Jump to content

chaosislife

Community Members
  • Posts

    163
  • Joined

  • Last visited

Everything posted by chaosislife

  1. I'm good with making it so they don't auto attack buildings but we probably shouldn't be able to capture defensive buildings like fortresses or towers since they're manned and if I couldn't attack them I'd likely have a problem holding my shiny new buildings. Can you imagine if the enemy could build a tower next to you and you couldn't do anything about it? Like having vultures circling overhead all the time. Edit : I speaking english good now
  2. Eh setting up a six team match doesn't sound too different from the multiplayer we already have (or perhaps will have since I've not tried it), part of the idea was to have it set up so the game doesn't end or at least lasts for days on end. The best way to do that IMO is to make it really difficult to completely win but not that difficult to survive.
  3. Does a bell ring to tell you it's time to shut up for awhile? I keep refreshing my content page in hopes that I won't be the obvious last poster for the past ten bloody topics. Does making a topic about being a loudmouth mean you're a loudmouth?
  4. Is that the AI or will we no longer be able to attack buildings with units on purpose? What if I have no siege units and no way to get siege units?
  5. Could you just set it up that the AI will maintain one mill near each standing metal or stone mine? That would likely be enough to boost them in the right direction even if they literally build one near every mine on the map. Plus its easier than calculating what constitutes a forest for the purpose of building mills near wood sources and it would be odd if they built a mill just to harvest one tree.
  6. Perhaps we could make wall pieces something that the AI doesn't automatically attack like they do every other building? This would add to the idea of the enemy using your walls to protect themselves from you. I remember I did that alot with AoM, only destroying the enemy walls that were actually in my way because the enemy couldn't get past them and wouldn't attack them when they were in it's way. Works wonderfully for leading my enemies into a bottleneck for easy evisceration.
  7. and oddly enough when the helepolis was captured and sold the funds were used to erect a monument to Helios from what I've read. I think this is the point where we should start thinking that the historians are trying to be funny. @Pureon : Hmmm, how soon do you want to hear about errors relating to the helepolis?
  8. Everything changes, I noticed the persian units disappeared, give me errors in that scenario since i had five of each at start. It's a modification of the bridge demo btw.
  9. Ok, looks like I was just using the wrong link. For the added effect you should try watching it move. @Mythos Ya sure? I've been pronouncing it HEE-LEE-AH-PO-LIS since AoM. @ Pureon Garrison attack is awesome, any chance of enabling stances for it so I can tell it to stand still and use it as a roving defense battery? It'd be nice if I could do that with the other siege weapons as well.
  10. Erm not certain how, it seems the board won't let me use tinypic to host it. Its more that the texture is flat and the boards a tad unnaturally straight, the model's not horrible, the only thing i would say about the model is that maybe instead of having the top portion be comprised of entirely separate pieces for each board that it just use a flat panel for each side and then use the texture to make it appear os though there are separate boards. As it is it seems a bit higher poly than necessary. Probably not a big hit on performance tho. Anyhow, I'll show you a pic just as soon as you explain how to get one to show up? @Pureon, well it's clearly not that top secret now is it? Any clue which faction's gonna get the fighter plane? I say the Celts cuz they're my fave.
  11. Umm do you think we might change it's texture cuz it's kinda like looking at one of those optical illusion things. Almost seizure inducing ya know?
  12. It seems critters are doing this all the time now, the AI keeps getting stuck with a chicken or a deer standing in their foundations.
  13. the game ran fine on my old athlonXP system with the built-in graphics and maybe a bit better on my new athlon2 X2 220 also with built in graphics, I'm thinking your problem might be something else. have you done a registry cleanup recently? Do you have alot of programs running in the background? Do you have all those shiny windows 7 graphics thingys turned on? Turn those off an you get a system that runs at about the same pace as XP. Edit: sry i just now noticed that the OP was talking about Linux .....then I'd assume driver issues cuz thats common although they do seem to be bloating up ubuntu with each new distro too. No clue how to tone down Ubuntu's graphics since i run puppy when i play with linux usually and you'd be hard pressed to find graphical bloat on puppy.
  14. It's a good thing no one has brought up the idea of swords and spears getting duller and causing the unit to lose Atk unless they're sharpened somehow.
  15. Well I have only noticed it happening the past few times I've played, before that I know the chickens usually scream bloody murder and run. Is it a question of whose FoW the building is in?
  16. Too bad we don't have destroy on build or something cuz I'm pretty sure if i tried to pop up a house over a chicken the chicken would just get squished.
  17. Telling the devs it would be horrible just makes them more likely to torture us with it. That said, it could be set up that javelin units have to dart forward and collect their javelins back every 3 shots. Since that would be a problem in battle javelin units could also have two attack types, the first being throwing the javelins and the second being stabbing with one of them as a spear. Then they could fire off three rounds of javelins and then switch to melee fighting till the enemies in range are either dead or retreated and then collect the javelins they tossed back. A similar thing could be done with archers after they've loosed their first 20 or so arrows except that the archers should probably have knives or something. Another idea is to have ranged units dart back to the barracks or something once they've run out of ammo in order to restock but that would mean leading the enemy straight back to your base which could be a tactical loss if they didn't already know where the base was. (assuming you're not playing against the AI which is, as we all know, sodding omniscient)
  18. Ok, then ERROR: JavaScript error: simulation/helpers/FSM.js line 251 InternalError: too much recursion ([object Object],[object Object])@simulation/helpers/FSM.js:251 ()@simulation/components/UnitAI.js:1457 ([object Object])@simulation/components/UnitAI.js:265 ([object Object],[object Object])@simulation/helpers/FSM.js:251 ("Attack",[object Object])@simulation/components/UnitAI.js:1521 ([object Object])@simulation/components/UnitAI.js:298 ([object Object],[object Object])@simulation/helpers/FSM.js:251 ()@simulation/components/UnitAI.js:1457 ([object Object])@simulation/components/UnitAI.js:265 ([object Object],[object Object])@simulation/helpers/FSM.js:251 ("Attack",[object Object])@simulation/components/UnitAI.js:1521 ([object Object])@simulation/components/UnitAI.js:298 ([object Object],[object Object])@simulation/helpers/FSM.js:251 ()@simulation/components/UnitAI.js:1457 ([object Object])@simulation/components/UnitAI.js:265 ([object Object],[object Object])@simulation/helpers/FSM.js:251... ERROR: Failed to call ProcessCommand() global script function thats it. It seems the game has to run for a few minutes/attacks before the error starts happening.
  19. I've tested all of the celt and iberian units so far and it appear that the baguada is the only one effected of them. How do you copy the errors? Edit: yeah i've just tested it with the baguada in a newly started game and not gotten it where i was getting it all the time in games that have been running awhile. Also i've been getting it since the stances were added so it's probably got something to do with that. I update the SVN constantly cuz i'm impatient to see the new shiny things.
  20. I don't even know whether we're supposed to be worrying about bugs in the SVN versions but I figure it's better to take care of it now instead of at release. Anyhow, there's an error when hunting using some of the ranged units like the baguada wherein you get a big unitAI error when attempting to fire upon a critter that is outside of the units present range. It doesn't show up if you first run up on top of the critter and then attempt to shoot at it, but it does sometimes when you try to shift-click and follow up with an attack. I know that it doesn't happen with the hellenes toxotes but I haven't tested anything other than the toxotes and the baguadas yet.
  21. With the formations is probably best since i just thought of another problem, how to set up the stances to work with a selection of units. It would be a horrible pain to have to set each units stance individually, especially if you wanted to switch an entire platoons stance just before they engage the enemy.
  22. But why not simply make the broch their outpost? I've wiki'd them, they look more like heavily fortified towers than fortresses. I think my apartment may qualify for fortress status more than the pics I've seen.Tho I suppose the scale might be off since there's no people in the pics to tell me whether the entrance is man sized or two abreast wagon team sized. I'm inclined to believe that it's man sized tho since the stones making up the broch of mousa would have to be the size of a wagon otherwise.
  23. Because none of us was around back then and they didn't leave very detailed cave paintings? I know next to nothing about the celts and this is the first game I've heard of that features them. they are my favorite civ tho cuz they've got cheaper ranged units and the brochs. I am a tad confused why it was necessary to give them outposts that they allegedly didn't have back then when they've got brochs.
  24. *gasp* but what about Historical Authenticity?
  25. I like the idea of making the full city walls more costly or time consuming but it leaves me thinking that we need some sort of weaker wall system just for hindering invading armies and defending forward bases. Also it makes me wonder about the celt walls we presently have, just looking at these things i can tell that they're not city walls like the greeks, romans, etc used but rather just trenches. I'd say make actual city walls for the more civilized cultures buildable primarily by the straight worker units and leave something that citizen soldiers could build on the battlefield. The celts could be left with just what they have now for their citizen soldiers since they probably never had true walls. They don't all have to have the same types of structures.
×
×
  • Create New...