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Posts
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Posts posted by Silier
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@gameboy it has to be from 0 to 1
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template_structure_defence_wallset
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There is no gap, because we need to allow them to overlap. Else you would not to be able to build walls of certain lengths if we will require some minimal gaps between wall segments. Remember there are only 3 wall types in game with fixed lengths. So do not allow this and you will have big troubles with building walls trying to fetch everything with these 3 lengths. The problem could be solved if we had just one fixed length of the wall, the best the same length as tower, but I can imagine it would end up with a lot of entities. I think somewhere is patch that does something about it to allow to rebuild lost tower, but I never tested it really.
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oars have 4k triangles how many has one?
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Right clicks does not work over disabled buttons because well they are disabled.
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Life city update part 1 for Sparta is alive
What it does ?
If you are training some unit in barracks, stables, range, corral, you see there certain number of units training.
For simplicity ( and for now ) unit classes does not really match, but in barracks it is melee, in range ranged and in stables, cavalry. Corral matches perfectly due to just one type of unit is available to train.
Also some props was added to market to fake a life. ( Probably I ll make some better animation for them )
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@Servo , @Imperator Ferrum Princeps I or @asterix could some of you please confirm this error? I am not able to reproduce it.
@sarcoma could you please tell me how and where did you installed this mod ?
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I am sorry for that and thank you for report
I have tested the mode whole day with every civ so I am a bit suprised this happend. Also I ran it with svn so I do not know what could happen. Anyway I ll investigate it tonight.
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Hi and welcome.
AI is a bit hard for newcomers even as normal. Try to start with very easy AI and Balanced or Defensive.
Also you can look into matches recorded from championship https://www.youtube.com/watch?v=sTTBK04liGQ&list=PLa048WBrsGokdLvWWAKNmwRoBnixlv5EO.
It is PvP but basics are the same.
For start you can even set ceasefire for your match to prevent AI attacking you too soon.
Have fun
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Update.
Speed and cost penalties for equipping units+ some capes fixes.
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4 hours ago, Lion.Kanzen said:
I would like some kind rpg path. Less repetitive. Not lineal tree.
Actually I do not know how to imagine this. Do you think for every soldier individually?
17 hours ago, wowgetoffyourcellphone said:Another idea is that you can train light, medium, and heavy versions of most types of units (affecting speed, armor, attack, cost, etc.), depending on your tactical needs and overall strategy (and the amount of coin in your purse; if you're low on funds you can still train light troops to hold the enemy at bay until your treasury can be refilled). Only light is available at first and you have to unlock medium and heavy options at the Blacksmith by teching different armor and weaponry options.
Would take a little GUI work, but not bad; imagine clicking the swordsman icon at the barracks and you see the 3 swordsman options quickly slide up.
And while I think this should be moved to the Gameplay Discussion forum, I don't think Empires Ascendant is going to change much in this regard, so whatever you want to do will probably have to be part of a mod. Unless your goal is to join the team and implement some of this stuff into EA.
Actually this was my last option. But without adding new gui. (yes, I should add more description)
Btw. Have you played Northland ? There you have citizen and you can change and combine equipment as you want. But creating equipment takes time (especially plate armor)
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I would like to know which model of unit tree is prefered among comunity.
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@stanislas69 I mean, that I changed battle system a bit in a first place. Every unit must first be prepared to battle. Draw sword, pick arrow, change the way of holding spear. It takes prepare time. And after the time passes, unit is prepared and the fighting animation is selected and then it is only repeat time. While unit see enemy unit in his/her range, stay in prepared stage and can fight immediately. If there is no enemy unit, it goes to relax state and gives back sword, arrow to sheet, changes the way of holding spear and so on. If unit sees enemy and wants to fight, he/she has to go through preparation time again ( or when switching weapons). And in this stage I messed up synchronisation for range attacks and for another as well. So after that updated I corrected it.
As I added to animation variants (relax and ready) almost for everything what has something with combat, it blocked somehow building animation to be picked so I had to move it in actors to another animation group.
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@Servo actually, leveling of unit is as followed: level 0.1 -> 0.2 -> 0.3 = no rank (bronze icons 1^, 2^, 3^) -> 1.1 -> 1.2 -> 1.3 = Basic ranks (iron icons, 1^, 2^, 3^) -> 2.* = advanced -> 3.* = elite
With adding equipment to the unit (what is promotion mechanic in vanila) experiences and level of unit falls back to 0.1
Could it not be one of these cases ?
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Actually, no one of you ran out of ammo? @Servo @Imperator Ferrum Princeps I @wowgetoffyourcellphone
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8 hours ago, Servo said:
Promising mod especially for MP games. There are similarities with DE. Enemy AI is slow on food, they might not be that hard or interesting for heavy battles. Human has auto free hero? Relics so far is not playable on my skirmish Cycladic Archipelago (3 player) map: I set relic mode but relics did not appear. Also AI does not train women though they do a corral.
Some errors too but hope the game continues with the error appearance and should not persist which result to blocking some part of the screen.
thnx for testing this, I forgot about animals
7 hours ago, Servo said:and some ships
7 hours ago, wowgetoffyourcellphone said:So, how about a better mod name than "game mod"?
I do not think about it right now
6 hours ago, wowgetoffyourcellphone said:Auto-garrison is extremely annoying when I just want my people to drop their resources off.
I get it. I try to restrict it for soldiers or change priorities ( or get it back, if will not work)
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I added what I think was my misstake. Btw I think romans need bigger shields
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Hi, I have wrong animation after I exported it. Could you tell me what can be problem?
I manipulated prop-shield bone, could be it ?
Edit: Problem solved, sorry for topic.
I do not know exactly which from these it was but I manipulated with "prop-something" (prop-shield) I should manipulate only with "something" (shield) and also I had not shield at zero rotation when I bounded it to bone.
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I cannot find in which section on transfix is public-gui-other its frustrating
Ok, found and fixed ( just sk files )
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Changes:
Fix order qeuing: Rotation moved to Shift + R
Fixed attack synchronisation and missing building animation for soldiers
Fixed briton dog and tooltip error
Hovering over building which selected unit can be garrisoned in, shows garrisoning as first option.
All defense towers, fortresses, temples, civ centres, colonies and wonders should be capturable by soldiers now. (may some another buildings but I am not sure which)
@Imperator Ferrum Princeps I As I looked into current code, garrisoning is bound with action key = ctrl, so I do not know what you meant it does not work traditional way.
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@gameboy could you tell us to which action is key, you tried to use, bonded?
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@Imperator Ferrum Princeps I I planned yesterday but multicoring and testing my thesis took more time I expected so about today till evening.
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Hyrule Conquest
in Game Modification
Posted
@gameboy @Rolf Dew It has been released. Just not last update. https://www.moddb.com/mods/hyrule-conquest