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  1. Today
  2. That's the meaning I was looking for to put there. Maybe I was looking at the wrong spot, not sure.
  3. In the last match of the attached mainlog.html, the game hung on the first turn, because the player Kilkemera with the GUID 338F4DC7E2597FCB did not send any EndCommandBatch packet (also no SyncCheck packet) to the server, essentially indicating that it never simulated the first turn of the match. This indicates a problem on the clientside rather than on the server. The client did try to send simulation commands, so apparently the client did not disconnect, nor freeze. We need: - More Videos, mainlog.html, eyewitness reports, ideally from the client that was causing the issue - If you can consistently reproduce the issue with a specific set of settings and a specific player ("cursed slot"), please try to reproduce it and send the logfiles of the hanging player or better both players. - Rule out trolling
  4. @Deicide4u Hm, I was under the impression that he violated laws and the constitution, started a civil war... So a lot of people were waiting for his office term and the immunity that came with it would end; when he became emperor for life they decided to take another route...
  5. I will test this in Alpha 9 (where trading was first introduced), to see if this is an regression introduced in recent patches.
  6. If you believe HBO and the mainstream historical accounts, Caesar was killed because of his altruistic stance to civilians from all parts of Roman Republic, including those that he recently conquered. Nobility, aided by political class, killed him out of spite and envy.
  7. In this savegame, the kushite traders (near kushite market) can't be commanded to do a new trade route. Mousing over markets gives error messages. In the match, the initial market was destroyed or conquered while the traders were on tour. savegame-0298.0adsave
  8. Can you elaborate a bit more? Did you design them and send them to a production or are these from another game that arrive to use as mock ups for further update later on? As @Gurken Khan suggested I think it would be good to include some hint on the greek part (e.g. for SEO). But your title is otherwise good and I don't have a idea atm.
  9. Guts, slimmer Guts and Griffith walk into a bar... On a more serious note, all of the figures look amazing. Good luck and I hope you have a lot of fun doing this.
  10. Yesterday
  11. [Insert appreciation for idea & endeavor] [Insert cultural pseudo-excuse for rudeness], but the name doesn't wow me. :/ Maybe something with more POW and "Of GM&M" as subtitle? Others will correct me or can help otherwise. (Don't know if existing book titles could be a problem.) Probably would help if I knew more about Greek mythology to make an own suggestion. Maybe as development progresses something comes up, names like "Hephaestus' Hammer" or "The Dilemma of Prometheus" would only make sense if it's related to the gameplay.
  12. Yes, but this isn't jeopardy. No need to phrase it like a question
  13. Now I am really questioning why I didn't get this one earlier. You remember how on the wolf map you didn't really have to actually fight the wolves (like when hunting deer), but you'd just somehow kill them instantly? It's been years since I last played that map, but that was when I learned about this type of sorcery. Who'd have thought back than that that piece of knowledge would become critical years later? We've been doing it figuratively by champion cavalry, yet I forgot that you can quite literally just do it.
  14. Bom dia ,tarde ou noite: -Várias facções africanas estão estabelecidas há muito tempo: Garamantes: (Libia/Argelia/Níger) Desculpe-me pelas inconveniências*
  15. Greetings my fellow gamers! I've decided to embark on a completely different kind of game development and I'd like to use this thread to share my progress, get feedback, take criticism, and share ideas! I'm going to develop a tabletop game based on the Greek gods, heroes, and monsters! This is going to be a huge project that will put to the test all of my creative abilities, whether it's designing characters, creating playing cards, creating map layouts (which can then be printed into large sheets for tabletop use), deciding gameplay rules, writing character bios, laying out a rule book (and have it printed) you name it. Over time, if anyone wants to contribute, then that will be very welcomed (and contributors added to the final credits). For now, I'm just putting a lot of pieces together and deciding how I want to tackle it. First things first: I've already acquired 20+ character pieces (!) and they will be arriving to my house piecemeal over the coming days. They range in height from 8.26 cm (3.25") to 9.65 cm (3.80") and will be played on a table approximately 1.33 m (4') x 1.83 m (6'). (Above: Some of the 'God' class of characters) There are God characters and there are Men and Monsters as well. For the sake of gameplay and character variety, demi-gods such as Hercules will be considered part of the Men category and figures such as Pan will be considered Monster class. (Above: Some 'Monster' class characters) (Above: Some 'Men' class characters) Some of the Gods, such as Athena, Dionysus, Atlas, and Asclepius, could have features that make them 'Friends to Man' for cool team combos: (Above: 'Friends to Man' characters) And one could imagine Gods such as Poseidon, who sired several monstrous offspring in myth, to be 'Friends to Monsters' for more team combos. Other ideas include making Hermes the fastest traveling character in the game. Leonidas could have the ability to summon a squad of Spartans to his aid. Both Leonidas and Alexander could have a special relationship with Apollo and Hercules as they are descended from both characters. The idea is to create rules for 2 players and up to 6 players. Each character has its own stats and abilities. The idea also is to create an extensive deck of cards that players can pick from and affect gameplay. This is a huge project and I expect it'll take years to complete and lots of my own money (such as getting maps and cards printed). That's okay, because I need a new obsession. lol
  16. Sadly the engine has no knowledge of the previous anim, it only knows the current. Usually in Engines, the animation choices is a state machine that defines how to go from one anim to the other. We have no code nor UI to do either.
  17. I thought it would be about something represented as a damage type internally that wasn't really damage in the original sense. Maybe something about capture defense when garrisoned. Or something with auras, healing, building or farming rate, gathering (but that one is separate I think). There also was poisoning and setting something on fire, which would seem like good candidates to possibly cause a lot of damage, but I don't see them fit. Then there used to be this damage dealt by fire ships when they were destroyed, but I don't see it used now. And the only word that I can think of as fitting the letters would be "clustered".
  18. I imagine a few frames between states would be nice as a transition. It would have to be done procedurally since it would be too difficult to create the hundreds of transitional animations by hand that would be required. Just let the engine do it within some constraints. I believe @Wijitmaker and I last spoke about this a thousand years ago.
  19. By interpolation you mean animation blending?
  20. Here's a link to the mainlog file to one my hosts where it bugged again, I didn't kick players to pinpoint who the lagger was, but maybe it's still worth going through. @ffm2 https://mega.nz/file/2RcXCbKK#wAmUI5wgh42HVpr7zisZlHe5TLEDW0Sh5QjCp-qyhlg
  21. I got asked how certain messages could be deactivated as they don't care about them. 1. You need to have the mod installed in the way that the unpacked mod lies in mods/oddity_detector 2. Open mods/oddity_detector/simulation/helpers/CommandDetectorSim.js 3. Delete one class. The class starts with the name and opening { and ends with the }. To identify the matching {} they are indented. So to delete e.g. the idle player warning you need to delete CommandDetectorSim.prototype.DetectorTypes.IdlePlayer = class { constructor() { ... ... }); } } I know of a few shortcomings: The idle player warning should be a bit more complex. When no cc is there it could be longer or so. The rapid fire is often triggered falsely. For asynchronous specs the times are false. The market exploit works fine and is the most important one. The quickstart ... some just don't care. To me it's a indicator how much ppl use ModernGUI in that game. It's the easiest part to detect. But my interest to develop so much here is not that big. I work on it occasionally though.
  22. Last week
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