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Posts
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9
Posts posted by Silier
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hey @Servo you might want to download this mod again as blood on units have been fixed and soldiers do not build anymore. Soldiers have been removed from CCs. Btw to train some unit it is needed to build blacksmith, then you can build barracks and range, to build stables you need also corral. And for every unit to unlock you need research forging and specific weapon, for cavalry you need also cavalry tech and horsed unit with specific weapon as well, so early raiding is delayed as you need to unlock almost everything to proceed to wanted unit. Also every you get hero with bodyguards (mainly champions) so I think even if some player is able to rush to get some soldiers earlier, you still have some units able to fight.
About athen sword cav, they can be trained.
Yes, I agree and realise that Petra gameplay and single-player is important .
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Should work with both, but svn tested last time. @Rolf Dew
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4 hours ago, Servo said:
Nice. Does your mod have archery ranges, stables and workshops now too?!
sure, from begining
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capturing fixed
every civ now has ram ( to have at least melee way to destroy buildings )
ram is "pushed" by garrisoned force
ram provides some protection from ranged attacks
gauls and britons got sword units ( they have sword cav so sure they can have them on foot )
persians got axe infantry ( they can be upgraded only once )
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@Imperator Ferrum Princeps I I want let you know that problem has been solved and will be fixed in next update.
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6 hours ago, Servo said:
@Angen your mod is updated automatically? From mod.io? How is it now? Any interesting animations of unit behavior on gather, battle or idle, etc?
no my mod is still in github phase as still has flaws I need to figure out.
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Actually batalion can garrison into your buildings. But units refuse to garrison into enemys buildings. Unfortunately I was not able to figure out why it happens.
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I did it generally, from json parameter, but used for that resource
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@Rolf Dew quiver on back or side ? (oh, it is done, ok)
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I found this video recently where it is stated that onagers were used mainly against soldiers and not walls and that size of the projectile fired from onager is not able to damage the walls. So my question is do you agree with this video or there is some evidence they were used against walls and buildings mainly.
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range of query range is recalculated whenever unit changes stance, so no problem with that
i think it allready makes some different settings based on stance
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the problem is with range of range query and actual attack range.
unit looks for targets in these cases:
entered idle state
some unit has entered into its range query (here I think it responds just to the ones who entered)
unit is attacking and cureent target is not more valid (out of range, dead)
but unit will look for targets just once. If choosen target cannot be attacked, it will not try attack it later nor look for another possible one
this is what happened here: target entere s d their range query but due standground state and shorter attack range could not attack
you might tweak attack range and query range to be identical
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redone charge
anytime cavalry is running and contacts unit which is not prepared and steady, it deals mount damage to it
charging against spear, pike formation from front destroys your cavalry
elephants can charge too (now a bit unstoppable while running around)
elephants deals death damage (for friendly units too)
errors caused by archers should be fixed
towers now have max range about 30 (same as max range for infantry archers)
arrow addition to towers just from archers, javelin, sling
visible garrison for rams is rolled back because rams would not attack
rams are now impossible to kill with infantry (as it will be visible) - use other ram or anything with crush
// technically you can still repair building faster than ram is destroying it
morale of unit increases by killing enemy and decreases by every killed member in battalion
if it reaches 0, unit starts flee and will not respond to attack orders anymore
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2 minutes ago, wowgetoffyourcellphone said:
No units show up in Atlas due to the removal of template_entity_full and template_entity_quasi from the core game.
Oh, thanks
I had not updated svn.
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currently there exists bugs with both versions (with infantry archers, javelins, ...), I have fixes locally but i need to recheck actors before posting, but it is not restricted to a23b
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Hi, this looks great and I am really exited to play this
I do not know how historically accurate do you plan to be with this mod, but you might want to check this video and his channel https://www.youtube.com/watch?v=nhIP6dfr_FEvi.
And if you can, could you add hand protection to units ? some of them have none
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hello @fisherman,
try to disable postprocessing and glsl in graphic options.
If it does not help, please post here log files https://trac.wildfiregames.com/wiki/GameDataPaths.
Have a nice day
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@Alexandermb yes, I did but still need testing because it got new unit states for that.
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hi @Servo thank you for testing, for now, siege that has units as actors does not require batalion, anyway visible units using ram are causing a bit of problem ram not attacking so I am reverting it to garrison and disapear till i figure out fix for this.
They should be repairable i dont remember to disable this but soldiers dont build may be case they cant repair too.
Had archers bows aiming while staying there or they fired and stayed idle.
It may be because that errors in timers.
I thought I fixed all blooded units
Should fortresses have a territory root?
in Gameplay Discussion
Posted
The same way you can starve well defended city But starving is not in game. Back to the point. Maybe limit fortresses to 1 per civil centre and give them territory root, also force minimum distance from each other.
On the other hand I think if cc is taken one will not have enough sources to defend fort.
But aside from that forts are conquest critical buildings. I think that for Conquest Structure (or whatever is the name of victory condition) should not be enough to destroy cc and all critical buildings are lost because no territory.