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Everything posted by Old Roman
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Feedbacks from A26 SVN tests
Old Roman replied to Yekaterina's topic in Game Development & Technical Discussion
You probably already know but in rev 26906 the game is running but the screen is solid black except for the silhouettes of my troops standing near buildings and trees. The minimap is fine as well as the building and soldiers screens. As an aside, to fulfill my daily fix(es) I fired up A25 again, and I was shocked by the primitive feel and absence of all the QOL features I been experiencing with the SVN version of A26 the past few months. (Windows 10) -
I did the SVN update. Revision: 26874 Author: marder Date: Wednesday, May 11, 2022 11:22:54 AM I've been updating without issue for a week or so since an earlier I reverted to an earlier version to keep playing until the fix for that bug was fixed, but since that time my 0ADsvn folder has had a red exclamation point instead of a green checkmark. Is it possible that a file was corrupted or missing and that hasn't mattered to today's update?
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rev 26874 Once a formation is chosen the formation disabled button does not work . You can choose other formations but soldiers move at snails pace. lots of errors scrolling by at the same time.
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On occasion in A26 (playing as Romans) I've captured embassies that allowed me to train slingers. Since I can't remember which civ produced that building I started poking around in Atlas and none of the embassies I could choose from had that option (now show a sammite(SP?) swordsman. Was this a fleeting feature that has disappeared?
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Feedbacks from A26 SVN tests
Old Roman replied to Yekaterina's topic in Game Development & Technical Discussion
Latest SVN update produced a frozen game with constant error stream when map appeared. Decided to be bold and revert both 26844 and 26843 (added may 1st) and errors disappeared. Windows 10 -
Where I would personally find this useful is the scenario is where you have a horde of soldiers and a few rams attacking your fortress or CC. I would like to empty my CC of garrisoned melee units to specifically attack the rams. In practice since the ram is not attacking them they are easily distracted by the attacks of the remaining horde. While technically one could shift click each ram in order at the start, getting accurate clicks in a crowd of enemies is near impossible. The melee units will surely die but at least they will attempt to fulfill their original order.
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The only plus side to this 'feature' that you the player gains is that if your opponent captures your colony and happens to be Romans (there may be others I woudn't know) the only option for training from the building is women which may make holding on to it a little more difficult.
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Would be nice if someone could publish this as a 'mod' for the general players to fool around with. Hopefully including all civs. Thus not threatening the online multi player universe.
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This is why I hate this particular day more than any other
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Feedbacks from A26 SVN tests
Old Roman replied to Yekaterina's topic in Game Development & Technical Discussion
In A26 I've noticed that certain maps like Gaudalquivir River with shallow water, the dead bodies are showing up in the water with a light square background. It disappears when the bodies do. -
They still seem to do a pretty good job on big targets like fortresses and CC (oops that is in SVN A26, if that makes a difference)
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Does it have witches on broomsticks?
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Feedbacks from A26 SVN tests
Old Roman replied to Yekaterina's topic in Game Development & Technical Discussion
Thanks for the quick fix. The HAN Academy can be captured (sounds like a local strip mall business that helps kids pass their standardized tests) -
Feedbacks from A26 SVN tests
Old Roman replied to Yekaterina's topic in Game Development & Technical Discussion
Its hard to keep up. -
Feedbacks from A26 SVN tests
Old Roman replied to Yekaterina's topic in Game Development & Technical Discussion
I'm guessing that the reason that my roman cavalry can only hack on a Han archery practice building to destruction and not capture it in the more recent A26 revisions is because in the revisions last week allowed me to train roman champion cavalry. If that is the case I would prefer being able to capture building and simply not have the champion option. When I'm capturing I prefer to extend the stable territory if the first capture is adjacent to territory I already control. At the same time when I capture a Han stable, it cannot train champions even though I have this option with every other civilization's captured stable. In all honesty I would like to capture the original recruiting capacities of all my captured buildings, but that I fear is a bridge too far. At least let us gain the the territory. -
Fruit trees are too difficult to tell apart from other trees.
Old Roman replied to AIEND's topic in Gameplay Discussion
If your farmers are close enough they of course find the fruit trees after exhausting a berry patch with no prompting. Seriously do we really need more hand holding than hovering your cursor over a tree to see if its wood or food? Since fruit trees are usually solitary, does anyone waste time setting up a wood line next to one? -
Feedbacks from A26 SVN tests
Old Roman replied to Yekaterina's topic in Game Development & Technical Discussion
Yeah, I remember reading that being the solution, but I was looking for a saves folder within the SVN folder. Deleting all the saves generated in 25b in the main folder solved the problem! Thanks. -
Feedbacks from A26 SVN tests
Old Roman replied to Yekaterina's topic in Game Development & Technical Discussion
This might have been brought up awhile ago, but the save function in the current build (26579) and earlier builds completely freezes the game. -
Feedbacks from A26 SVN tests
Old Roman replied to Yekaterina's topic in Game Development & Technical Discussion
Just updated SVN to Revision 26523 Error stream starts on startup Can load match but no control over movement of population Only minimap visible Windows 10 -
Feedbacks from A26 SVN tests
Old Roman replied to Yekaterina's topic in Game Development & Technical Discussion
With an update from earlier today (maybe 26564) the diplomacy screen would not open Windows 10; 4X4 versus AIs; one Han on each side the rest random errors indicated in image (reproduced from much earlier in the replay) -
First impressions after 2 4X4 vs AI: In a normal sized Mainland game (or in any smallish map) its nice that the second CC does not dominate as big a chunk of the map. I can claim a fair amount of resources without blocking my allies from their own expansion. Plus I can put down a CC earlier to protect the nearest ally on the edge if I'm in the pocket. If I'm on the edge I can use that CC to hem in the enemy I'm facing on the border. Usually I would have to use barracks and towers. The CC gives me many more options for a more reasonable price. Its Also with the Romans that little housing plus from other buildings gives more wiggle room when close to being housed. The only downside that I've yet to see is the annoying tendency of the AI to want a build a CC on any obscure corner or gap on the map. I would expect the smaller CC coverage to leave many new holes to build on. But that at the same time makes it more interesting for everyone.
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Is There a Way to Specify That a Unit Attack a Specific Enemy Unit?
Old Roman replied to Thales's topic in General Discussion
Double right click a swordsman (selects all swordsman), Right click 1st ram, Shift Right click 2nd ram, Shift Right click 3rd ram (creates order que). They will attempt to finish off the 3 rams in that order. This has always worked for me, but I think that adding ctrl to key mix may have some advantage, but I am generally fumble fingered under that kind of stress. I tend to keep garrisionable defensive buildings filled with swordsman. In which case I select the building (preferably before the ram reaches it), right click the ram, then click the icon to empty the building. For weakened rams sicking a CC full or women on them is sometimes sufficient. -
Encouraged by Valihrant's recent video of The White Cliffs of Dover, I been having a lot of fun with the map. Tonight my sword cavalry was capturing a tower on the edge of the cliffs, when an invading ship on the shoreline slid over the beach, up to the top of the cliff and proceeded to attack my soldiers. They appreciated the ship's efforts but still felt the need to destroy it. A minor issue to be sure but one of considerable amusement.
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Your responses have me on the right track. I found the seed number in both the text file and json file and pasted that in the random seed field. I loaded the 'unknown' option in the Atlas random map field and indeed it generated a map! However the replay I chose to use the random number contained the landscape option of "lakes", which was a land map with lakes and a biome (chosen by me of artic). However Atlas decided to generate a continent map with no lakes and a random biome. Is there currently a way to choose " landscapes" and "biome" within atlas before the generation step? At this point I assume that if I had chosen a replay of mainland etc. from the random map choices with the corresponding seed number atlas it would have performed correctly in its generation. My curiosity is also aroused about the "seed AI" number that was also in the replay file but has no visible option in atlas