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Grapjas

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Everything posted by Grapjas

  1. Could maybe do something like a base score for posting then have a multiplier for it. Base_score x (reputation / posts) = Add_value_to_rank Example (low rep, high post count): 10 x (10 / 20) = 5 Example (high rep, low post count): 10 x (50 / 10) = 50 Not sure if this is possible but i'm just thinking out loud.
  2. @maroder I honestly like them (alot). It's especially nice because they are from the game. @feneur are you open for new icons if we provide them to you? If so, what size do they need to be?
  3. Yes, but you need 14 icons for all 14 ranks on the forum which icons did you have in mind from the game?
  4. I kind of like the cleaner look overall, but takes some getting used to. As a replacement for the placeholder rocket image i think this would be great (in color though); Now we just need someone who can/want to make them
  5. My take on how you can easily install SVN (latest development build) on windows: Download and install (make sure you check the command line tools option) https://tortoisesvn.net/downloads.html Make a folder where you like, name it whatever you like. Open this folder. Click the adress bar, type cmd and press enter. into the screen that popped up copy & paste: svn co https://svn.wildfiregames.com/public/ps/trunk/ If it says 'At revision xxxxx' it's done downloading. run \binaries\system\pyrogenesis.exe to start svn. To update svn, right mouse click the folder, choose 'svn update'. (made this post for revival of the thread to attract new people for testing / showing easability to install)
  6. I agree that consistency in a formation will look and play better. I think the unit re-arranging inside formations comes from pathfinding in it's core, calculating if the formation can fit through the path (which gets recalculated quite often if im not mistaken) but i'm not 100% sure. But yeah, the re-arranging is really spammy sometimes. If you don't know how to mod, you need to find someone who will look into it for you. Or you can try to learn some javascript basics and apply what you learn into your mod. Code Academy is a pretty decent free one, which focusses on quick short sessions a day for routine. Relatively speaking in comparison to other languages, java is easy to learn.
  7. @Belisarius17 He was simply giving you constructive criticism, you're taking what Freagerach said way to heavy. Part of learning as a new contributor is to accept constructive criticism and work on it. Not run away from it.
  8. Make a new thread, describe what you are trying to make, how much experience in javascript you have, what points you need help with etc.
  9. binaries/data/mods/public/simulation/components/Formation.js binaries/data/mods/public/simulation/components/FormationAttack.js
  10. If you mean half way across the map, then yeah that won't work for formations. They need to be fairly close to eachother for a formation to properly group up. If a unit is far from the 'meeting point' for formation (but not to far to join the formation), they will run to it. 2021-06-20 15-04-43.mp4 I like it the way it is. Without running, the formations will feel very sluggish and a unit cannot catch up to a moving formation if it needs to join. I dislike the flee stance how it is though. It's just a dance/kite gimmick. A unit in flee stance shouldn't be able to attack others or heal (priests) imo.
  11. afaik not. It would be interesting to make a stamina mod, and then make a toggle for run/walk. But otherwise a toggle would be useless.
  12. If you have selected a group of units and are spread out and give them a formation, they will run to make the formation. I think the 'flee' stance also makes units run when being attacked.
  13. Can you post L380 (or the entire function)? If you already had a file named AttackingHelper in your mod in A24 it will be a conflict for A25. Because helpers/Attacking.js has been renamed to helpers/AttackHelper.js in A25. Devs made a handy PortA24toA25 wiki in case you aren't aware yet.
  14. A 'Read more' button in the mod selection download screen when selecting a mod would be nice. Directing the user to the mod on mod.io. (or place/call the full discription from mod.io in a new window ingame if thats possible)
  15. That's because some traders asked unfair prices. An unfair scale is actually one of the things God hates. And a temple is no place for doing bussiness, fair or unfair. He also fulfilled a prophecy doing that. Texts for reference: Jer 7:11, Mt 21:13, Ps 69:9, Pr 11:1
  16. Hes talking about adding it as a mod though (I think), not the main game. Anyone can make the choice to download it or not. But i doubt anyone is going to make the mod for you, @seeh.
  17. I think he means this: All players need to vote a civ at the game setup, the most voted one wins and all players are forced to play that voted civ. He wants this to be called the "democracy mod". You'd be surprised, especially with the many fake rated players.
  18. Not sure about what rating bracket you are talking about. But at 1400+ in A23 games also had a peak around the 15 minute mark, because they will be phase 3 and have a fort + siege and a good sized army. If every player survives the initial siege attempt the game is likely balanced (and the teams played well together) and then comes down to further tactics. My experience in A24 is limited though, been mostly modding and taking a break. A23 i know like the back of my hand.
  19. This is much more about team balancing than unit balancing imo. Yes unit balancing plays a part too. But unbalanced teams can ruin any game even when the balance of units is "optimal". That part honestly gets overlooked in every balancing discussion i've seen yet. But it's probably easier to say civs are unbalanced than to accept the fact that you got your ass handed to you and you went out of your league disclaimer: i'm not talking about anyone specific.
  20. I'm not offended. But you are contradicting yourself. If you didnt attribute it to my observations then why bring it up? Anyway, just let it be i guess.
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