Jump to content

man_s_our

Community Members
  • Posts

    80
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by man_s_our

  1. what I did is simply making the fields have finite amount of supplies and need water + grain to plant new ones. I have future plan to make it more water dependent. like if there is water under it it will have positive change. otherwise it will die. fertility is similar to my idea of global and local auras related to climate. but I intended it to be about making units that are good in desert have penalties when being in frozen maps and so on. I think @wowgetoffyourcellphone would do great in handling this part.
  2. after some debugging. I found out the thing that trigger this error is when the position is requested too many times in a moment. I don't know whether this is intended for security reasons or just a bug in the position component code.
  3. while working on patching Unit AI component for adding support for separating rider/horse entities. I found that when ordering a rider to hunt animals that are in FOW I always get the error Failed to construct Vector3D/Vector2D object. (although in the last patch the hunt and gather works well despite the error) these two versions of code are usually source of error (line 2136 in the component): let cmpTargetPosition = Engine.QueryInterface(this.order.data.target, IID_Position); let pos = cmpTargetPosition.GetPosition(); and let cmpTargetPosition = QueryMiragedInterface(this.order.data.target, IID_Position); let pos = cmpTargetPosition.GetPosition(); both are throwing the same error but only the first one works perfectly despite the error.
  4. if I had good sources to learn about collada files structure I may one day make a tool for fast dae scale and such
  5. I found that some how only first frame applied the resize. despite that I explicitly resized the animations frame per frame (and this was very hard since both my CPU and GPU are @#$%).
  6. I think the best approach is to reduce sword damage against walls for significant amount and make the infantry prefer targeting units over structure.
  7. I meant I resized the animations too. but I got that problem of attachments. or do you mean there is third thing to be done?
  8. I manged to resize all required models. but now the attachment point "head" is located in the stomach.
  9. I found this happens due to animation variants. but resizing those is hard in blender.
  10. the map is older than a26. I think is a23
  11. idk about a26 but it doesn't load in a27 however, it loads in atlas well. maybe you need to remove all entities or just load the height map in a new map and start from scratch.
  12. once they reach the granaries they'll be able to plunder it. but for now as long as houses are just a limiter for population instead of being homes for the population it has no meaning to simulate house related things.
  13. that may be implemented later after implementing per entity ownership mechanism. (for example, a citizen that doesn't own any house would build one for his family that will be the source of new units) not sure whether family will be added in realism mod but will be a core part of the commander simulator.
  14. any resource related to food is considered food. that includes the animals, the fruits/grains and the food stocks that you can store it in your granary or send it to the battlefield to make a supply chain for your attacking troops. it works by giving every unit a level of stored carbs that will be gradually reduced. and can be increased when it's carrying food resources. and when the stored carbs gets very low it tells the unit to go to look for food and when isn't hungry anymore it would complete the previous tasks.
  15. the mod is now is still in progress. but there is two steps left (completing UnitAI patch and adding the required XML files) for the first beta release. the github link is in my sig.
  16. these suggestions' fits more in the Realism mod than in public mod. since they're more about simulation than for fun.
  17. in my mod, when a unit gets very hungry it will start looking for food. but if can't gather food. it will simply start losing health. for the maintenance of buildings/mechanics, you can give them some small negative health change. and require resources for repairing generally.
  18. I want also to add these civs, at least in a mod: Vandals (and a campaign of sack of Rome) Judea (and a campaign of Torah wars) Kingdom of Sheba Quraish early Muslims in Medina (and a campaign of rise of Islam)
  19. I'm totally with this point. borders is something that your troops and people define. not some structure.
  20. I didn't understand packing till now. thanks.
  21. I'm working on ability of using the starving tactics to force garrisoned units (in building or city) to do a sortie. I may also be able to re-implement the walls and gates' mechanisms to be able to handle usage of traitors and ladders to infiltrate the forts but that would need some patching for pathfinder or some more costy workaround.
  22. is just string replacing. not programing. but yeah, you need to know where the string is located. you can do it by searching the entire folders for the string. I do that on linux using Regexxer.
×
×
  • Create New...