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Silier

WFG Retired
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Posts posted by Silier

  1. The second bar is something what can be called as territory bar, or loyalty as you prefer.. The colour shows you which player can make actions with this building. Some buildings, like Civic centre provides territory influence with certain radius. And a lot of buildings you can build only inside this radius. If player loose civic centre, buildings decays to territory owner (if none, then to gaia) and under some amount of points you cannot do actions anymore. You can take them back with building civic centre nearby, or spreading your existing territory building buildings on its edges.

    Next thing is, that you can capture the building with soldiers. You get points of loyalty of the building for yourself by the time since your soldiers are capturing the building.

    Capturing and decaying is slower, or prevented if there is certain number of units garrisoned in the building.

     

    I hope it helped someway. :)

  2. Hello, 

    We are sorry you experienced this. 

    if you are using fullscreen on windows, try to use window mode. It can be found in settings, or press alt+enter. 

    If it does not help, open settings, click on graphic tab and disable post processing. Then you should be able to use fullscreen mode too. 

    If everything fails, disable glsl and postprocessing. Sure you can do this at first place, but you might lose some visual experience. 

     

    Please let me know if it helps. 

    Have a nice day

    • Like 1
  3. @gaius I just saw the files you uploaded in another post about formation fighting mod.
    The formation file has to starts like this, if you want to aura be applied:

    <?xml version="1.0" encoding="utf-8"?>
    <Entity parent="template_formation">
      <Auras datatype="tokens">
        formations/formation_phalanx
      </Auras>
      <Formation>
        <Icon>formations/phalanx.png</Icon>

     

  4. @gaius hello, D1218 should work, but in any case I look into it today, its older code so something relevant elsewhere could change and therefore doesnt work for you. 

    Meanwhile could you please check if you have the aura token in formation file and the file for formation aura correctly created?

    Thank you

  5. 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

  6. 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. 

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