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Everything posted by elexis
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As far as I understand, you want to be able to (1) place a mercenary camp of a civ that fits geographically to that biome and (2) the player to be able to train units of said civ (3) while being able (or not?) to build buildings of said civ To accomplish (1) you need to manually decide which template of which civ fits to the chosen design / current variables used by your map. For (2) and (3), there are two options. Convince the team to revert that design decision, to prevent players from training units of the buildings civ and building buildings of the civ of the units trained at captured structures. Otherwise add stuff that is only used by your map and potentially some mod, For (2) you would need to add new special structure templates for all mercenary camps you want to use, inherit the public mod one and replace the train list with the entities you want to be able to train there. For (3), you would need to add new special unit templates and change the buildlist entry from {civ} to said civ, but that will be maintenance hell. Edit: Or you make it easy and interesting to the public mod and place a biome specific structure (briton dock CC, ptol or sele military colony, roman entrenched army camp) and rely on the fact that the territory provided by that building and the females that can be trained there itself are valuable enough (and ignore that for the roman army camp).
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They should be garrisoned by gaia (either men for defense or only women/healers to manipulate the capture rate) then I suppose? Otherwise it might be easy to capture them in the first 5 minutes of gametime, giving a too strong advantage to the one player having it captured. People should have a minimum amount of army to get it and the enemy should have a chance to react, so that players actually might have to fight over it, which would make it quite interesting. Don't know how much this has in common with the Delenda Est idea, but actually this sounds like a quite good idea to me and would thereby also make the map appear less void. An example of such garrisoning can be found in the Danubius trigger script. The number of such camps should be considered wisely, we still want to give players a lot of room to expand or do things without being annoyed by gaia. So I guess the correct number would be 1 per medium/normal map, 0 below (potentially 2 above if you would want to go for that). And if you're already having a garrisoned camp, you could add a cmapfire, some benches and few lone slingers or something around it. X) Just an idea.
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We've always wondered why that doesn't work if two players are behind the same router and one of them hosts in the lobby. It ought to be possible for the other to join
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But we have fancy skulls x)
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crashlog txt/dmp (end game lost error, Europe map)
elexis replied to PrincipalityOfZeon's topic in Bug reports
Does the replay crash too? -
Hi alekusu! First of all: http://trac.wildfiregames.com/wiki/Alpha21 http://trac.wildfiregames.com/wiki/Alpha22 Don't really think there is one that is best. Mauryans, britons, gauls, spartans, macedonians, athenians, carthaginians, romans, iberians, persians seem to be the best ones, i.e. all but ptol and seleucids X) - What is the worst civ in Alpha 21 and why? Not particularly happy about ptolemians not having infantry champions, but ptolemians much better this alpha since elephants got buffed much and they get infantry champions in alpha 22. Wouldn't really call any of the civs bad. Seleucids are slightly slower to train champions and you have to decide between chariots and swordmen champions. Phase 2 faster than in alpha 20 now, maybe minute 8? Depends on how much population you want. Phase 3 should be done reached at minute 12-14 maybe. Slingers, skiritai, elephants if done early, spear infantry champions, roman cavalry champions is what I recall. slingers, skirtai, spear infantry were nerfed in alpha 22. Iberian fireships, naked fanatics strong too. Not that much. One measurable change is that arrows aren't as accurate anymore at range. If they don't it's their own fault. Corrals are (still) really good to replace females on fields later on, since one cavalry gathers food much faster than a female (5x without upgrades, 2x if females have all upgrades IIRC), and the cavalry can be used to fight too. Fish still 2x faster than women on fields and you can train fishing ships from a dock simultaenously with women at a civic center, so if you have fish close, there is a significant advantage. Much stronger, catapults too. But you need to guard them, back them up with citizen soldiers too More useful after they were buffed by causative, but depends on the situation. Temples are still more useful, but you can't build them in enemy territory. That's a major change in Alpha 21. It's economically not useful anymore to destroy buildings with infantry and cavalry, since they have much more armor. Also champions more expensive and much slower to train. Still quickly, the old "300 pop in 16min" thing should still work. Probably borg- Delenda Est is nice, but you might want to ask niektb for a greater list
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Sounds like these https://trac.wildfiregames.com/ticket/2692 https://code.wildfiregames.com/D359
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Mostly WildfireGames should be able to host rated games, so that we can figure out who left the game. Especially it is also possible to just ban the opponent from the match. So it's currently not possible to count the game as a loss without rewriting many things. If you see that player online next time, ping me and we can perhaps make him resign a game to give you the rating and if he repeats the offense, he can become banned.
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There was? As far as I know some members of the team want it, others don't. The rating system is popular amongst the lobby players, many of them are working hard for their rating and it is interesting to follow the fights for the ladder. The main flaw with the rating system is that players can just leave a game if they lose and it will never be rated. But we can fix this once we have a dedicated server system, then Wildfire Games could host each rated game and punish players who lose their network connection by accident or on purpose and also prevent players banning their opponent from the match. (Caveat: It will probably have to simulate the game itself too so as not to trust the players statements on who has won)
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I've seen it too occasionally, even with the chat text, but I have absolutely no idea what is causing it. We will need a way how to reproduce the bug consistently in order to investigate it
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Someone with windows and visual studio 2013 might open that binary crash dump and figure out what was the last call in 0ad before it crashed and from that postulate what must have happened. The textual file doesn't contain anything besides your system info which looks fine. Perhaps upload a mainlog.html too after a crash. Must be something specific to your system, probably OS installation. Especially following of the user change, I'd go with checking directory permissions, in particular for the config, cache, logs, replay and root directory of 0ad http://trac.wildfiregames.com/wiki/GameDataPaths.
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Hm, that graphics card should be fine enough. Perhaps it is also an installation problem, sometimes the game crashes when it can't read data from the disk or some directory. This has happened before when people changed the username, did some upgrade, renamed directories or similar things. Could try to reinstall, perhaps to a different directory.
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Try disabling all graphics settings, especially GLSL. Do other 3D apps work flawlessly? If I had to guess, I'd assume it's the graphics driver. What graphics card is installed?
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Your password hash that is used to login is saved in the user.cfg file
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Somehow proving that you are the rightful owner of that account and bugging a moderator that then has to use the engine to hash the desired password allows changing that indirectly. Getting a moderator to delete the account and recreating that is easier for the moderator.
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make bolt-shooters great (and usefull!) again
elexis replied to JC (naval supremacist)'s topic in Gameplay Discussion
r19193 Bolt shooters inflict 75 Pierce and 5 Crush linear splash damage or less to all units in 8m range behind the target (D107) r19204 Increase bolt shooter health from 100 to 200 and Catapult health from 100 to 250 (D102) -
Which location is that btw?
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Can't destroy enemy buildings just conquer them?
elexis replied to sebbef8d's topic in Help & Feedback
Especially use siege engines, elephants or mauryan warriors because swords and arrows are not good at breaking walls. -
What should be seen in the attack part? We have hack, pierce and crush. Same goes for armour. I noticed you don't list the capture attack, do you want it to be removed? The loot also shouldn't? be listed? I think there is in particular a problem with the portuguese appearance, because the attack-speed is on a separate line, but in the english version it's on the same line. It is correct that having icons would make the text shorter and thus quicker to read. Existing icons are found in binaries/data/mods/public/art/textures/ui/session/icons/ if you have some ideas which should be used. Probably don't have the right size.
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Thanks for uploading the replay Boudica! The segfault can be reproduced via visual or nonvisual replay. The error stack sounds very brutal, probably some garbage collection issue or something #4523. Marked it as a release blocker, but I'm not sure if we find out what's happening there.
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The replay works for me. @sanderd17 assumed it might be outdated cache file. So you might want to go ahead and delete all cache files, they will be reproduced with the next gamestart. See the link above for the directory.
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Do you have the replay where that error occured? http://trac.wildfiregames.com/wiki/GameDataPaths
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Implementing Range Visualizations
elexis replied to Sandarac's topic in Game Development & Technical Discussion
Both already implemented in the patch