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Freagarach

WFG Programming Team
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Posts posted by Freagarach

  1. @wowgetoffyourcellphone and @chrstgtr please be kind to eachother. You both have good points.

    There were no real game-changing features from a Single Player view, but there were from a Multiplayer point of view.

    1 hour ago, chrstgtr said:

    but we have no reason to believe that are any different than those in the MP lobby or forums

    Actually we have. Plenty.

    1 hour ago, chrstgtr said:

    we have no way of knowing what these silent users think

    Sadly, this is true. Only a very limited minority of SP people speaks out and is heard.

    • Like 1
  2. 18 hours ago, Grapjas said:

    Can you post L380 (or the entire function)? If you already had a file named AttackingHelper in your mod in A24 it will be a conflict for A25. Because helpers/Attacking.js has been renamed to helpers/AttackHelper.js in A25. Devs made a handy PortA24toA25 wiki in case you aren't aware yet. 

    Actually the file was renamed to helpers/Attack.js (consistent with the rest and less redundancy in the file path), but the simulation name has become AttackHelper (again consistent). The porting guide is indeed our effort of making modders a bit less angry.

    • Like 2
    • Thanks 1
  3. For now: Imagine the fortress has 20 garrison capacity and 10 turret points. It means that you can garrison twenty melee units (the garrison slots) and ten ranged (the turret points). For archers you can choose whether you want them to garrison the fortress or occupy the turret points (either by hotkey or command button). Garrisoned soldiers help in regaining capture points (and increase the arrow count), turreted entities can fire at the enemy themselves. (Note that the feature can be improved.)

    • Like 1
  4. On 07/06/2021 at 10:38 AM, alre said:

    For instance, if garrison is displayed one day on top of fortresses and fortifications, the ST could be given a much more realistic role of shooting at them (not the building).

    (Already possible. To have both melee infantry garrisoned inside the fortress and ranged infantry on top of the fortress, one just needs to change the templates.)

  5. 20 hours ago, alre said:

    it's just that we never considered the idea seriously

    Nah, it was considered, considerably. It's just that prior to A24, there was no such thing as "turning" in the simulation, and instant turning makes directional damages a lot less fun. Do note turning is still only implemented on movement, not e.g. when switching targets whilst attacking.

    • Like 1
  6. On 01/06/2021 at 6:47 PM, chrstgtr said:

    This also helps avoid the annoying hit and run battles that are impossible to counter.

    Yet people argued for speeding up turning of units? I'm lost here,,,

     

    • Like 2
  7. 22 hours ago, Marbod said:

    Well, that would be too much. But i only meant the restriction to build them only 3 times.

    Because in longer games, if i killed the 3rd one, the potential of the AI army is significantly lower, even though its eventually just a very strong unit less on the battlefield. But i think it would be not too hard to have always 1 enemy heroe in field. For the player it is really nice not to be able to build them all over again.

    Or rather just let the AI retreat the hero when significantly endangered.

  8. 13 hours ago, Yekaterina said:

    2021-05-21_0006.zip 48 kB · 1 download

    In this replay the horse killed the dear without taking anything back. There are also times when units don't respond to my orders, especially for garrison and repair. I hope those are caused by my misclicks, but the horse standing next to dead deer is a big problem. 

    You already pointed this out to me on IRC, and I already pointed you to a diff that should fix it. Could you please test D3986 and report back?

    13 hours ago, Yekaterina said:

    I also noticed units just standing on a foundation and not building it, even though I have told it to build. This is especially a problem with skirmishers because they run so fast and then just stands on the foundation, preventing others from building it. 

    Do you have a replay for this?

    11 hours ago, Yekaterina said:

    Also I noticed there is an additional overlay of stats; some small number under each type of resources we have, on the top left corner. What is that? Frankly it is a bit annoying and I would prefer to revert it back to the 5 numbers that it had been.

    This has been in the game for some time already, albeit not showing the zeroes and on a less readable position. You could try to gather [sic] more people that dislike the feature, but as far as I know there are more in favour. An option to toggle would of course be nice to have.

    11 hours ago, Yekaterina said:

    Now this is something serious. In the latest git version I tried a massive battle against 2 very hard AIs. It involved at least 5 elephants and a few hundred infantry. The game crashed. Before it crashed this error message was displayed:

    You're using a mod, I see? Is the crash reproducible?

    • Like 1
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