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Silier

WFG Retired
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Everything posted by Silier

  1. Hi, I would like to know opinion of players to changing mouse behaviour for preselected action from Left click to Right click as it is now when using hotkeys. Currently if one uses hotkey to change mouse action RIGHT click is needed to execute it. If someone uses command button to modify mouse action LEFT click is needed to execute it. As default click to execute most of the not modified actions (walk, gather, repair, ... ) is RIGHT click, idea is to switch behaviour for point 2. What the change would mean: Select unit, use hotkey for garrisoning and garrison into building with RIGHT click.Select unit click at garrison button and you need to RIGHT click to execute that action. (ping @borg-, @ValihrAnt, @Lion.Kanzen, @wowgetoffyourcellphone , @gaius, @Freagarach, @Nescio, @gameboy)
  2. @faction02, yes, these files get rewritten with every application start. If you get this error in replay, you could post that.
  3. @faction02 if you could upload mainlog or interesting log it will help more because you might not catch initial error with screenshot
  4. Hi, did you have some mods?
  5. I will work with anything what makes stuff more organised
  6. I have this problem with chrome as default browser, using firefox as default browser solves the problem.
  7. @gameboy, does it happen with every civilisation ? I was able to reproduce it but I am not able anymore.
  8. just a note, you should substract it before dealing damage and possibly stop attack right after resources are exhausted to not play next round of attack animation for nothing, because damage is dealt at the end of every animation cycle not at the start
  9. UPDATE: Upgradable CC through phases walkable market Able to spawn fences around houses (using upgrades) No pop cap, only max cap resource water well - houses inside radius of well trickle water (something like automatic collection) Citizens cc -> house Slaves cc -> market Not champion soldiers are again considered as Citizens class (easier phasing) Fortress/Cc Can train _b type of units (not all) Slaves now react to bells NEW WAY OF TRAINING UNITS Only way how to get soldier, you need to garrison Citizen man inside barracks/range/stables/cc/fortress and then you can train him into the soldier
  10. hi @theway, appologies it took that long to for someone to reply, but team is bussy with fixing bugs and testing game open game settings and disable tls I hope you will return to the game and will have fun Have a nice day
  11. while game is running open some template file, add space somewhere best the way you dont break any string, save it
  12. mythology was not updated to current svn version compatibility
  13. For ranged : if has lower than 20 percent spread for attack is 30 percent larger if has 0 energy, spread is 50 percent larger For melee: Chance to miss target is 30 or 50 percent higher than normally Need to find way to display resources, what is with minimap? its has too many files but yet has to add some missing textures Easier and faster for new fearures to have one civ to mod. No ai, I need to rewrite it completle for economic part. Thats why I added scenario.
  14. Bug with fleeing was fixed. Thank you. Sure it is my todo, if I manage to find out how. Taken in mind. I plan that one cannot train more units at once than has couples of female + male but might be complicated to do There are some gathering rate differences now. Anyway it is just preference of player.
  15. Oh that is bug Set citizens to something else than passive. Will fix soon.
  16. @wowgetoffyourcellphone enable detailed tooltip, anything should be there Check structure tree and resource tree as well.
  17. What map? Get market as fast as possible. Coins are best to buy food ( meat ). Second thing you need to get fast are fields for grain so you can train animals for food.
  18. I needed that because I used a24 horses and they have new meshes, animations and variants. At some point I needed eyecandy for farmsted foundation. There are some (maybe a lot) not needed files I will clean later.
  19. Hi its me again (As you know I have been working at battalion mod. It is sad to said but I might to break something I cannot fix now and have no idea what and at what point I broke it. Anyway here we are.) ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ git: https://github.com/SlavomirSlovenkai/Survival basic overview: https://github.com/SlavomirSlovenkai/Survival/blob/master/Research.xlsx Basics: Every living entity (sure, there are some exceptions) consumes some kind of food. If it cannot consume, hp is lowered. If can consume, will be healed. It does not have to eat from every type of food (visible in tooltip), just one. (Cavalry is exception as grain is must for horse). No formations No promotion No healing by healers and temples No expand of territory with phase or other bonuses Low resource capacity for units Soldiers gets experiences (except champions) 4 Types of soldiers (Light, Medium, Heavy, Champion) Attack and Armour: Dealing of damage is directional Shield size defines how much damage unit blocks from front Friendly fire for all units Attacks consume energy, if unit is low on energy, will fight terrible Soldiers can be trained to get experiences in barracks, ranges by garrisoning inside. Citizens: can build any type of building work unit limited per house and cc pays you coins Slaves : can be bought from civic centre cannot attack (even slaughter) cannot place foundations are limited per citizen does not have to eat Soldiers: limited per barracks Cavalry: limited per stables Ranged: limited ammo (will refill after all used) Mercenaries: do not eat hire them with coins need to pay them else they turn to gaia Rams: cannot destroy by attack provides radius of protection from arrows need to be garrisoned to be able to attack can be captured Healer -> Priest: Provides auras for faster work and better fighting (based on priest category) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ----------------------------------------------------------------------------------------------------------------------------FUN PART BEGINS----------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Research points: You need them for most of the research. You can get them by collection resources (repeated action) , training some units first time, building some buildings first time and so on. Feed your pigs: If you do not slaughter pig and you will feed it, it will grow over time and will provide additional resources. When will be ready to slaughter, small meat icon appears over it. (need to hover or select) Berries: If you collect all berries, they will grow back after some time ( so it is not good to collect all bushes at once else your workers will be idle and do not collect automatically when they regrow) Fields: Fields starts with growing session and applies for them the same as for berries. You can shorter regrowing time and you can double resources you get from them with research. Metal and Stone: Techs for these resources have been merged. You can research Shaft mining and after you exhaust mines and quarries (the 50k ones) there will spawn additional resource. Wagons: You can research and construct wagon with horse. Then you specify resource with upgrade (can change any time for free). Units will drop resources into it and when full, wagon goes to dropsite and then back to last position. Trade and Barter: Too many resources so that is moved to dialog window ( just in case you wonder why market is empty ) Damage is deadly Mainly from ranged attacks and animals AnimalAI Collective behaviour based on https://trac.wildfiregames.com/attachment/ticket/1724/collectiveBehavior-v4.diff Enlarged vision for wolfs Animals will run when they are going to attack UnitAI Collective behaviour for passive units to flee Animations and Art Horse update from a24 Units will hold tools their are going to use Combat / relax animation variants for soldiers Ranged units will not display ammo when they have none Ranged units will hold daggers when no ammo or only melee allowed Displaying real attack range of buildings even when in preview Buildings Grouped by category Will take resources only if actually build (Queue stalled message if not enough resources) Will give resources back when demolished Fortress Territory root Trees Lowers vision and walkspeed ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------IMPORTANT NOTES--------------------------------------------------------------------------------------------------------------------------------------------- ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Only Athenians AI broken -> so none Every victory condition has survival script (you loose if you have 0 citizens) Maps Some maps might give errors when you try to play I left them so you can play multiplayer. SURVIVAL SCENARIO I have created single player Scenario map with scripted enemy to attack in waves. Cool thing it is actually player not gaia so victory condition applies Your can stop attacks if you manage to destroy its fortress. ( Has one ) Then to win you need to kill citizens of that player. (They are in city and countryside. Some are garrisoned inside CCs, because currently has no active defence reaction.) // Side note: Took me 3h to finish that map (to win) Have fun, enjoy report.
  20. @gameboy it is part of svn now
  21. @gameboy kind of, see https://code.wildfiregames.com/D2074 Edit: Fixed
  22. @gameboy game is no more compiled with vs2013 but with vs2015 Reproduced with vs2013 build but cannot with vs2015
  23. @happyconcepts can you stop that nonsense please ? You should think about what you posted at first place. Did really ? I cannot find single word by Imarok. It was you tagging ticket with keyword beginner. (https://trac.wildfiregames.com/ticket/4669#no2) btw all that Imarok did was he moved your ticket to the correct groups. Do you get emails ? Or did you stop following your own patch after 5 days from last update? Even if that change would be rejected, it is not end of the world. I changed hundreds of code, spend hours by testing and implementing and feature was not accepted. And now what. And there is always room for newcomers. But they should take in mind or they work on something they know is wanted, or they have to be prepared it will be rejected. Do you mean this repo your patch or this forum thread. In both cases it insults me. In which way ? Because we corrected you that your patch have been commited ? You could just check status of your patch you know. Did you bother to read post before asking that question?
  24. Hello @Wardoctor, I guess you are at windows. Do you have graphic card by intel? In any case. Please disable postprocessing in graphic settings of the game. If you crash again, disable glsl. Then it should work. In case it will still crash please locate crashlog files and post them here with you system inforamtions. ( If you do not know where to find crashlog files take a look here: https://trac.wildfiregames.com/wiki/GameDataPaths ) Have a nice day
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