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Purgator_

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Everything posted by Purgator_

  1. Latest SVN, 8 players, gigantic size. As stated in the title, as seen in the attached image.
  2. Latest SVN, 8 players, gigantic size. When trying to open up Save menu (to prevent game crashing and not saving gameplay log lol) some error appeared and Cancel button is not closing the Save menu window. Unable to resume gameplay afterwards. Additionally, pressing radio button on the right side (filter compatible only) causes error as in attachement
  3. Latest SVN but the bug was in previous game versions. 8 players, gigantic size. FINALLY I was able to catch this bug on video. Unfortunately game crashed so only commands.txt. Bug is shown in the first till 0:25, later I forgot to turn off recording lol. This bug most often appears when some traders are alive (unexpectedly selecting them) 1644027681_System2022_02.11-20_09_29_01.mp4 commands.txt
  4. Latest SVN. 8 Players, gigantic size, random map. Game crashed, so no gameplay log, only commands.txt Seems like the random resource generation doesn't check if another (similar?) resource has been placed in the spot, resulting in following: commands.txt
  5. Latest SVN. Random map, 8 players, gigantic size. Two tower standing near each other, but outside of arrow range indicator. First tower can attack another one, but not vice versa. Terrain was flat. Unfortunately, due to game crash I was unable to get gameplay log, just commands.txt. Below screenshot presents as follows: Red is enemy, Blue is my civ. Red tower is damaging (shooting arrows) my tower, while my tower cannot damage Red tower. Both towers are placed on flat terrain. How is that possible? commands.txt
  6. Latest SVN version Random map, gigantic, 8 players. Unit textures of some civ not found - rendering as pink lol
  7. IIRC ordered 2 groups of around 200 units to move-attack through the map. If you can see the hill near looped units, then there was enemy tower (before it was destroyed). Units were triggered by the tower (because of terrain height bonus) and most likely tried to move around the hill and capture the tower. The recording is made some time after the tower is destroyed, but since the loop was going on forever, I wanted to record it so you can investigate
  8. When ordered move-attack to some far point, there seems to be a randomly occurring loop, causing units to move forward/backward. 1040845041_System2022_02.08-18_10.39_02.mp4 metadata.json commands.txt
  9. As in title. Pausing for 3 seconds causes ~44 calls/turn. Pausing for 10 seconds causes ~133 calls/turn. Unpausing after longer pauses causes higher msec/turn time too. Might be just false time reading? So maybe its not a lag at all? 1159202320_System2022_02.07-21_24.25_02.mp4
  10. Finally I know how to catch that so you can see what causes this When armistice time ends, sim update take huge CPU time (most likely to update all units and recalculate possible enemies near everyone at once). Larger map, more units live (the longer the armistice is on, the larger lag happens) affect lag too. As in video below. 431461958_System2022_02.07-21_14_22_01.mp4
  11. As in the title, Example: Macedonian CC is 3300HP by default (as stated in Info window). But in the UI, when selected, the appears to be rounded(?) up? So with 3300HP we have 3301HP. This bug isn't exclusive only for CC/Macedonians, all civs and buildings are affected by this.
  12. Heya again! As in the title, when CTRL snapping during placing houses foundations, worker unit often get stuck between the houses. While there isnt a big problem using a woman (because woman worker can easily enter/leave house), man worker unit always gets stuck and cannot leave area. Happened to me multiple times. metadata.json commands.txt
  13. Surely, next time I will attach profiler stuff when I encounter lags during testing. Also the title bug is fixed in latest revision - Thank You!
  14. Theres one more map, a desert one, with Napata attacking at random intervals
  15. This map and some desert one are nice maps because you have to fight with enemy civs AND gaia attacking land+naval randomly. My fav map
  16. Yep, I know that when you garrison more troops = ship shoots more projectiles / causes more damage. But which troops should be garrisoned into that Pontos ship so it looks like it is shooting those large bolts? I cannot reproduce that "tank ship" :|
  17. I'm looking for someone who loves moving his units near those overpowered ships. They are shooting some weird bolts, which I am unable to reproduce myself when playing as same faction. Having any troops near those makes them die within a second - is this expected?
  18. Again it's me. R26289 (latest SVN), Danubis map, Gigantic, 4v4, Daylight Since the game start, there is a flickering which causes performance loss (pretty unplayable in 1x normal speed after 25 minutes). I've attached a short video which shows the problem (WARNING! MUTE THE SOUND!) 1561841508_System2022_02.04-18_08.23_02.mp4
  19. I suppose the UI element regarding unit task (patrol, halt, repair and so on) could be reworked and that "Transfer Ownership" button added. But it's just my opinion
  20. Regarding to this: [R26285] Is the idea of ability to transfer ownership of given building/unit bad? In above situation, I would like to build a house and barracks, and then switch ownership to my teammate who cannot construct anymore (due to lack of workers). Or in bigger battles, I would like to share my troops with selected teammate, so he can "make use" of them temporary or permanently. What do you think?
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