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Everything posted by wowgetoffyourcellphone
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Holding Down Shift Lags The Game
wowgetoffyourcellphone replied to TheHalfDeadKid's topic in Bug reports
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Hmm. Any number of mods could use it. I might just take visible garrisoning out if not.
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There is a patch to make this not happen: VisibleGarrisonClasses. But I think it's currently deprecated. I hope it makes it into A24.
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Some of these bugs and errors are problems with the core game that DE just happens to help bring to light, unintentionally. lol Most of them aren't though. Yeah, that's an easy one. I'll add that to the list. Farm on the farmlands. This is a 100% boost on this terrain! Would you suggest a bit of a nerf? Train time, cost, or any combo? I intend for mercs to be important, but not game-breaking important. One of the issues is, I would like the ability to mod the starting resources, where the player would likely start with something like 500F, 500W, 300S, 200M, 200G, instead of 500 everything (scale it up and down from there). I'm thinking of going the Age of Mythology route and giving every civ 4 free wooden towers at the start of the skirm match. Just an idea I'm toying with. This is kind of a problem with the core game, DE just magnifies it. I would really like a "Vision" range and an "Aggression" range tied to a (reduced number of) stances for units, so I can boost up vision range a bit without units berserking everywhere like in core game. Also, other games have smaller vision range than core game 0 A.D. and what you're talking about occurs. I just think you're used to core 0 A.D.'s massive vision ranges. Consequently, you're used to the units just attacking attacking attacking without much input. I dunno, it's a different style of play, not necessarily a bug. What do you think? Yeah, that's a consequence of me using the Footprint code to make that pretty aura texture show up. Ungarrison position is dictated by the size of the footprint, rather than the size of the obstruction. Unless (ideally) the aura visualization code is extended in core game, or ungarrisoning switched to obstruction instead of footprint, I might have to drop the pretty aura textures because of the issue you highlight there. Bug in core game you uncovered. I don't think this is a DE problem.
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I am planning on making some fixes and re-releasing the mod for Alpha 23. It'll be version 0.0.23.1, and will fix some annoying bugs and errors everyone is experiencing.
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Delenda Est is dead? [No, it's not]
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Delenda Est
What civs are you using when this happens? -
Delenda Est is dead? [No, it's not]
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Delenda Est
In the meantime just hit Suppress, while I track down the offending texture. -
Delenda Est is dead? [No, it's not]
wowgetoffyourcellphone replied to Lion.Kanzen's topic in Delenda Est
Soon on mod.io. -
The upload process very much pleads with the uploader to 'Go Live!' At best, it's just unintuitive, but that's not WFG's fault.
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How to package your mods on Windows
wowgetoffyourcellphone replied to Stan`'s topic in Tutorials & Guides
Debug View is good to run while compiling so that if there are any troubles with the archiving process they will show up there in Debug View. You can see pyrogenesis.exe show up in Windows Task Manager and it'll stay there as long as the archiver is working. When it disappears, you can be relatively sure the archiver has completed the job. -
With battalions, one could "increase the pop cap" while actually reducing the number of controllable entities the player has to worry about. Let's say you can have up to 30 battalions under your command. Each with 20-30 soldiers in it would make 600-900 soldiers total, but you only have to worry about the disposition of the 30 entities, not 900. 100 units per battalion in 0 A.D. seems a bit much. I'm thinking more like 24-30 could be standard, but the code supporting much more for mods.
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Individual soldiers have hitboxes in Total War games, and you can easily have battles with an army of 2500 vs. another army of 2500. I wonder what TW games do to make this workable. And it's not just because their battle maps have fewer obstacles than a 0 A.D. map. You could have a completely blank 0 A.D. map and it would go to lag Hell with 5000 units moving around. It might have something to do with their soldiers all belonging to battalions. Perhaps there's a cheap way to just path the whole battalion as one entity and then "cheat" with the soldiers inside the battalion. dunno.
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Packing and Unpacking Rams and Siege Towers
wowgetoffyourcellphone replied to LordGood's topic in Gameplay Discussion
At least with a hard counter system, every unit is good for something, if not fodder. But I think the topic is drifting. -
Honestly, look at the way DE does it.
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Packing and Unpacking Rams and Siege Towers
wowgetoffyourcellphone replied to LordGood's topic in Gameplay Discussion
Indeed. It's like folks forget that this was all thought about years ago. Reintroduce attack bonuses and a lot of concerns like this are taken care of: "Macemen" were rare in our timeframe. But for units like the Mauryan Macedude, just give him an attack bonus vs. "Whatever" class and let his crush damage do its work on buildings. And your concern presupposes that slingers have to use crush attack. They don't have to. Everything is changeable. -
I don't want to tediously have to Garrison everything in order to make everything work. The high pop cost already assumes a crew to man the machines
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IMHO, since the AI would be clueless about how to take advantage of the civ's features anyway, I don't currently see the issue with not having a dedicated Storehouse. Players of the mod should, for now, not give the Xiongnu to the AI regardless. Didn't Athens rely on grain shipments from Scythian-held areas?
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Packing and Unpacking Rams and Siege Towers
wowgetoffyourcellphone replied to LordGood's topic in Gameplay Discussion
Yes, basically. The workshop would also have the techs there. naw -
Packing and Unpacking Rams and Siege Towers
wowgetoffyourcellphone replied to LordGood's topic in Gameplay Discussion
I'd rather we figure out a way to allow soldiers to build these siege weapons in the field.