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Posts
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Joined
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Days Won
9
Everything posted by Silier
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Players should have atleast 2 player accounts
Silier replied to soshanko's topic in Introductions & Off-Topic Discussion
How does he know it is noob player if player will have no rating ? I do not agree. If I play against someone and I see he is advancing fast and destroying me, I will remember and avoid to play with him again if I am avoiding pro players in general.- 9 replies
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- multiple acc
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temporary account
Silier replied to JC (naval supremacist)'s topic in Game Development & Technical Discussion
It could not. They can still play singleplayer -
Swimming is not in game. I remember someone saying something about pathfinder would have performance problems for it.
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WIP Atlas UI Changes
Silier replied to trompetin17's topic in Game Development & Technical Discussion
@ValihrAnt -
Error: unhandled exception (Access violation reading 0x8C003AC1
Silier replied to stephen26's topic in Bug reports
Hello @stephen26, If single player, disable postprocessing in graphic options, if does not help disable glsl too. If multiplayer disable tlsl. Else please locate crashlog.txt, crashlog.dmp and post them here with systeminfo. ( In case you do not know how to find them https://trac.wildfiregames.com/wiki/GameDataPaths ) In any case let us know if problem has been solved. Have a nice day- 1 reply
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Hello @tibuu15, if it happens in singleplayer too, please disable in graphic options postprocessing and glsl. If it is case only for multiplayer, try to disable tls. Please let us know if that helped. Have a nice day
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===[COMMITTED]=== Horse Update 2.0 (Retexture)
Silier replied to Alexandermb's topic in Completed Art Tasks
hi @Alexandermb good to see you back, hope you are doing well. And it was ingame not atlas I ll take screenshot if still needed. -
===[COMMITTED]=== Horse Update 2.0 (Retexture)
Silier replied to Alexandermb's topic in Completed Art Tasks
@Stan` could you please check horse of athenian trader? I noticed today its main and tail are not synchronized mainly with idle animations. -
Icons like at minimap (trees, stone, iron) currently that are just dots of some colour, c++ changes Icons like that one around minimap for idle workers and diplomacy, possible.
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Hi @wowgetoffyourcellphone Please see https://code.wildfiregames.com/rP22197#inline-3121 That is cause animal walks differently. I am not sure with which patch is @wraitii going to fix it but he will eventually Anyway I think it would need to be edited animation speed in actors after that change.
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@wowgetoffyourcellphone hi do you have revision 22411?
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I am teaching AI to build palisade so I am colouring her steps
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Happens with and without glsl. Just had whole field like that. Should it not draw it all the time whatever camera angle is ?
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Happened just now (first time seeing it) and only with some angle of camera and position of field. Is this known or can someone reproduce this? when I rotate camera a bit it looks again fine. I have all graphic options disabled. Other build fields do not have that issue.
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@The Undying Nephalim Just remove Armour component from entity. Then it will not take any damage
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RfC: Improve discovery of multi-unit farming
Silier replied to Krinkle's topic in Gameplay Discussion
It was committed so I do not know what are you talking here about. https://code.wildfiregames.com/rP22203 -
ai buidls new dropsite only if assumes it is worth it. basemanager 543 you may need to play with the numbers when it is worth because you just removed 3 other resources from equation ( as the main would calculate twice I think) And sure, there is dropsite to dropsite and dropsite to cc cutoff at some distance.
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c++ changes required see D1800, I may update it today to affect units and recalculate once per turn basemanager : findBestDropsiteLocation remove these lines for (let res in gameState.sharedScript.resourceMaps) if (res != "food") total += gameState.sharedScript.resourceMaps[res].map[j];
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Javelin is always better choice than archer here is why. Archer (dps) 6 pierce vs Javelinist (dps) 13 pierce Archer (walkspeed) 9.9 vs Javelnist(wakspeed) 12.6 Archer (range) 72 vs Javelinist (range) 24 Archer (spread) 3 vs Javelinist (spread) 4 Spread of archer at maxed range is 2.1 ( at range of javelinist 0.72 ) Spread of javelinist at maxed range is 0.96 With both units having 50 hp scenario looks like this. In case archer starts attacking at its maxed range he can deal 24 damage while javelinist gets itself in the range to fire. Now when both are at the same range, javelinist takes prepare time so archer can fire additional shot so situation is like this. Archer 50 hp, javelinist 20 hp. archer would die in 3.8s and javelinist in 3.3s ( with armour 1 pierce for both, it makes 4.2s to kill archer and 5s to kill javelinist, if archer lands all shots while javelinist is walking into range) But as spread for archer while javelinist closes into range is greater than 1, there is high probability archer will miss, what gives +1 second for javelinist to live, so archer needs in general 4 - 5 seconds to kill javelinist, while javelinist needs only 3.8 without armour. ( you can imagine what happens if javelinist gets first shot) ********************************************************************** Champions ********************************************************************* Archer (dps) 13 vs Javelinist (dps) 26 spread = 1 (both) Archer (walkspeed) 10.8 vs Javelnist(wakspeed) 15.75 Archer (range) 76 vs Javelinist (range) 28 hp = 120 (both) armour = 5 pierce (both) The same scenario as above. ( no armour ) Javelinist takes damage 39 => 81 hp Archer to be killed = 4.65 s Javelinist to be killed = 5.7 s (with additional hit while preparing) (armour) Javelinist takes damage 23 => 97 hp Archer to be killed = 7.8s ( -120hp) Javelinist to be killed = 12.14 s (with additional hit while preparing) (-84 hp) ******************************************************************************* Archer should overpower javelinist when he attacks first from distance. (same walkspeed does not make it)
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@gameboy there are a lot of problems he needs to fix, please be paitent
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Hi, I would like to ask if someone could find some time and create seeding animation? So then current building animation for farms could be replaced with it? Thank you
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@Loki1950 windows 10 detection is kind of broken and it detects earlier versions of windows instead 10.
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This can happen when AI has no entities on the map ( no buildings, no units) but is assigned to play. are you playing with a23b version of the game? What have you changed?