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Purgator_

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Posts posted by Purgator_

  1. 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

  2. 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).

     

  3. 33 minutes ago, Lion.Kanzen said:

    I have proposed special alarms for that.

    I'm even thinking of using outpost to raise an alarm if they see an enemy. (If an enemy is spotted in range of seek.

    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?

    • Like 1
  4. 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) :P

    screenshot0004.png

    • Like 1
    • Thanks 3
  5. 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.

  6. 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.

  7. 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

     

    20211011_173108.jpg

    20211011_173019.png

  8. 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).

    20210918_120901.png

    • Like 1
    • Thanks 1
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