Purgator_
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Everything posted by Purgator_
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Danubis, 4v4, Gigantic, Daylight When teammate AI lost their CC, he's unable to place construction of new CC if he has no workers. Shouldn't he loose instantly in this situation because he won't be able to rebuild CC without any worker unit? As you can see, since 20:00 Audax stays idle when followed. commands.txt metadata.json
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[R26285] Player AI (teammates) sometimes doesn't attack Gaia
Purgator_ posted a topic in Bug reports
Hey again today! Danubis map, 4v4, Gigantic, Daylight Teammate AI doesn't want to attack Gaia ship (as seen in screenshots + replay) metadata.json commands.txt -
Exactly as @Gurken Khan said. Happened to me multiple times (i play FFA 8 players). Usually AI will start CC foundations outside your territory, place docks foundations near some shore or hold some building captured. If you play with "kill all enemy units" checked, defeated enemy might still have some NPC around (same as above - when you owned all enemy buildings, enemy workers will stand still and won't move). Best way is to select some units and order them to attack-move (CTRL+right click in default settings). That way your units will travel into given direction but will attack any encountered enemy object (building or unit).
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Preferred Approach to Garrisoning Towers and Fortresses?
Purgator_ replied to Thales's topic in Gameplay Discussion
I've already proposed that in some other thread. Currently the outpost provides only extended map view, but why it couldn't be used for raising an alarm when enemy is spotted? Maybe with a use of some researchable technology? -
Corsica vs Sardinia, 8 players, Gigantic Size
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Hello, This glitch appears sometimes on gigantic sized maps (check minimap area). Happens even before R26225
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Finally I can useful for something
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Hello today, Today I've spotted a funny bug. If you assign a blacksmith and temple to a hotket (group), UI presents to you 2 trainable unit (while you have only 1 temple). Good news is when you click on Druid unit to be trained, it gets trained only from temple (1 unit)
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Here you go in the attachement @Silier That spot from video clip is located near blue player base. First stuck units (catapult) appears in 26:00 when red player launches an attack. Small units (slim ones) get through, but catapult gets blocked. And later, elephants join the party 2022-01-07_0004.rar
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As stated in the title: whenever AI gets stuck in various places (big sized units: elephants, catapults, ballistae, rams) in tight places. It appears that whenever units are on the move, but getting stuck at some point, they retry the same route over and over again. There is no check like "if I want to move one way, but im not changing my position, I should try another route". This causes AI to stay and block the path forever, causing CPU usage (most likely pathfinder?). I've finally learned how to record gameplay using ShadowPlay, so check out the attachement. 1918498199_System2022_01.07-15_44.37_01.mp4
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Hey as in title, are those 2 types of towers (which were removed as fast as they were added) permanently deleted from future development? Are there any other plans for them?
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[BUG] Wrong units selection upon drawing a selection rectangle
Purgator_ replied to Purgator_'s topic in Bug reports
D25986, but it happens since months maybe next time I will try to record it -
[BUG] Wrong units selection upon drawing a selection rectangle
Purgator_ replied to Purgator_'s topic in Bug reports
Nope, it happens randomly. I play with unlimited units settings so not sure if that's not a problem with some objects reusing (and some memory problems). -
BUG: Sometimes when trying to draw a selection rectangle to select units, wrong ones are being selected (like off the camera ones) It happens mostly when player has a lot of units - by selecting a group of units from one side of map, sometimes units from out of camera view are selected (like from other side of map). Not sure if this is related to memory leak or reusing some objects, but this problem exists in half of my playtime.
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Recent update completely unplayable (D25937) - freshly from SVN. When the game is loading any map, multiple errors occur (including not able to load animals models like goats and sheeps) No units are spawned after map is loaded Double clicking my own civic center causes some additional error messages Simulation cannot process (something related to 'deepFreeze' function?) Screenshots below
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Petra having problems with fishing on maps with water available
Purgator_ replied to Purgator_'s topic in Bug reports
Thanks a lot! Updating now -
Petra having problems with fishing on maps with water available
Purgator_ replied to Purgator_'s topic in Bug reports
Playing on latest revision (7th October 2021) and the trading post bug still occurs. -
Petra having problems with fishing on maps with water available
Purgator_ replied to Purgator_'s topic in Bug reports
I can confirm this bug is fixed, but unfortunately after few minutes of gameplay, half of trading post icons (barter icons) disappeared. -
Petra having problems with fishing on maps with water available
Purgator_ replied to Purgator_'s topic in Bug reports
25904 currently, but will check out the latest one -
Petra having problems with fishing on maps with water available
Purgator_ replied to Purgator_'s topic in Bug reports
Is it like... going to be addressed anytime soon? Naval maps are unplayable... -
As seen in the picture, when water is available on the map and Petra builds docks, it spawns fisher boat but cannot use it for fishing. I am always using latest versions from SVN, and I suspect this is the problem since fishing spots were modified to add seagulls. Game starts to lag more each minute, and I tried to visit AI's docks with my ship only to see all AI's fisher boats were standing idle (just like it spawned and never moved).