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  1. Today
  2. 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
  3. 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.
  4. 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
  5. 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.
  6. 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
  7. Yesterday
  8. are we going to have cubemaps reflections?
  9. I hope with PBR we won't need to bake GI into albedo texture
  10. 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.
  11. Iirc, the statistics tracker keeps track of who destroyed what buildings, so you could give the resources to whoever destroyed the most of that player’s structures. Another way would be to put it only for the Conquest Civic Centers mode, so that whoever destroys the last civic center wins.
  12. this is hypothetical but I think it should be distributed amongst allies based on their military score.
  13. @wowgetoffyourcellphone Thoughts? Missing the clavicle adjustment and another tweaks. The neck blend's perfectly with the new heads
  14. But what if one player takes out all but 1 unit or structure, then another player takes out the last unit. Does it divide up based on how many units/structures you took out?
  15. Thebans start a match with 4 Theban women. They do train civilians properly.
  16. Looks better. It makes much more sense for them to wear a helmet.
  17. To be clear, this doesn't affect the release version of the mod, only the latest GitHub branch?
  18. Probably the best from your proposals. Otherwise you could go with Erythraean Sea city-states. https://en.wikipedia.org/wiki/Erythraean_Sea
  19. Last week
  20. So, sometime this month, some changes in the base game's code have rendered the AI in Delenda Est neutered. The AI no longer builds the structures listed in petra/config.js and after a short while the civilian citizens they train stand idle at the Civic Center. These things don't happen with vanilla (I've play tested). I thought I kept DE's AI files up to date with all the recent changes, but perhaps there is something I overlooked or there's something with the new changes which negatively affect the mod. Anyone willing to take a look and see what they can find? https://github.com/JustusAvramenko/delenda_est The AI in R28 works really well and is pretty deadly, so this is a post-R28 issue.
  21. Maybe something interesting (though probably worthy of it’s own mod) would be when you defeat a player, you get all of their resources.
  22. An ally dying is different to a resignation imho and I think that brings up some questions about whether we even should
  23. Can you make it so that it auto distributes the resources when a bot ally dies
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