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  13. No. The other way around, as you are correctly describing in the paragraph below. Your traders don't buy or sell anything; they walk their route and when they make it to either end, they get you an income of the specified res. If you don't manually buy or sell metal there is no "exchange".
  14. I have traders, trading with my partner. When the game ends, the summary is not what I would have expected. See the image below. I have my traders (I'm Steve) selling food and buying mostly metal. Yet the image below shows 0/0 for the metal exchange. Clearly, I don't understand how this works. Looks like the green numbers stand for units sold and the pink number for units bought (bartered). Correct? -------------------------------------------------------------------------------------------- Since I am selling food, I would assume that the pink number 2800 represents the amount of food sold. The summary says that I have a barter efficiency of 78%. So I have sold units of food 2800x.78 = 2184 - 1943 (wood) = 241 - 243 (stone) = -2 (round off error). In summary, I have sold 2800 units of food to "buy" 1943 units of wood and "buy" 241 units of stone. But nothing for metal? -------------------------------------------------------------------------------------------- What does trade income translate into, in terms of the game? My total income was 3513 units. Any further insight into this process?
  15. I just wrote that as an explanation for why I had edited your post, so no need for you to do anything (For another time though: if you have a long piece of text you can put it inside a spoiler - click the eye symbol in the little area where you write/edit a post - that way anyone who wants/needs to read it can, but it won't make the post very long to scroll through if someone wants to read replies etc.)
  16. Forgive me, I'm not sure what you're saying. Are you saying that I have to do something different, or are you telling me that you've done it for me? As always, thanks so much for your help!
  17. It may have been my attackplan.js file. It had not been updated with the deserialization changes. https://github.com/JustusAvramenko/delenda_est/commit/456f297a3975678149ef70148a968c52d465951b I need the file because Delenda Est changes "Farmsteads" to Granaries. "Farmsteads" are the capturable Gaia buildings that give the farmland and fertile soil auras. This does not solve the AI not building special buildings though. hmm
  18. Please see the following Millennium A.D. crash report: Millennium AD Quit Unexpectedly - Google Docs.pdf -
  19. the older AI models couldn't create good enough looking helmets. With the user-training that is now possible, I'm able to "train" the AI on what helmet I want integrated onto the existing hero.
  20. Or you could just join are games and tell me guess I need to maybe update. Or I maybe need to pay closer attention.
  21. If you don't have it yet @Emacz you can try update ModernGUI to display the capture rates of buildings in tooltip. Yes
  22. If they are "equal" would they cancel out? I realize there is a structure regeneration rate as well... Say you take the base numbers: Structure regeneration rate 5 (garrison 1.0) I assume that means the building regenerates its capture points 5 every 1 second? If a champ has capture attack of 5, and building regen is 5 and no one garrisons then that building can never be capture? If building is 5, and you garrison 1 (+6/1 second?) then 2 champs trying to capture the building would keep losing 4 points per second? Still think some buildings may be a little too easy to capture, trying to figure out how to maybe tweak them. Also building loot, that only happens if you attack the building and destroy it? Not if you capture correct?
  23. In this video, I'll be showing you the weapon swapping system for heroes. videoarmas.mp4
  24. Bonjour, je viens de regarder pour le ISRG, je n'en ai qu'un seul :
  25. Using @ffm2 last upload, I've added fixes for : Minimap expand should now works as expected Should open lobby page and return to gamesetup without issues GUI scaling for the stat overlay should now work (probably that was your issue @SadRdz) KDR display fixed autociv.zip
  26. Thanks @ffm2 for working on this. No, the StatisticsTracker works correctly, as you could attest for being able to see kills in the summary. The problem is in GuiInterface where autociv tries to use the depreciated unitsLost.total stat. But it have been renamed unitsLost.Unit. I already had this very bug fixed when I ported autociv back then for A27, but it got lost somehow.
  27. Here is a autociv version with the "Building placement auto-retry at cursor" fixed and made optional. The options page is now slightly too big. Killed, Lost and KDr are still always 0. The problem is in simulation/components/StatisticsTracker~autociv.js KilledEntity and LostEntity aren't incremented. Fixing it in autociv would cause OOS. Needs upstream fix. AlexHerbert Teams are fixed, but who cares about that from the stats overlay? autociv.zip
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