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Silier

WFG Retired
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Posts posted by Silier

  1. 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

    • Like 1
  2. 15 minutes ago, HellBreaker said:

    so i took my brother's account to just play around

    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.

  3. 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

     

  4. @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.

  5. 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  :D ).

     

    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.

    • Like 4
  6. 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 :)

     

     

  7. @Nescio you can be tricky and add phase technology only to chosen civs so another will have no chance or requirement to research or use it. 

     

    I think that you cannot have phase_metropolis_{civ} in templates because it is passed to children and if they do not have specified file, they use generic. The solution would be really to set that phase just to specific civs structure and unit files, not to templates.

    image.thumb.png.2211aab2ab1e6bba4762945460cd66dd.png7

    image.thumb.png.090bd43cadb3a7873b8fa5ce5184fd48.png

  8. @Nescio what 100% means for damage type? Does it mean it has number 100 or it there is only that damage type used?

     

    btw, that post about to remove any from phase json and to use specific phase file for civ for which you need different requirments was fix for the bug in tech tree in case I was not clear about that :)

  9. @Nescio remove from technology any [ civ : ... ] if you want specific phase requirements for some civilisation use phase_metropolis_ptol, if you use _generic it is meant for all civs which does not have special file. Second one, icon name is wrong for that phase.

  10. @Nescio I found out that something is wrong with requirments of that phase. The phase is loaded in techtree but then removed by one function because thechs[0] is not defined. Could you try to simplify tech requirments for that phase and try then? And yes replaces has to exists else it is removed too. 

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