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Silier

WFG Retired
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Posts posted by Silier

  1. Hi,

    I tried current version and there are some problems  with finding files (i attach logs).

    I like roads, but, they have wrong description, in brackets there is (city wall) and other related stuff to walls.

    I do not know if it was wanted, but different levels of one type of soldier in earth pony barracks cost the same amount of resources.

    Starting unicorns I got unrecognised music type.

    Please enable pega walls, they are pretty. Yes, gate model might missing, but you could retexture one from unicorns. And could you also retexture and replace props for pega market from earth ponies e.g. ? It is killing cloudy scenario.

    And walking sound for Catapract is out of sync.

     

    Thank youuuu :)

     

    And here are errors:

    ERROR: Actor pony_shuttle_wood: required texture sampler specTex not found (material art/materials/basic_trans_spec.xml)

    WARNING: Music.storeTracks(): Unrecognized music type: war   -------- as unicorns

    ERROR: [SetWallPlacementPreview] No WallPiece component found for wall set template 'structures/uni_fortress'

    ERROR: [SetWallPlacementPreview] No WallPiece component found for wall set template 'structures/earth_fortress'

    ERROR: CCacheLoader failed to find archived or source file for: "art/actors/structures/fndn_wall.xml"

    ERROR: CObjectManager::FindObjectBase(): Cannot find object 'structures/fndn_wall.xml'

    ERROR: CCacheLoader failed to find archived or source file for: "art/actors/structures/fndn_wall.xml"

    ERROR: CObjectManager::FindObjectBase(): Cannot find object 'structures/fndn_wall.xml'

    ERROR: CCacheLoader failed to find archived or source file for: "audio/interface/complete/building/sel_wall.xml"

    ERROR: error loading file: pathname=audio/interface/complete/building/sel_wall.xml, error=Function failed (no details available)

    ERROR: Failed to load sound group 'interface/complete/building/sel_wall.xml'

    And whole log

    mainlog.html

  2. Maybe I am wrong but actually as I remember it does not matter what type of resource it is ( except you have to choose from current ones as display type for minimap) , I mean everything  what makes difference for current minimap is color. So setting minimap acording stone resource  but changing color should be everything you can now do. 

  3. Hello, 

    I believe for formation changes you will not need touch C++ code :) mostly you would need to change unitAI and Formation what are js. 

    Small hint for formation ( dont have to read) :

    Some time ago I have tried to deal with formations and I can tell that they works pretty good in standground but as long as they are attacked while Idle. If you really want to make formation fights possible, you should think a about formation movement - there is patch in progress about it but dont know if it solve eveyrthing. Next you have to think about order to attack from player, as currently whole formation attacks one single selected unit if the unit is not in own formation what is fine but if they cannot get to it things are nasty, especially when other enemy single foghting units are blocking the way. So you probably will need to implement stop whole formation on member melee attacked. 

    We have also prepared patch for formation aura but it is for whole formation so no diffrence if unit is fighting or not. But as formations are not working now, formation aura is not implemented in the game. 

     

     

     

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