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KayEhn

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Posts posted by KayEhn

  1. Not sure what kind of lag you are experiencing with the editor. Perhaps post your specs and other information.

    -As in i press Q or E to rotate the view, it stops, and after a couple of seconds, jumps ahead, rotating further than i wanted by a lot. Same thing with movement. It happens so much, and freezes so much, i've gotten to saving and re-opening every couple of minutes.

    About point number 2, yeah, that's bothered me more than a few times as well. Unfortunately, it's just not a high priority thing to fix. :/

    -Okay, well at least i know i'm not the only one :)

  2. So, two things i have noticed.

    1) (As probably already said) When i have barely placed anything, not as much needed in-game to lag it, the editor jumps and skips around, lagging and causing my screen a lot. It takes quite a while when i want to get back to the original view i was at, and continue creating.

    2) I have noticed that when i switch from a map-editing tool (like modify, flatten, ect.) and then back to character placing, or sometimes just randomly, it changes from 'Player 1' to Gaia automatically. This has caused me a little bit of stress, sometimes finding i have placed half of the map before finding my mistake. Any way of fixing this next time round? Thanks

    -KayEhn

  3. Hi!

    Would you still happen to have those crashlog.dmp and crashlog.txt files so we can investigate the cause of the crash? :)

    Sorry, i exited before i grabbed them. I shall do so next time it crashes.

  4. Well, my actual 0 A.D. application crashed a couple times, and this is what i eventually came up with :

    Much to our regret we must report the program has encountered an error.

    Please let us know at http://trac.wildfiregames.com/ and attach the crashlog.txt and crashlog.dmp files.

    Details: unhandled exception (Access violation reading 0x00000008)

    Location: unknown:0 (?)

    Call stack:

    (error while dumping stack: No stack frames found)

    errno = 13 (Insufficient access rights to open file)

    OS error = 487 (Attempt to access invalid address.)

  5. I suggest that the sheep appeared in and let it accelerate the process of picking up food

    And when a woman kills a sheep, and there to collect it all and then not standingnear the farm, and then automatically ubivaet sheep and collects inside the farmuntil the sheep to wake up

    I believe i have absolutely no clue what you just suggested. Could you re-post in clearer English, with proper spaces?

    Thanks.

  6. Hours in a single match/game or over multiple sessions?

    -Just a single game.

    Is the error like this? Sounds related, I'm not sure why it happens so quickly in Atlas, but takes hours in game.

    -Looks similar...for a long time i thought it was because of troops, but at one battle in one of my 'created' games, i had hundreds against each other, but it crashed with only 200 soldiers fighting.

  7. As said above, i keep having an issue where, after quite a few hours of play, the games always begin to crash. If there is more going on, it happens sooner, less happening, then i have longer, but it is inevitable.

    It always comes up with errors saying 'not enough memory' and 'stacking error'. Any clue how to fix?

  8. I think a better solution would be to add a button that lets you switch to the perspective of a different player, so you can fully control their units and see their resource counters etc. Should be fairly easy to implement, and would avoid the complexity of supporting a special control-all-units mode in the GUI scripts and in the simulation scripts.

    Agreed. That would be perfect.

  9. Control all units is a tool to help developers. So there is not much reason for us to improve it unless you can show there is a common use for it, what you described sounds unusual.

    I see, thank you. The idea i proposed was just a way to help make a bigger, more realistic and safe environment to build and experiment.

  10. So, real quick, i was playing basically a sandbox with the other player in unassigned and using the 'control all units', and i think it would be much better if that could be fixed so you

    can control what the other player builds, not just gathers, so you don't have to worry as much about the population limit imposed by not being able to build anything for them.

  11. I can't reproduce your replicating soldiers, I have tried lots of times with varying amounts of persian archers. I have never observed it in the past either.

    I think we might have some soldiers on ships, but they aren't likely to be real units, just part of the ship model. Archers on walls has been though about but is beyond the planned scope for the first release, there are too many more important things to get done first.

    Okay, cool, thank you.

    And huh, strange. I was just doing it again earlier today...ah well. Thank you for your time.

  12. So, just a few things i have noticed/ have suggestions on, really. I don't know if any of these have previously been mentioned-i'm new, so just throwing them out there.

    First one is, when in developer mode, i highlight units and click the 'promote selected unit', about 50% of the time it doubles (or depending how much i click it) triples the amount of units i have.

    Example: I create 30 Persian Archers, click the button a few times-usually two, and i have either 60 or 90 of them. Just kind of strange.

    Also, i have seen pictures of actual troops visible on ships in the game- i do not have this, and have downloaded the most recent version. Just an observation.

    And something i think would be pretty cool to have, but don't have the skills to do- archers on the walls. Further in-depth, i think it would be very cool if you were able to garrison, oh, say up to 5 archers on each individual wall that you build

    Following that ship idea, have each of the 5 archers visible on top of the wall, and shooting at enemies, like a tower. They could be killed by enemy archers, so user beware.

    All in all, just a few things, love it if i could get some replies.

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