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  3. I’m evidently less familiar with XenForo than I realised when registering, because I didn’t realise that the display name was what other forums refer to as a username (for it's unmodifiable, by me): If that’s accurate, I want to replace it with “Roke Julian Lockhart Beedell”, instead. Can I?
  4. Thanks to @stevenlauthere is now some footage of me getting my @#$% kicked by him Classical Warfare AEA youtube channel!
  5. I’m bringing more news about the World Rising project! All natural resources have now been created and fully implemented into the game! In addition, the first map has been completed and finalized! Check out some images of the new natural resources that will be part of the game world! The next step will be bringing the new animals to life through animations, as well as creating the second Japan-themed map — there will be 3 Japanese-themed maps in total. The project keeps moving forward step by step, always focused on quality, immersion, visual authenticity, and optimization. More updates coming soon!
  6. Yesterday
  7. 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".
  8. 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?
  9. 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.)
  10. 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!
  11. 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
  12. Please see the following Millennium A.D. crash report: Millennium AD Quit Unexpectedly - Google Docs.pdf -
  13. 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.
  14. Or you could just join are games and tell me guess I need to maybe update. Or I maybe need to pay closer attention.
  15. If you don't have it yet @Emacz you can try update ModernGUI to display the capture rates of buildings in tooltip. Yes
  16. 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?
  17. In this video, I'll be showing you the weapon swapping system for heroes. videoarmas.mp4
  18. Bonjour, je viens de regarder pour le ISRG, je n'en ai qu'un seul :
  19. 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
  20. 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.
  21. 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
  22. Yes but it might be enabled only for qualities more than Medium/High. Also there is a question do we specify that for a map or not and how if yes.
  23. Olá pessoal! Venho trazer mais um vídeo de gameplay do meu mod World Rising! Tenho trabalhado bastante no aprimoramento da destruição dos edifícios, buscando deixar tudo mais imersivo e visualmente interessante. Tenho o prazer de anunciar que a cultura Jomon está oficialmente finalizada! Todas as unidades, construções e tecnologias já foram criadas! A próxima cultura será a Yayoi, que representará a evolução direta dos Jomon, trazendo novas mudanças, tecnologias e identidade visual ao jogo. A flora japonesa também está cerca de 80% concluída, faltando apenas algumas plantas para finalizar essa etapa. Outra tarefa que pretendo começar em breve é o retrabalho das formações das unidades, trazendo novas ideias e melhorias para o combate e movimentação no campo de batalha. Em breve trarei mais novidades sobre isso! Obrigado desde já pelo apoio, e espero que gostem do vídeo!! video destruição.mp4
  24. Last week
  25. are we going to have cubemaps reflections?
  26. I hope with PBR we won't need to bake GI into albedo texture
  27. Your Headquarters.jd file manages most of the building, you probably changed the Classes and VisibleClasses of some structures, and so the ai can’t find what it would normally build. You also might have handicapped it in some way by changing required pop/phase or something like that.
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