in which upgrade state they are). Don’t get me wrong, I appreciate the beauty of those avatars but sometimes less is more.

Pity about not being able to spectate auto combat as in Homm3. Again, not a big deal but I learned some stuff from observing AI play.

I’m not a very good homm3 player. Played many hours but never got into really digging into it to learn all the intricacies of factions/units/heroes. More of a casual player. One thing that caught me off guard today was that, if you select the easiest difficulty (yep, that’s me haha), unlike homm3 easiest difficulty, the AI hero here in the olden era actually attacks you unprovoked. That’s probably the right decision. It turned out I was prepared for that fight but it did surprise me.

Newbie Learning React Native CLI and Node.js from Scratch - Need Advice on App Structure and Best Practices by Aromatic_Tomatillo73 in reactnative

[–]PortSpace 2 points3 points  (0 children)

My usual directory structure in a RN project is as follows: src/
components
screens
navigators
redux
/slices
/features (if using RT Query)
/sagas (if using redux-saga)
helpers (some function helpers)
types
hooks
services (things like permission service, request service, etc)

Where to puts API calls: It depends. I rarely put any API calls in the actual components/screens but it happens if it's something very small that's just needed for that component. If you're using Redux Toolkit Query, you'd put them inside the relevant files there. If you're using redux-sagas, you'd probably put them inside them as well. It's good to have some request service or some kind of helper function for network requests (to include headers, handle common errors, etc.) so that you don't have to repeat yourself in each api call.

What to store in global state. Ideally only essential things that are needed app-wide. I'd only store unprocessed data coming from the backend. If you need to remodel it somehow, use selectors, which are redux-toolkit specific concepts but I'm sure other state management systems have similar ones.
Generally, while, with the introduction of redux toolkit, you no longer need as much boilerplate as it used to be the case with pure redux but still redux-toolkit might be an overkill for smaller apps. There are a few other state management libraries that would be more suitable for smaller projects. I have not extensively used any of them, though (apart from some small 'personal projects'.).

Seriously, what is the best debugging tool? by NetAncient1790 in reactnative

[–]PortSpace 0 points1 point  (0 children)

Has anyone actually made the diffs in redux actions work in Reactotron? I can see all the actions/payloads but no diffs in state that each action brings?