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Posts
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Joined
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Everything posted by Silier
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He was last seen January 4th so this does not help to get his attention
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Ratings Disputes and Offence Reporting (Discussion)
Silier replied to gator303's topic in General Discussion
Hello @Silvestres, check this side to find replays https://trac.wildfiregames.com/wiki/GameDataPaths To post them, juat attach to your post. Have a nice day -
Ratings Disputes and Offence Reporting (Discussion)
Silier replied to gator303's topic in General Discussion
Hello, Could you please locate game replays and post these 2 relevant replays https://trac.wildfiregames.com/wiki/GameDataPaths as proof? @Hannibal_Barca -
Small simple mod which enables stables as living space for animals. So now you cannot just build one stables and spam cavalry, at the start you have 5 free place for horses and every Stable adds space for 10 more. Limited units to buildings: cavalry and elephants @nani Life space.zip
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Directional attack damage does not need battalions strictly. This mod has it https://0ad.mod.io/balancing-mod.
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Change spread in templates of range units and you will have no clue where arrow will land Detecting missile collision on fly is a bit harder to implement but there have been some discussion about it so maybe in some future. But I do not remember who was the one talking about it.
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8. Not undermine the intended gameplay or purposefully gain unfair advantages in multiplayer matches (for example cheating, using exploits or bugs). I think dancing on purpose is in categories of bugs, exploits which gives advantage to player, so no. Moving units from left to right constantly just to avoid arrow hits is cheating. Running your troops at some path or even changing their direction is fine but there has to be significant distance between that change. No one would move two steps left, right, forward, back just to avoid every arrow. Maybe one soldier to dodge one arrow but not group of soldiers to avoid tens of arrows. They had shields for that.
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As you said dev purposes. 1. Only create one account per person on the service unless authorized by Wildfire Games. Correct me if I am wrong, does he use them for dev purposes? ( Or have been created because of that he needed to test something with multiple players?)
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No, you agreed with Terms before creating account and there is said that one person is not allowed to have multiple accounts. Correct me, did you just said you have/had 4 accounts? You say you want to change nickname but on the other hand you complain about fact you had to re-entroduce yourself again. Please do not be offended I just do not understand. And if you see someone with more nicknames as he/she should have and you are sure that it is one person, report him.
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Hello again @Jedsua1715 and @Mikaroslav. If you are still following this and are willing to help with small test , you might be interested in this thread
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Hey everyone. If you have or had problems to start a match in fullscreen mode which is mainly solved by disabling postprocessing in game graphic options or disabling glsl and you are using windows, I compiled patched version with D1495 which is meant for alt-tab problem while game is loading, but could be possibly related in case game window looses focus in fullscreen from some reason. I would like to ask you if you could test if this patch solves problem for you and let me know here in forum. First you would need to make a copy of your existing pyrogenesis.exe file which is in binaries/system and then replace it with the new one. Do not forget to have glsl and postprocessing on before testing pyrogenesis.zip
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First time building, blurred GUI
Silier replied to nthhtn's topic in Game Development & Technical Discussion
Hi, does it stay this way all the time? As it might be just not loaded text into memory at first start. -
You live together right ? So you have the same internet connection and there is no way moderators know that you are 2 persons instead of one having multiple accounts. And I do not think rules allows you to use accounts of another persons as well.
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@Exodarion thanks that worked perfectly. I see my mistake now. Proxy is for calling functions from AI not catching events @(-_-) not sure yet
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Hey everyone, I have problem with events and AI. In TechnologyManager is // always send research finished message Engine.PostMessage(this.entity, MT_ResearchFinished, {"player": playerID, "tech": tech}); I have added this into AIProxy AIProxy.prototype.OnResearchFinished = function(msg) { this.cmpAIInterface.PushEvent("ResearchFinished", msg); } In AIInterface I have this line "TrainingFinished", "ResearchFinished", "AIMetadata", And in AI I am waiting for this event for (let evt of events.ResearchFinished) { warn("RESEARCH " + evt.tech + " FINISHED"); } which never happens
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@Glestul you are free to download development version and play it. However I do not think there have been significant changes to stats if any since a23b release. So I am not sure what you are trying to say. Sure if there are changes they will be first in dev version and after that in release. I do not know what is wrong with that. And I do not know how would you test any change in game if not by playing the game? So yes, devs play game with different stats and features. And sometimes they have to play the same map over and over again just to balance it or at least to make sure some player is not overpowered by position.
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I have been refering to this: Also go to settings and enable detailed tooltip Then you can just hold mouse over unit icon before training it
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Hi @Danijel, just right click on the unit icon. Or click on the shield on middle top and there you can hover over every unit your civilisation can produce and see stats.
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Actually I think this would be weird for elephant to be able to build and if unit cannot actually build structures, it should not have ability to place one. (just my opinion)
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Does not have to be case if they were based on the same reference Was not reason for free houses because they are build using clay or something like that?
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Just small mental update what is going on last days I am messing with AI and I am trying to implement different things. Things pretty ready: AI moves batalion as group of units (no more long line of walking units). Things done but needs more tweaks: Resources are not marked as available if height difference in position of resource and dropsite is big. (that helps units to not choose as first resources which are close but because of cliff, they would go way around) After near resources are depleted AI should build new dropsite closer. AI builds farmsteads near fruit bushes to collect them faster. What I need to fix: AI tends to build a lot of dropsites really close ( no clue why ). What I need to do before kind of ready: I need to rewrite attackplan update function to react with batalions and not single units. And more important to do the same for defence. So there is a long way before me @Diatryma thank you for respond, I ll try to think about something more practical.
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dont feel stupid, you could not know that glsl is a problem
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hi @Mikaroslav, could you please locate and attach files mentioned by vladislav in post above yours? They would help a lot Also you could try to disable graphic options in settings, mainly GLSL and postprocessing and let us know if it helps as these errors tends to be connected to specific graphic cards mainly intel one. Have a nice day
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Hello @hades11.If you want try older one, you can find it here https://www.moddb.com/games/0-ad/downloads/0-ad-alpha-22-venustas-windows-version, and if some error happens, could you press break instead of continue button and then send logs ? Because some related informations could be skipped by pressing continue :).
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@stanislas69 interesting idea but I am affraid that difference in obstruction size is too big