Jump to content

elexis

WFG Retired
  • Posts

    3.644
  • Joined

  • Days Won

    59

Everything posted by elexis

  1. Map design and resource distribution is okay. Commit?
  2. As with most errors, having a commands.txt helps.
  3. I took a look at most maps and I like them. As niektb said in the according ticket http://trac.wildfiregames.com/ticket/3455, it would be good if some of them had more variety. For example different ground textures, some animals, seas, hills and other terrain differences. There are also non-gatherable stones and flora. Also on some maps, some players have no resources. Gameplaywise they are very interesting and offer never-seen-before situations. Especially since they are random-map-scripts it would be nice to have them in the game, as this map type is by far the most frequently played one. Would you have some time to address some of these issues?
  4. Apparently there is an invisible "user" mod that is implicitly enabled for release versions, but not for working copies. This means you need to either edit the commands.txt or just uncheck the "incompatible" replay filter. Will be fixed for the next release.
  5. Yeah, I hope people share their replays :-) It were nice if we had a custom website to upload replays and make them searchable. It could display some details about the replay file (shouldn't be that hard as the information is contained in metadata.json). Later one might add showing summary screen stats, map preview etc. online. Sounds like work though.
  6. Some other new features: * Reduced Lag Since a new pathfinder was implemented, the performance is now far better, allowing the game to run more smoothly and hence reduces some reasons for lagging. * Ceasefire A gamesetup option that prevents enemies from attacking each other for the first X minutes. Very useful for nomad games. * Observer Late Join A gamesetup option that allows others to join as spectators after the game started. * Kick / ban players When hosting a game, you can type /kick username or /ban username to get rid of unwanted players. * Maximum population tooltip Move the cursor over your population count to see the maximum number of units that you can produce (population limit). * Formations are disabled by default This was a decision for a19 as they are still buggy and often don't follow your orders. You can still select formations when you need them. * Proportional refunds When you delete an unfinished building, only a partial amount of those resources will be returned. This means on nomad you can't delete your CC and set it somewhere else (once you started building). Some problems you may experience: * Replay menu takes very long to load This is a known issue. All replay files have to be loaded. You can rename your sim_log directory (http://trac.wildfiregames.com/wiki/GameDataPaths) to create an empty list, to temporarily fix the problem.
  7. I like the idea of markets generating income too and this should be done imho. We can decide on the balancing later. Notice if you want to prevent creating more than N traders, it may not be incentivized to produce more. Currently having women on fields in late-game is useless usually as trade generates income faster.
  8. Actually uploading savegames does help, as it shows us where exactly the problem occurs. But it's true that the commands.txt file is inevitable.
  9. Reported the other issue here http://trac.wildfiregames.com/ticket/3583
  10. (Reported the AI bug here http://trac.wildfiregames.com/ticket/3582 )
  11. Did that happen in the same replay?
  12. This seems to be an AI issue. (The red units stop after gathering, walk back to gather, repeat)
  13. (A screenshot of that particular replay)
  14. I believe you when you say that An hour is a lot, 5 minutes would be better. Which time in the replay does the bug occur? Maybe you can take a screenshot
  15. When uploading a commands.txt file, please tell us where the bug occurs on the map, which units to look for and what time in the replay. Do you mean those idle units at your first civic center from minute 10-12? Also did you compile?
  16. Yes, I think after http://trac.wildfiregames.com/ticket/3149 :-)
  17. Can someone close this thread as solved? :-) http://trac.wildfiregames.com/ticket/3309 http://trac.wildfiregames.com/changeset/17159
  18. >Another problem: when more than 20 soldiers collect ore mine, they are loaded after the return of the Municipal Center, after unloading directly stand in front of the Municipal Center, will not return to collect ore. Might be this one http://trac.wildfiregames.com/ticket/3144
  19. r17163 had a C++ change and there was no autobuild before r17167, so it's expected to break if you didnt compile
  20. I can think of two ways this can happen: 1. elephant being hit accidentally by an arrow of the CC, thus getting mad 2. some troll sending commands for gaia I remember one match where everyone was attacked by random elephants. It occured with like 20 elephants in that match. Might be one of the above, but I feel it might happen otherwise too. Don't some animals also attack if you are just close to them?
  21. Which svn revision? Edit: ah, in the title (17161)
  22. As of #3482, the temple aura only heals humans. The ship-onto-land bug is caused by both #3538 and #3532
  23. The intention of the last changes (http://trac.wildfiregames.com/ticket/3524) was to not confirm the dialog when hitting escape. Hitting escape means clicking the first button. I don't mind about the actual order of buttons as long as we don't unintentionally quit the server, delete savegames, replays or units by pushing escape. There have been some back&forths (see the linked tickets in the linked ticket).
  24. Weird indeed. I assume it has to do with the units-moving-through-obstructions bug http://trac.wildfiregames.com/ticket/3410 Besides giving an advantage when attacking on land, this bug becomes very annoying as you have a hard time getting back into the water (at least in one of my games it was barely possible to ship some units to the enemy on a naval map).
  25. Notice that the game should also crash when replaying non-visually, which is much faster. Start with pyrogenesis -replay="/path/to/commands.txt" -mod=public
×
×
  • Create New...