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Posts
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Everything posted by Silier
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@gaius
- 10 replies
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- 1
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- anglo-saxons
- cavalry
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I think it is because of way it is done on input processing. If unit cannot perform attack command, next type of command is taken into account e. g. walk to point if attack is not forced command by key shortcuts. ( maybe move command applies anyway, do not know way of restrictions) So order processed by unitai is probably order.walktopoint instead order.attack.That way even checks in order. attack cannot help.
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As @(-_-) mentioned above, replays contain only set of commands, that are executed. They do not contain the state of the game when they have been created. Replay manager assume every replay starts from the scratch. That means from new game.
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Empires Apart. ==Freemium==
Silier replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
If they flagged game as early access and required payment for it on the start, changing to f2p now would not be so bad as it is now.- 209 replies
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- rts
- microtransactions
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Hi, @Gurken Khan. Short answer is no. Unit will not survive in replay if did not survived in game. Taken and recieved damage will be exactly the same and AI deceisions too. Since game is not saved / loaded during playing all is exactly the same. Even events based on random values will get the same result, as random seed value is the same for game and its replay.
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Blender AddOns, Materials & Tutorials.
Silier replied to Alexandermb's topic in Tutorials, references and art help
Iam a not profesional in animation but I tried some myself in blender and worked prety good. if your animated model is turned upside down you can use non weight bones and assign vertexes to the groups named exactly as your bones and tweak it slowly. Yes weight bones are fast if you know how to properly set them, I used them as start and then removed or added vertexes from or into vertex group where was needed.Sometimes I had to split some areas to more for better animation result. -
struggling to play 1 v 1 against my son.
Silier replied to juniorlovegroove's topic in Help & Feedback
@juniorlovegroove you choose your name and server port default 20595. Your son has 3 fields when joining: 1st is his name: it is clear what should he type here 2nd is server hostname or ip: here he has to type LOCAL IP adress of your computer which is something like 192.168.1.xx. On windows open cmd and type ipconfig, on linux i think it is ifconfig or ip. As you are in the same network, do not use public ip, which you probably get from some webpage telling you your ip. 3th is server port, this is actually your port you typed in which is on default 20595. (be sure you both have allowed comunication on this port, on lobby is used STUN to overcome firewall) Have a nice day -
Hi, just select palisade segment and there is icon to upgrade it into the gate. But it can be done just for long segment of palisade.
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Hello and welcome to the forum. In game are 3 main types of damage (talking just about vanila, no mods activated) pierce, hack and crush. The same types are for armour. Every unit deals different types of damages. For example, swordsman has high hack damage. Pikeman, spearman, archer has high pierce damage, catapults and slingers, believe elephants too have high crush damage. Acording to damage types mentioned above, every unit and building has 3 types of armour. pierce crush and hack. When you select an unit or building and looks on its stats, you will see that every type of armour is different. These numbers are levels of armour protection ( higher better) but you have behind it how much percent of incoming damage of that type will be ignored. for example, use swordsman against rams because rams have high pierce armour and low hack armour. I think there are some modifiers saying that spearman deals 2xdamage to cavalry. it means every type of dealt damage is multiplied by this number (now 2 for this example). If unit is attacked, first is calculated how much of damage will be actually dealt for every damage type ( based on how many will armour block) it is sumed and the health of unit is degreesed by computed this sumed damage.
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Its just problem of displaying garrisoned units. Thats said player with more types of garisoned units cannot see their icon and cannot ungarrison just certain type of unit but still can ungarison them all. Its kind of bug since do not have scrollable left part of gui for icons nor right one. It will happen also if unit can build more buildings as actually can be displayed. So it is some limitation which should be resolved somehow.
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Yeah, based on transifex anouncment from Nicolas .... We plan to start packaging in a week, on Wednesday 24th ...
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For a23.1 is planed packaging on 24th of October.
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Hi @bhiza, could you try to open settings in game, find graphic section and turn off all graphic settings, especially postprocesing and post if it helps? Have a nice day @Lion.Kanzen could you help here ( I think you know spanish, I might be mistaken )?
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Deforestation - Wood should be a renwable resource
Silier replied to balduin's topic in Gameplay Discussion
I dont think so Units are gathering from farms almost everitime so there is always gathering season which means years are running super fast. On the other side tree gathering or animal killing is thing of some hours or one day with traveling. And there is also unit movement. So I do not think we can measure ingame time properly.- 105 replies
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- feature
- suggestion
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@stanislas69 thanks and yes
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I dont think so yet. kind of ready for mod i started but that is another story
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@stanislas69 kind of working on my diploma thesis now and in the future to the topic I tried some aporoaches of rewriting firmation ai and its members. as they worked fine in clear plain areas they tent to not when rocks trees and stuff or edge of map comes to their way because or some members are stucked and not catching up formation or i have to allow rerange after movemnt which is terrible in most cases. and to eliminate loose formation advantages I had to put formation members very close to each other because anyway they would be overnumbered easily. and gave them a really big buffs. I think syntagma has 8x pierce damage like lol and formation against formation needs a bit more time to rethink as they sometimes are just staring at each other or closing gap between them in a bad way I think to work it needs pathfinder and movement rewrite what is in progress by someone else. I tried to make like push move for formation but it failed on movemnt finished before even get to the point what drived me crazy in this direction there is patch wip for unit pushing so once this is finished it would be easier to do I think. to conclusion: check @gaius's mods he is doing something with formations to act more like formations formations are something what needs a lot of work to be done before they will work and there will be minimum or nothing to worry about only balance.
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not sure if it millenial A.D or 0 A.D....
Silier replied to Tallestdavid's topic in Game Modification
Hi, in general you want to use swords against rams and siege units because of their hack damage. -
Hi, You need to create file in this location: On Linux, create: * ; * $XDG_CONFIG_HOME/0ad/config/local.cfg * ; * (Note: $XDG_CONFIG_HOME defaults to ~/.config) * ; * * ; * On OS X, create: * ; * ~/Library/Application\ Support/0ad/config/local.cfg * ; * * ; * On Windows, create: * ; * %appdata%\0ad\config\local.cfg for windows 10 it is: C:\Users\Username\AppData\Roaming\0ad\config file local.cfg with: gui.scale = "1.2" and experiment with value a bit
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said by elexis allready
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Also @stanislas69 or someone from Comunity of moders can help you start with modding.
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Hi , I think that all first 3 features are presented. Look into the options for first 2. I think it is in Game section or In-Game. Dont know, but somewhere in settings For group of units, select units you want and press ctrl + 1,2,3 ... The group with selected number will be created. Later just perss 1, 2 ... for the group of units you want. Rejoining to multiplayer should be possible, if there is no AI player. AI does not work well with that.
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Formation first has to turn towards point is going to move. Link: turnsBeforeMove
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I like the look of the map, but I think that cetres should be more spread out to sides. The two centres in middlle will have no territory when the ones from sides reach city phase.