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Silier

WFG Retired
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Posts posted by Silier

  1. 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.

     

  2. 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 )

    • Like 1
  3. 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 :) 

    • Like 1
    • Thanks 1
  4. 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)

  5. Shields up! :) New animation for testudo.

    Fixed relic mode, ships and one error from guiinterface.

    And yeah, slingers have their lock too.

    I moved garrison action to lower priority so order should be drop resources (if you have some) / repair (if is damaged)  and then garrison (if you can)

    testudo.png

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  6. @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.

  7. @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 ?

  8. 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.

    interestinglog.html

    mainlog.html

    system_info.txt

    thnx for testing this, :) I forgot about animals

    7 hours ago, Servo said:

    Human Athens dock has error. Its empty.

    interestinglog.html

    mainlog.html

    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) 

  9. 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 ?

     @stanislas69 

    shield-up-problem.png

     

    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. 

  10. 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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