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Posts
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Posts posted by Grapjas
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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) = 50Not sure if this is possible but i'm just thinking out loud.
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Yes, but you need 14 icons for all 14 ranks on the forum
which icons did you have in mind from the game?
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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
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Make a folder where you like, name it whatever you like. Open this folder. Click the adress bar, type cmd and press enter.
Spoiler
- 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)
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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.
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@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.
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44 minutes ago, alre said:
That's not enough for an introduction, to me. Sorry.
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.
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18 minutes ago, alre said:
If someone introduces me to the code
binaries/data/mods/public/simulation/components/Formation.js
binaries/data/mods/public/simulation/components/FormationAttack.js -
35 minutes ago, rollieoo said:
If they are too far apart they remain where they are, while getting in formation. I tried this with some groups scattered over the map, you end up with one large squadron and several duos, all in close formation. Ha.
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.
24 minutes ago, alre said:Honestly, I would disable running entirely.
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.
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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.
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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.
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nvm.
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6 hours ago, The Undying Nephalim said:
Any idea why the new Attack.js would be causing this error?
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.
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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)
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10 hours ago, SciGuy42 said:
Not that many But it worked fine on turtle speed on a laptop that's about 4 years old
Looks epic though.
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1 hour ago, Gurken Khan said:
Well, he also drove out the traders with his whip and knocked over the tables of the money changers, spoiling their coins on the ground; a bit less a meek approach then he is stereotypically portrayed.
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
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2 hours ago, Yekaterina said:
I am not sure if this is the best option. There are always the few civs that we really don't like to play as. For me it is the celtic factions. For other people they might think Macedonians are trash, but in my opinion they are very versatile and extremely strong if used well. If you force everyone to play as Celts or Macedon then that takes the fun out of a lot of people.
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.
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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".
1 hour ago, Yekaterina said:The thing is, most players above 1500 don't have any civ that they are not experienced in.
You'd be surprised, especially with the many fake rated players.
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2 hours ago, BreakfastBurrito_007 said:
Hey guys!
I saw some thoughts about balance and I thought I would put in my 2 cents. From what I have observed, team balance has meant different things in a23 and in a24. In a23, a balanced game would usually involve each player getting super sweaty and the game would get super intense. In a24, the intensity peaks at 15-16 minutes and then the game stagnates, a variety of things influence this like ranged units, metal availability, stone excess, structures power. The end result is that a balanced game does not feel competitive and exciting, but competitive and tiresome.
I hope you guys can agree with these observations of 4v4s and 3v3s.
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.
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7 minutes ago, ChronA said:
But a craftsperson should strive to produce an ideal product regardless.
Yeah i agree.
But unbalanced teams can give a skewed perspective on unit balance.
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5 hours ago, ChronA said:
RTS is at its most interesting when there is a sustained back and forth (see AOE2 and SC BW).
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.
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1 hour ago, Freagarach said:
Heavy enough to probably break any mod modifying UnitAI, and any (probably all) of the "action" components (e.g. Attack, ResourceGatherer, Build, Garrison, Heal).
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I'm not offended. But you are contradicting yourself.
1 hour ago, alre said:light infantry is understood to have been more mobile than havy infantry in general.
41 minutes ago, alre said:and I never attributed the statement that archers are faster than other units
If you didnt attribute it to my observations then why bring it up? Anyway, just let it be i guess.
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Fair point.
I agree.