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Everything posted by Angen

  1. I did it generally, from json parameter, but used for that resource
  2. @Rolf Dew quiver on back or side ? (oh, it is done, ok)
  3. Hi @BigJuan39, when you start application, click on settings -> options -> graphics Have a nice day
  4. I found this video recently where it is stated that onagers were used mainly against soldiers and not walls and that size of the projectile fired from onager is not able to damage the walls. So my question is do you agree with this video or there is some evidence they were used against walls and buildings mainly.
  5. range of query range is recalculated whenever unit changes stance, so no problem with that i think it allready makes some different settings based on stance
  6. the problem is with range of range query and actual attack range. unit looks for targets in these cases: entered idle state some unit has entered into its range query (here I think it responds just to the ones who entered) unit is attacking and cureent target is not more valid (out of range, dead) but unit will look for targets just once. If choosen target cannot be attacked, it will not try attack it later nor look for another possible one this is what happened here: target entere s d their range query but due standground state and shorter attack range could not attack you might tweak attack range and query range to be identical
  7. redone charge anytime cavalry is running and contacts unit which is not prepared and steady, it deals mount damage to it charging against spear, pike formation from front destroys your cavalry elephants can charge too (now a bit unstoppable while running around) elephants deals death damage (for friendly units too) errors caused by archers should be fixed towers now have max range about 30 (same as max range for infantry archers) arrow addition to towers just from archers, javelin, sling visible garrison for rams is rolled back because rams would not attack rams are now impossible to kill with infantry (as it will be visible) - use other ram or anything with crush // technically you can still repair building faster than ram is destroying it morale of unit increases by killing enemy and decreases by every killed member in battalion if it reaches 0, unit starts flee and will not respond to attack orders anymore
  8. Oh, thanks I had not updated svn.
  9. currently there exists bugs with both versions (with infantry archers, javelins, ...), I have fixes locally but i need to recheck actors before posting, but it is not restricted to a23b
  10. Charge tests https://drive.google.com/file/d/10HEvMdNy7--ZaOcTd29l1nKq8s1TEhdn/view?usp=sharing
  11. Hi, this looks great and I am really exited to play this I do not know how historically accurate do you plan to be with this mod, but you might want to check this video and his channel https://www.youtube.com/watch?v=nhIP6dfr_FEvi. And if you can, could you add hand protection to units ? some of them have none
  12. hello @fisherman, try to disable postprocessing and glsl in graphic options. If it does not help, please post here log files https://trac.wildfiregames.com/wiki/GameDataPaths. Have a nice day
  13. @Alexandermb yes, I did but still need testing because it got new unit states for that.
  14. Some ideas on this ? Stats displayed are summed across damage types for main formation unit from top (melee, ranged, armour, shield)
  15. hi, sure. https://play0ad.com/download/win/ there is direct download under torent one Enjoy game
  16. hi @Servo thank you for testing, for now, siege that has units as actors does not require batalion, anyway visible units using ram are causing a bit of problem ram not attacking so I am reverting it to garrison and disapear till i figure out fix for this. They should be repairable i dont remember to disable this but soldiers dont build may be case they cant repair too. Had archers bows aiming while staying there or they fired and stayed idle. It may be because that errors in timers. I thought I fixed all blooded units
  17. Making bottom section for battalions, do you think it is too much bars and I should let it on tooltip ?
  18. Uh, by look on diagrams, looks complicated but really nice system, do you plan some tutorial for this mod ?
  19. hi, did you change/edit config files?
  20. just now when they are prepared they are in combat animation to get into this state I use attack. preparetime It can be setted animation speed. just now what I did for archers, I splited aim and loose+reload animation and unit has 2 more states: firing- performs attack and plays loose+reload animation with speed 1 and once and timer is set from some vatlue in template and after the timer is seted aim animation again once with default lenght and state aim is set there goes next timer with rest of repeat time and after it firing again so i am not stretching animations here it looks weird i think (now javelin thrower looks a bit funny when ready to fire ) and yes, ai should work. but still spending a lot on buildings and workers and rather phase up like research weapons or train soldiers
  21. Crash fix update infinite loop in UnitAi fix testing new infantry archer and javelin behaviour AI got guide for techs so now will attack you (somehow still can train separated units)
  22. I get too IntelliSense but just time from time. And this one does not break buid. Do not know about other
  23. For now (replays): 22022 works, 22023 fails
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