-
Topics
-
Posts
-
By redshawks523 · Posted
thank you for the wave of feedback. i should have menioned that i have 1000s oh hours of game played, i have seen what i thoguht was evertyhing. so for instance something else im having issues with, i used to be able to have the Xiong, galatians and maybe zapotecs?? therre gone now... but even when i have them as an option, they noly had a few maybe 2 or 3 team bonuses? when i click civilization overview, for multiple civs, they are empty. maybe 5 6 civs. completely empty. tried reinstalling etc. cannot get civs like incas mazyas zapotecs to work. the scythians? i could play with htem, but hey had one team bonus. any inpout on that? itliterally looks as ikif the civs were introduced to the game and not given any features... thsi has to be incorrect ? thanks gain for the feedback, i do really like this game. there some isssues with gameplay the just irritaTE THE BEJESUS out of me but theyre pretyy minor at this point. -
By ManasManushya · Posted
Actually, my aim is not to make a match against the bot. I was making a map but when I test it in my game, the AI does nothing for some reasons. Also, Im getting this new errors after updating my fork: ERROR: art/meshes/skeletal/new/m_tunic_long.dae: Exception caught while parsing a COLLADA document from file. ERROR: Could not load mesh 'art/meshes/skeletal/new/m_tunic_long.dae' ERROR: CObjectEntry::BuildVariation(): Model art/meshes/skeletal/new/m_tunic_long.dae failed to load ERROR: Error loading object variation (actor: art/actors/units/athenians/infantry_archer_c.xml) ERROR: JavaScript error: simulation/components/UnitAI.js line 4253 Script value conversion check failed: v.isNumber() (got type Array) ERROR: Script message handler OnOwnershipChanged failed ERROR: JavaScript error: simulation/components/UnitAI.js line 4253 there is much more below it but I am keeping it this short for the sake of it. -
By wowgetoffyourcellphone · Posted
Yeah, we haven't made any moves in that direction this cycle. Maybe next cycle. -
Indeed this should not happen, but I also think siege towers should be used for what they were actually used. Then, some other things would need to be changed, like making siege towers extremely slow and expensive.
-
Yes, I also was thinking this, considering that the snowballing increase and formation depreciation are good arguments against the whole idea. Still, I'm somewhat in favour of it, more as to set in place the mechanism (for mods to tinker with), and because it's good that new players realise there are things going on besides what's obvious in most RTS. I was thinking then that: -All penalties should be minor, and apply only for very low HP (thus present gameplay is not that drastically changed). -Lowering attack speed (or/and damage) first, and later movement speed (something like at 30% and 15% of HP, or whatever makes sense). -That wouldn't "make hunting overly easy", but it has also been proposed to make animals faster (and weaker), which would work hand in hand. -It would indeed work hand in hand with my proposal of "use an area as target", which was intended to be applied also to many other things. -Would make healers more useful and retreats possible (except for those who are too wounded... understandably). -Penalised units should be sent to the back of formations, whose speed should not be affected by them (they should struggle to keep up instead). -In conclusion, things would mostly "behave as expected", except on extreme circumstances, which is useful for some variation in tactics. That issue has the worse consequence of making some things really funky, but I don't think penalising a bit very hurt units is such an over-realistic game-averse concept as many other concept would be.
-
