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Everything posted by Stan`
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Adding new factions to the game
Stan` replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
That's true. However this very thread emerged from a part II civilisation. Putting the assets together in a mod isn't hard. We could even have no template and let the mods provide those. This way the only maintenance work would be adding and cleaning assets. I have yet to find a solution to that. Hopefully I'm not the only one looking. -
Adding new factions to the game
Stan` replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
I don't think we should add all the factions to the game no matter their timeframe. I do think though that Terra Magna's finished civilisations should be added to the game. Maybe even before A24. I recently changed my mind after discussing it with @Pyrophorus and in this thread. But at the end of the day it's not my decision to make but it's the team's. I believe @wraitii would be more for a simplification of faction with tech trees allowing to be more alike one or the other of the existing ones. For the other factions there are two big things IMHO. Part II civs should be in a mod called empires_besieged with the main game quality standards and conventions hosted by WFG and put on modio. With regular updates like other mods. (Empires ascendant should be the same imho) you download the game then choose what civs you want to play with. EDIT: My main concern would be balancing given the nonexistent work on it these days. -
Problem seems to be building while carrying resources.
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Look at the concerns raised on Phabricator I believe that's because you deleted groups between carry and the rest...
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Ah I thought you were done Interesting. Would be nice to have a special animation for @Freagarach zone attack would be also great to split reloading from the main animation but that requires some UnitAI changes maybe @wraitii knows where ? Or maybe just Attack.js not sure. Being able to specify the number of reloads would be nice for futuristic mods. In any case I believe we should finish with the reexport before adding any other animations to keep things okay. Some stuff should also be fixed like the units losing helmets and animations not working because of the recent changes...
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Remaining not renaming Which riders ?
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@Enrique any feedback ? @Alexandermb Would be to split unit animations from this. Maybe One commit for elephant animations. One commit for fixed unit animations matching those new elephants animations One commit for Elephant animation blend file One commit for Elephant animation armor variant. Then we will have to proceed for the remaining units and be done. What do you think ?
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Adding new factions to the game
Stan` replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
When was that ? I don't think I ever saw that I would totally love it though Well we still have the performance issue lol but yeah things have change. The increased dow load size might be though (over a certain size you have to have multiple files on windows IIRC) not to mention countries with pay per MB connection (we do have a lot of south america fans) I wish our only issue was adding civs though... -
Adding new factions to the game
Stan` replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
I don't think the art department works like that It's more like "Heh look at this flower, it could be better, let's improve that" *Sad bear in the distance* Not really ? I mean the point of part II is to cover another era not to increase the number of civs of the previous one ? -
To be fair it seems everything is under debate historically speaking
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Yeah that's the idea. Bushes are less likely to look out of place
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Adding new factions to the game
Stan` replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
That's right. Maybe I should do that for A24 with the help of the team (I remember @elexis drafted a ticket for that) Wonder if that's a priority The question I'm asking is. Is adding new civs going in the right direction ? Adding more things to maintain and improve while we still have more than three missing wonders and probably a lot of other things to fix on the existing civs (none of which are documented anywhere other than spread over the forums) -
Adding new factions to the game
Stan` replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
Well yeah I don't really understand why we never created a folder for those civs (We have DE lol but that's another thing) Well thanks to them we have this wonderful game so I think it's fair to consider their feelings, don't you think ? We don't have to agree with them but we need to take them as part of the equation -
What part of what @Nescio propose did you disagree with ?
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Sounds like the reference calls for player color.
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Adding new factions to the game
Stan` replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
I'm thinking about it (Though they need to be finished first in any case) They will be in a separate mod called part II. You can just enable both I just need to check with the design document whether addind a gazillion factions is against the original founders idea of the game or not. Back on topic Shouldn't the generic name be hammer man or axeman ? -
I'm gonna start with the obvious things first given that the error log is unfortunately empty... Did you make sure to use a lowercase extension ? (eg. 'dae' not 'DAE' or 'Dae') Did you in the actor XML file use an AO dependant material ? (eg. 'player_trans_ao.xml) In this case you need a second UVSet Does your mesh have multiple materials ?
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@Bigtiger @LordGood feel like fixing those ?
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Hmm... Sorry for the inconvenience ? LoL
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Ratings Disputes and Offence Reporting (Discussion)
Stan` replied to gator303's topic in General Discussion
Well there are two kind of moderators, the forum moderators (which are the team members with one or two exceptions) and the lobby moderators. This thread is for the latter. For the forums I'm afraid I can't be here 24/7 and that's time I'd rather spend doing something more useful. If people do want to help us flagging posts and or thread does help as we get emails for those. -
Well a lot of people are able to play else Couldn't have taken place however we do know there is lag when many units are moving and @wraitii is doing is best. The game is indeed slower in multiplayer than in single player to account for network lag. Sorry for the inconvenience. It's not an excuse but unlike GTAV we don',t have a 295 Million budgets. Rather a 10 000th of that
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Unfortunately yes the IA has a huge impact on the game speed (Even one bot) that might change in the future but currently that's still the case. Things that can help are playing on smaller maps with limited population. The end game lag you are encountering is due to the pathfinder and will get better as @wraitiiimproves it in upcoming version. Indeed you are able to rejoin an AI game however starting at that moment the game will be different between the player that rejoined and the others as his AI will start to do different things. (Each computer computes the whole game and the AI is not deterministic.) Are you playing in WiFi or in Ethernet ?
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Well he reverted to A23b so it is Yeah makes sense. I'll probably buy a RPI4 or a Jetson so we can test on those platforms before the end of the year.
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Maybe @Imarok and @elexis have a bigger understanding and can elaborate on this. There have been a few discussions about it already though.
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@Itms He wanted to play A23 too any way to fix his sm38 bug ? He will also need to update to SVN again.