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chaosislife13

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Everything posted by chaosislife13

  1. That's why i said nothing obvious, nothing that would show on the screen typically, they'd just think everyone else was badass. Or cheating I suppose, but those sorts of people already scream cheater whenever someone gets the drop on them. Honestly, aside from packet editing stuff I don't believe in the existence of cheating as a concept, if it's possible to do something, and you do it, it's not cheating, it's a feature.
  2. The voting systems never work out fairly, it's much like the systems they have on facebook where they'll ban someone if they get enough reports, malcontents spam the report button and poof there goes decent dude. Bullies rule those types of systems.
  3. Block would do wonders, especially if you have a default block list so new folks don't have to wade thru a bunch of howler monkeys before they learn how to even use the block function. Unfortunately, just because we have a block function doesn't mean folks will use it, used to deal with ppl being all "ban that guy", "boot him!" and haing to reply over and over that we had a darn block function and if ppl are too lazy to use it I might just boot them instead.
  4. that was one o the first things i tried, seemed obvious, didn't work. I don't recall just how it didn't work tho, I think it was that the random maps wouldn't load but i could be wrong. EDIT: ugh, nevermind apparently it was one of those things that shouldn't have had anything to do with the AI but apparently does. I had renamed all the {civ}_buildingheres in the infantry template to brit_buildingheres while trying to force them to stop using the buildings the game thought they should use instead of the ones their brit starting units should have actually been able to build. What that means is that instead of petra telling the units to build a dock it's telling them to build a {civ}_dock instead so the only way to force all enemies to use the same buildings IS to only have one civ. Editing their civ files won't work. And it appears that the game also really doesn't like it when i remove an entry from their construction list, cuz I'm still getting errors about "unable to remove {civ}_fortress from every single unit that's not even in the game any more. why do i need a warning about the selucids? I'm not using the selucids. they're not on the map when i start the map, they can't be built by anyone on the map, why are you warning me about things that aren't even there?
  5. I ddn't delete them per se, I used the .delete trick where you change their extensions. Simply deleting them would result in the game defaulting to the originals. As i said, I removed everyone but the brits because I'm aiming to start with more a hut/bigger hut thing than the gauls have going for them. There are a few other changes that are a bit problematic, but they were done after the AI issues cropped up, and they don't have much to do with them anyhow. The primary issue i get is warnings about lines being missing from the females, that's because I edited it out so they could attack everything if ordered to. the only other wider change i can think of is a alteration of the units template so units no longer act as obstructions to other units, it's a total hack and it looks screwy when you've got 200 units standing in the exact same spot, but it's the only way I could figure out to keep my gatherers from blocking off the drop sites and causing tons of lag. I use I hell of a lot of gatherers.
  6. So restoring it and then altering it might work? Edit: it didn't, I hope I don't have to have cavemen dealing with high tech greeks.
  7. Mod side, I've .deleted all but brits so everyone has to play as brit, problem is that petra doesn't seem to do anything at all, it won't build units, it won't build structures, it'll only gather with the starting units and defend with them. My reasoning is that for what I'm doing there really is only one civ at the start, everyone starts as hunter gather barely above cave man, and builds up from there. Or at least that's what it'll be eventually, but I'm not an AI coder so I need to structure things so that the AI can work with the changes, if the AI has to be re-written for every change.........that'll be a huge problem. I'm also not a modeler, hence there only being one civ, I can't make units and buildings for all of the existing civs that match upgrades like fence->palisade->wooden wall->rough stone wall->solid stone wall or spearman->javelin tosser->fork.
  8. 1) Is there any way to completely disable the mouse wheel zooming in either local or default? 2) Is there any way to use one hotkey combo for two commands? I want to rotate buildings to match the rotation of the main view so I don't have to first spin around to see where I'm placing my tower, and then rotate the tower to match up so the front of it (where the units come out) is facing me. if i could use the same hotkey for both commands that should work, but the engine throws errors.
  9. hmmm, that does make sense, for me, it's english as primary so LEFT TO RIGHT (stop going by the picture of yerself in the mirror) is my default unless I'm reading upside down or something. Should prolly read the comps language settings, but I fear that may not work as most windows tech docs are in english, so say Chinese users may set it to english so they don't have to run answers to how to questions thru a translator first.
  10. I don't think banning them sends the right message, how about a tweak that lets a moderator cripple their resource gathering rates, unit building times, armor and attack? I think being thoroughly trounced over and over for a while for no obvious, discernible reason might fix the attitude a bit. At the least they'll have to play harder or give up and leave on their own. Mind you, if they're not actually playing the game, then ban away.
  11. Could someone please for the love of chaos fix the direction of the yes/no buttons on the somewhat annoying "are you sure you wanna do that?" menus? i'm used to Yes - No being the order, so when I try to exit a map quickly, i can't because i keep hitting no. Then when I accidentally hit the close program button earlier despite trying to hit no, no was on the wrong side, so I ended up hitting yes instead. Srsly guys stop trolling me. Oh and I wouldn't mind if someone told me a way to quitquitquitjustbloodyquitalreadysoIcanfixwhatIscrewedup, without having to deal with the in-game uac, that would be grand.
  12. Sry, I thought I'd replied that there wasn't much point.......and then i buggered off to whatever else interested me at the time....tho I suppose you could do that if you feel up to it..... adding the 13 confuses me a bit, but then i end out trying to work out just what variation of password I used for this forum. I know eventually I'l have to work out a whole new scheme for that too......bloody annoying.
  13. I'm looking at the tree angle right now, I'm gonna see what increasing their obstruction radius does for pathfinding, in theory ppl shoud move around the trees instead of trying to pass through a dense forest. My worker elephants get stuck all the darn time and the only way around it is to decrease their obstruction to 1. Update: It's hard to be absolutely certain, I can't recall how to view the pathfinding lines, but it does appear to be helping, my units are going around dense forests instead of trying to push through them. I imagine that will be helpful for performance as the most noticeable lag occurs when units get stuck. Edit2: it's certainly helping, but I've just now decided that the supposedly helpful elephants aren't as helpful as they seemed, constantly constantly getting packs of gatherers stuck around them. Makes me wonder if I don't need to add wander to the support units so when they'e idle they'll wander away from the drop-site instead of just standing there obstructing everything.Tho it won't help much when a pack of gatherers decides to walk back to the drop-site after the mine goes dry. Edit 3: So I can't make gatherers wander anymore, could have sworn the women wandered by default when idle at one time, however, it seems that upping the gathering range affects their drop off range as well, so setting it to a higher value should mean that they won't be blocked by idle units anymore, tho i suppose they still could get blocked by the idle units that are now 7 units away from the drop site, but i think they'll just push the others out of their way maybe.
  14. Eh, as long as I'm not getting banned again it doesn't matter much as the new one is attached to an email addy I actually use. the other was yahell I believe. Tho if there's a way for this one to inherit or link to the posts from the old one that'd be kool for posterity's sake. Edit: found how to make a link to the app data.......i never would have found that as I'm always looking in the root folder for stuff..... Now the interesting bit is that it's still giving me the error even after I reverted the changes I'd made, is there any reason it would still be trying to load parent files that aren't linked to by any active buildables? I was trying to copy over several of the parent files since changing data in parent files annoys both me and tortoisesvn, and then change the appropriate links in the units and structures I'm fiddling with. i got it to work properly with the units, but the structures keep spazzing about not being able to find the directory. I also had tried just making a file that had everything from the parents so i could modify that and bypass parenting as it annoys me as i stated earlier, That didn't work. And it took a bit of work.
  15. And now I'm supremely confused......as my new account has magickally inherited the avatar from my old account.........srsly who did that? Cuz it sound like something Jason would do to screw with me if he were also screwing with me by imitating my urge to screw with ppl I like. EDIT: Ah I see, the site ran the email thru gravatar.......makes sense. But thanks for the mindscrew anyhow.
  16. I read the ever so wonderful "we got hacked report" while trying to sign in, as I only finally visited again last night.......and I've come to find out that despite my username being "taken" I can't actually log in with it........did someone ban me thinking that I did it? Were other names nixed in that attack? Any details? PS, as for the reason I was popping in tonite, does anyone know where in the svn i could find the bug log? Also any idea where I could find something approaching a wiki or list of all the valid XML bits for units and structures? I keep getting errors loading a parent file or something and I can not for the life of me figure out why. And the error won't stay on the screen long enuf for me to really make it out.
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