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l2edVipel2

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Posts posted by l2edVipel2

  1. Just played the mod in a 1v1 against borg and I honestly hope this gets adopted into the main game. It fixes many of the criticisms I've had with this game:

    1) Counters are finally implemented.

    2) There are various buildings now for each style of military unit (infantry, range, cavalry) which adds a different strategic element to the game

    3) No military units from the Civic Center: this prevents early spam and cheese rushes which I personally like

    4) There is a more varied technology tree, giving more options for civilization development

    5) Overall feels like a more in-depth game compared to vanilla

    I've only played the one game but will check out the various other features. Things I would hope to see in the future:

    1) battalions

    2) more civic and city building strategies, including possibly a more varied economy

    3) charge feature of cavalry

    4) directional attack bonuses, reduced fire time of ranged units, and possibly ammunition feature to be supported by supply chains

    Anyway, highly recommend it and excellent job on the mod.

    • Like 5
  2. Things I would like to see in the upcoming versions, some of which I know are being worked on:

    GUI

    -- hotkeys for farms, other buildings

    -- customization of hotkeys (down-scroll for idle villagers, shift+down-scroll for all idle villagers, up-scroll for idle military, etc.)

    -- the ability to ping to locations on the map

    Art

    -- the cavalry are much improved from A22, but I would still like to see more of a gallop/run than a trot when attacking

    -- some minor building fixes and improvements, but overall I think the art-work and detail on buildings, etc. is incredible

    -- dynamic weather with varying effects on gameplay, such as wind affecting accuracy of ranged soldiers as one example

    Gameplay

    -- hard counters; too many games are predominantly slinger or skirmisher spam. This is unrealistic, as slingers, for example, would not be able to clump or effectively fight in close range, and melee cavalry or infantry would decimate them.

    -- nerfing rams and seige catapults; some civs can get 7-8 seige catapults and obliterate entire armies, which is highly unrealistic

    --  I like some of the formation/balancing mods and their focus on strengthening melee as this was the predominant form of fighting during this time period

    -- continue the development of formations, with better path-finding and various tactical advantages/disadvantages to each formation. Also implementation of advantages/disadvantages to the direction of attack/defense (archers firing on backs of enemies deals greater damage than to front of hoplites with shields raised).

    -- charging of melee infantry, cavalry, and elephants and trample damage for the latter two. Along these lines, I think cavalry and elephants should have insta-kill or at least heavy one-time damage for the front lines of whatever enemy is being charged and/or depending on the direction of the charge (into the back of an archer line). This could be used with a cool-down before re-use. Elephants should have splash damage.

    -- a minor gripe; in almost every historical RTS, ranged units fire much too quickly. I would rather see a more realistic fire rate for archers, for instance, with higher damage with each fire

    -- An ally resigning should not be turned into Gaia that can attack you

    -- There should be no option to send resources to enemies unless there is some diplomatic advantage, or at least it should be a separate menu from donating to allies to avoid accidentally dumping resources to an opponent

    -- implementation of a more complex diplomacy system, and I love the glory from Delenda Est as a resource. If I remember correctly, Rise of Nations had ways to win that weren't through military means

    -- I do like the idea of battalions, as this gives the game a grander scope and makes battles seem more epic in scale

    -- ultimately the ability to ambush in trees, implement weather and terrain more effectively, etc.

     

    • Like 2
  3. Downloaded the Delenda Est mod and have been having trouble with it. Will launch and play for a matter of a few seconds before it crashes. Anyone else having this problem?

    Here is the crash report:

    Spoiler

     

    Function call failed: return value was -120102 (Invalid/unsupported texture format)
    Location: tex_dds.cpp:446 (decode_pf)

    Call stack:

    decode_pf (tex_dds.cpp:485)
        pf = 0x1F90304C ->
            dwSize = 32 (0x00000020)
            dwFlags = 5 (0x00000005)
            dwFourCC = 827611204 (0x31545844)
            dwRGBBitCount = 0 (0x00000000)
            dwRBitMask = 0 (0x00000000)
            dwGBitMask = 0 (0x00000000)
            dwBBitMask = 0 (0x00000000)
            dwABitMask = 0 (0x00000000)

        bpp = 0x00000005
        flags = 0x04E12894 -> 0 (0x00000000)

    TexCodecDds::decode (tex_dds.cpp:610)
        this = (unavailable)
        data = 0x04E1288C -> [8] { 0 (0x00), 4 (0x04), 0 (0x00), 0 (0x00), 0 (0x00), 0 (0x00), 0 (0x00), 0 (0x00) }
        __formal = 699192 (0x000AAB38)
        t = 0x000A1007 ->
            m_Data = (shared_ptr<unsigned char>)
            m_DataSize = (unavailable - internal error)

            m_Ofs = (unavailable - internal error)

            m_Width = (unavailable - internal error)

            m_Height = (unavailable - internal error)

            m_Bpp = (unavailable - internal error)

            m_Flags = (unavailable - internal error)

    Tex::decode (tex.cpp:736)
        this = (unavailable)
        Data = 0x010E2AE8 -> (shared_ptr<unsigned char>)
        DataSize = 128 (0x00000080)
        c = 0x010E2AE8 (see above)

    OglTex_reload (ogl_tex.cpp:476)
        ot = 0x000AAB38 ->
            t =
                m_Data = (shared_ptr<unsigned char>)
                m_DataSize = (unavailable - internal error)

                m_Ofs = (unavailable - internal error)

                m_Width = (unavailable - internal error)

                m_Height = (unavailable - internal error)

                m_Bpp = (unavailable - internal error)

                m_Flags = (unavailable - internal error)


            id = (unavailable - internal error)

            fmt = (unavailable - internal error)

            int_fmt = (unavailable - internal error)

            state =
                filter = (unavailable - internal error)

                wrap_s = (unavailable - internal error)

                wrap_t = (unavailable - internal error)

                anisotropy = (unavailable - internal error)


            q_flags = (unavailable - internal error)

            tmu = (unavailable - internal error)

            flags = (unavailable - internal error)

            uploaded_size = (unavailable - internal error)


        vfs = 0x0CC631E8 -> (shared_ptr<IVFS>)
        pathname = 0x006FF884 ->
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = "/o눳ᑮ郎oĂ"

        h = 222167515 (0x000000000D3E01DB)
        file = (shared_ptr<unsigned char>)
        fileSize = 699192 (0x000AAB38)

    call_init_and_reload (h_mgr.cpp:446)
        h = 222167515 (0x000000000D3E01DB)
        type = 0x010E2A3C ->
            init = 0x00FBE100 -> (OglTex_init)
            reload = 0x00FBE170 -> (OglTex_reload)
            dtor = 0x00FBE270 -> (OglTex_dtor)
            validate = 0x00FBE2C0 -> (OglTex_validate)
            to_string = 0x00FBE530 -> (OglTex_to_string)
            user_size = 68 (0x00000044)
            name = 0x0108C2AC -> "OglTex"

        hd = 0x04E12840 ->
            h = 222167515 (0x000000000D3E01DB)
            key = 2614807915 (0x9BDACD6B)
            refs = 1 (0x00000001)
            keep_open = 2 (0x00000002)
            unique = 2 (0x00000002)
            disallow_reload = 2 (0x00000002)
            type = 0x010E2A3C (see above)
            num_derefs = 0 (0x00000000)
            pathname =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = [8] { 47 ('/'), 0, 12288, 8080, 552, 9993, 43832, 10 }

            user = [104]
                [8] { 0 (0x00), 48 (0x30), 144 (0x90), 31 (0x1F), 40 (0x28), 2 (0x02), 9 (0x09), 39 (0x27) }
                48 (0x30)
                144 (0x90)
                31 (0x1F)
                40 (0x28)
                2 (0x02)
                9 (0x09)
                39 (0x27)
                56 (0x38)
                171 (0xAB)
                10 (0x0A)
                0 (0x00)
                128 (0x80)
                0 (0x00)
                0 (0x00)
                0 (0x00) ...

        vfs = 0x0CC631E8 (see above)
        pathname = 0x006FF884 (see above)
        init_args = 0x006FF710 -> 0x006FF738 -> [8] { 0, 0, 0, 0, 200, 247, 111 ('o'), 0 }
        err = 0 (0x0000000000000000)

    alloc_new_handle (h_mgr.cpp:489)
        type = 0x010E2A3C (see above)
        vfs = 0x0CC631E8 (see above)
        pathname = 0x006FF884 (see above)
        key = 2614807915 (0x9BDACD6B)
        flags = 17 (0x00000011)
        init_args = 0x006FF710 (see above)
        hd = 0x04E12840 (see above)
        h = 222167515 (0x000000000D3E01DB)

    h_alloc (h_mgr.cpp:536)
        type = 0x010E2A3C (see above)
        vfs = 0x0CC631E8 (see above)
        pathname = 0x006FF884 (see above)
        flags = 17 (0x00000011)
        s = (H_ScopedLock)
        args = 0x006FF738 (see above)

    ogl_tex_load (ogl_tex.cpp:548)
        vfs = 0x0CC631E8 (see above)
        pathname = 0x006FF884 (see above)
        flags = 17 (0x00000011)

    CTextureManagerImpl::LoadTexture (texturemanager.cpp:188)
        this = (unavailable)
        texture = 0x2BC037E8 -> (shared_ptr<CTexture>)
        path = 0x006FF884 (see above)
        profile2__ =
            m_Name = 0x01071DF0 -> "load texture"

        flags = 0 (0x00000000)
        h = 3130564690975916087 (0x2B72000000000037)

    CTextureManagerImpl::TryLoadingCached (texturemanager.cpp:276)
        this = (unavailable)
        texture = 0x2BC037E8 (see above)
        hash =
            m_Digest = [4] { 1732584193 (0x67452301), 4023233417 (0xEFCDAB89), 2562383102 (0x98BADCFE), 271733878 (0x10325476) }
            m_Buf = [64]
                3 (0x03)
                0 (0x00)
                0 (0x00)
                0 (0x00)
                1 (0x01)
                0 (0x00)
                0 (0x00)
                0 (0x00)
                2 (0x02)
                0 (0x00)
                0 (0x00)
                0 (0x00)
                1 (0x01)
                0 (0x00)
                0 (0x00)
                0 (0x00) ...
            m_BufLen = 32 (0x00000020)
            m_InputLen = 32 (0x0000000000000020)

        loadPath =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 47 ('/')


    CTextureManagerImpl::MakeProgress (texturemanager.cpp:392)
        this = (unavailable)
        dest =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 47 ('/')

        ok = false
        texture = (shared_ptr<CTexture>)

    RendererIncrementalLoad (main.cpp:315)
        profile2__ =
            m_Name = 0x01050CAC -> "renderer incremental load"


    Frame (main.cpp:366)
        realTimeSinceLastFrame = 0.023703 (0x3CC22D66)
        time = 61.8775 (0x404EF051B0DF90EE)
        profile2__ =
            m_Name = 0x01050CC8 -> "frame"

        profile2__ =
            m_Name = 0x404EF051 -> (unavailable - internal error)

     

    RunGameOrAtlas (main.cpp:632)
        argc = 1 (0x00000001)
        argv = 0x00CD0008 -> 0x00CD0028 -> "C:\Users\XXXX\AppData\Local\0 A.D. alpha\binaries\system\pyrogenesis.exe"
        replayFile =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 47 ('/')

        modsToInstall = (unsupported vector<Path >)
        scriptEngine =
            (Singleton<ScriptEngine>)
            m_Runtimes = (unsupported list<JSRuntime const * >)

        args =
            m_Args = (unsupported vector<pair<CStr8,CStr8> >)
            m_Arg0 =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 92 ('\')

            m_ArgsWithoutName = (unsupported vector<CStr8 >)

        res = 3.13185e-010 (0x3DF5859C43F03174)
        modPath =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 52361

        paths =
            m_root =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 40 ('(')

            m_rdata =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 1919

            m_gameData =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 0

            m_userData =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 0

            m_config =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 65534

            m_cache =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 38550

            m_logs =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 24680


        replay =
            m_Stream = 0x3DF5859C -> (basic_istream<char,char_traits<char> >)

        mod =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 64568

        zip =
            path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
            separator = 0

        mods = (unsupported vector<CStr8 >)
        paths =
            m_root =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 0

            m_rdata =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 28178

            m_gameData =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 32 (' ')

            m_userData =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 1520

            m_config =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 12838

            m_cache =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 4096

            m_logs =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 64240


        builder =
            m_VFS = (shared_ptr<IVFS>)
            m_Files = (unsupported vector<Path >)
            m_TempDir =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 1394

            m_NumBaseMods = 9789544 (0x00956068)

        installedMods = (unsupported vector<CStr8 >)
        installer =
            m_VFS = (shared_ptr<IVFS>)
            m_ModsDir =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 0

            m_TempDir =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 1522

            m_CacheDir =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 0

            m_InstalledMods = (unsupported vector<CStr8 >)

        paths =
            m_root =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 0

            m_rdata =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 28178

            m_gameData =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 32 (' ')

            m_userData =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 1520

            m_config =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 12838

            m_cache =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 4096

            m_logs =
                path = (unsupported basic_string<wchar_t,char_traits<wchar_t> >)
                separator = 64240

    SDL_main (main.cpp:678)
        argc = 1 (0x00000001)
        argv = 0x00CD0008 (see above)

    main_utf8 (sdl_windows_main.c:126)
        argc = 1 (0x00000001)
        argv = 0x00CD0008 (see above)

    wmain (sdl_windows_main.c:151)
        argc = 1 (0x00000001)
        wargv = 0x00954390 -> 0x00954398 -> 67 (0x0043)
        wenvp = 0x0095F0A0 -> 50976 (0xC720)
        argv = 0x00CD0008 (see above)
        retval = 0 (0x00000000)
        i = 1 (0x00000001)

    CallStartupWithinTryBlock (wseh.cpp:364)
        ret = 16308656 (0x00F8D9B0)

    RtlValidSecurityDescriptor (:0)

    RtlValidSecurityDescriptor (:0)


    errno = 0 (No error reported here)
    OS error = 0 (no error code was set)


     

     

    • Like 1
  4. 8 minutes ago, Imarok said:

    Adjusting ports is not needed anymore (since a22)

    Really? Whenever I tried it popped a message about adjusting firewall or doing something with a port (20590? Don't remember the exact number). I turned my firewall off with no success but can take a closer look tonight when I get home.

  5. 8 hours ago, wowgetoffyourcellphone said:

    Already in-game, for a few years now. :) 

    I guess I should play a multi-player game before commenting next time haha. Having to manually adjust ports threw me off.

    8 hours ago, Lion.Kanzen said:

    We have more crazy things in our mods.

    Can't wait. Sounds like I discovered this game at the right time.

    3 hours ago, stanislas69 said:

    Since I put them in the game myself I would say you WILL see them in the next release. No need for conditional there. :)

    Looking forward to it. Wish I had a programming background because I'd love to contribute on a project like this.

    • Like 1
  6. Hey all,

    I recently discovered this game last week when browsing YouTube. I was very impressed with the overall mission of the game and the fact that it's open-sourced, community-based, and free to play. Just wanted to give my two cents regarding my experiences thus far.

    The good things: I love the time period the game takes place in as well as the historical accuracy. The attention to detail down to the artwork and translations is amazing. I also like the uniqueness of military units that perform economic tasks as I have not seen this in previous RTS games. I also enjoy the scaling (e.g the size of the triremes relative to the infantry) and the attack animations (zooming in on phalanx is awesome).

    Things to improve: Obviously this is a work in progress and there's still much room to improve. The one thing that irritates me so far is the way the units move; it seems choppy and unnaturally fast, especially the cavalry. The animation during their movement also appears unnatural; they look more like insects scuttling over the map than galloping horses (watch AOE 2 cavalry running for a comparison). I have read the planned change logs and know that trampling will be worked on in the future, but I hope they also improve the unit speed and animations. A central lobby for multiplayer will obviously be a huge addition as well.

    The only shame with such a community base is there are relatively few people working on it and I know any changes take time. Anyway, really love the work so far. I know that the next release is supposed to happen too as well as a mod service and look forward to the upgrades and improvements.

    • Like 2
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