Jump to content

Grapjas

Community Members
  • Posts

    507
  • Joined

  • Last visited

  • Days Won

    11

Everything posted by Grapjas

  1. I encountered him/her too, when i put him/her through a few tests it was very obvious this person has 0 sense/knowledge of religion he claims to be in even though the messages were only about religion. This person is either really mentally unstable or exceptionally delusional. Probably both.
  2. Just did. Conclusion: it's not the statusbars, it's probably what Wow said.
  3. Could be. In regards to this same selection/status bar issue i also just noticed that a more top-down view makes the lagg worse vs a more side-view, even though normally you would expect a fps increase from this.
  4. I've also found something else interesting. Unit Status bars seem to add quite some lagg. Again without mods and with fps counter enabled: EDIT: even without moving the camera the fps spikes up and down hard (can show a vid but the numbers are the same). 2021-03-25 20-57-34.mp4
  5. Incredibly easy, place a few horses inside a map in atlas, save that map and start it up Maybe i should also mention its not for every horse, just some. EDIT: also im not sure if its horse or civ/unit dependent, doesnt seem like it. 2021-03-25 20-35-03.mp4
  6. Very sure. And out of 20 horses or so there, there are always a couple of these in them.
  7. It would be nice if there would be a guide in editing xml files aswell (if there is one, i havent found it). They aren't hard to mod but it is hard to know what elements/attributes can or cannot be used inside them, and strolling past each file to find something you can use (which may not even exist) is a pain in the ass tbh. So im basically suggesting for a reference list on what is possible inside xml files. On top of that, a tutorial to incorperate new elements inside xml to work with your js code. just my 2 cents.
  8. This was ingame, without mods.
  9. (forgive me if these are known issues) 1. Horse animation and props often do not sync with eachother & sometimes blink (seems like the transition for animation loop end and start are not smooth): 2021-03-25 13-32-47.mp4 2. art/actors/units/carthaginians/infantry_javelinist_a / _b / _e seem to be unused and therefore can be deleted. They use merc Iberian skirmishers.
  10. No i meant spear melee cavalry in general, i was wondering what extra weapons they would have along with the spear, and if a shield was common with their kit (ingame they dont atm). I think i saw some pictures where they had a shield but im not so sure if it was reliable info.
  11. @Thorfinn the Shallow Minded@Genava55 do you have any thoughts about the spear(melee) cavalry armor/weapon kit? Would they normally have shields? Would they have a couple of javs (or other ranged)? The more civ specific the better
  12. I was wondering if anybody has the time and will to help me out with this because i have absolutely no knowledge about blender, textures etc. Currently there is no available sheath for daggers and i'd like to add them to my mod if someone would be willing to make them. It would be nice if they could be worn on the chest, but on hip would be fine too (prop point = sheath_01/02_L/R). It would be important that there is also an empty version of the sheath, just like some existing swords already have (sheath_xiphos, sheath_xiphos_e). Then as a sidenote, the sheath for the falcata is not working properly. They currently clip through the sheathes. If somebody would be willing to fix this i'd really appreciate the help. Files/paths for ease of access (from svn): art/actors/props/units/weapons/sheath_falcata.xml art/actors/props/units/weapons/sheath_falcata_e.xml Thanks in advance
  13. @wraitii This is why a rock/paper/scissor system generally speaking works well. A tech/unit/thing can be strong but it needs to have a counter. I agree fully that balancing is a very hard thing to get right. One of the obvious advantages to batallion vs individuals would be that if the individual misses it target, he will likely hit the guy next to him (clutter), a siege weapon will likely hit alot of them at the same time etc. Another downside of batalion would be that you cant really microtarget enemies if you wanted to but they are 'easier' to manage. My point was, if you get your ass kicked, you need to play with / against people of your skill level and thats where you will find enjoyment. Someone simply shouldnt expect to win from an experienced 1800 rated player if you are newb 1200. But just because there are 100 options/ways to play a game doesnt mean you would need to use all 100 of them. It's about freedom for the player to choose a selection of 100 tools to execute a strategy he wants. <- This is what RTS is all about for me personally. EDIT: it's possible i misunderstood some of your points so take my reply with a grain of salt.
  14. Doesnt sound impossible to fix, but i'd need to do some digging for that.
  15. Generally speaking, you would only micromanage everything if it's in a competitive/high skill setting. If somebody doesnt want to they can just play casually tbh. For some players, micromanaging = fun. For others its horrible. But yeah, batallions definitely reduce micro. Absolutely loved them.
  16. I fear its going to clutter the UI in a weird way if i also need to add icons for building siege units next to buildings. While a specialised unit doesnt have this issue. Also, the arsenal will remain as is, a place where siege can be build, so you dont neccesarily have to use engineers if you dont want to. But its not a bad suggestion if the icons could be somewhere else (havent done much modding in gui yet).
  17. This would be your typical map setup for the initial phase yes. Along with 10 chicken and about 10 trees in direct reach near the CC that can be effectively cut down without needing a store house. But the more important thing for balanced maps is that each player would have more or less the same amount of resources available. If someone has a group of deers nearby but the enemy doesnt, thats already a decent/big (depending on players skill) advantage.
  18. It'd be nice if there was some form of team of pr team indeed. But even most people right here on the forum have barely any clue on what is really being changed. For this you would either need to visit trac.wildfiregames.com or visit IRC dev-chat daily. People ingame that dont visit the forums even more so have no clue at all what to expect, and imo as a QoL you shouldnt need to go to a forum to see what is being done. It would be nice if there was an automated process to view the up-to-date changes from trac (is RSS an option?) in a 'message of the day window', along with a 'read more' button on game start up. Also, imo, the programmers/artists need to get some proper creds (meaning more visibly) for their work so that people can thank them and in return boost morale. So i would suggest that the ticket owner name would be visible too. EDIT: I think the term early access is only applicable to pay to play games, but im not really sure.
  19. From a player POV i would say the alpha tag is still proper though. But it's a very playable alpha. And once the performance enhances and runs smoother than it does now when there are alot of units, i would say thats when you should switch to beta and start hyping things up (first impression matters). Because from a player POV that's what you would probably expect from it- a semi smooth experience. Recently i invited someone to play 0 A.D., after a few games he said he liked 0 A.D. but was put off by the lagg and would come back if this was fixed. This in turn also shows that the community really loves the game if they keep playing it regardless. I also think that alpha and beta increasingly lost their meaning over the past 5 or so years because of big companies. 'Early access' tag is part of the problem and is much more familiar these days. It semi replaced beta and alpha (and is now more of an excuse to sell a game that isnt finished yet).
  20. Just to be clear, this thread is not about putting changes into the main game, this is about adding stuff to my personal mod. It's about adding realism and will be a complete rebalance. Also for me personally its realism/strategy > micro. Especially if its worth it putting the effort in.
  21. Could you give some more info about these? Would sappers be the one that build engines aswell or should i make that a different unit?
  22. Wouldn't mind adding a unique 'engineer' unit trainable at the arsenal. Soldiers could make crappy siege, but engineers of much better quality (attack/def/hp boosts)
  23. @Thorfinn the Shallow Minded, i was wondering if you have any information on how siege engines, more specifically the stone throwing ones, actually got their ammo. Were there like carts of ammo available nearby? Edit: Also found some interesting stories about bowmen actually carrying two quivers which could lead up to a total of ~100 arrows at the ready, though that was in a later time period (not sure if that really matters when it comes to quivers).
×
×
  • Create New...