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Atrik

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Atrik last won the day on March 27

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  1. Pretty important info you forgot to mention is how to config. For example instead of local rating weight i wanted to use openSkill so i had to change this in config: localratings.general.ratingsystem = "openSkill"
  2. If you don't have it yet @Emacz you can try update ModernGUI to display the capture rates of buildings in tooltip. Yes
  3. Using @ffm2 last upload, I've added fixes for : Minimap expand should now works as expected Should open lobby page and return to gamesetup without issues GUI scaling for the stat overlay should now work (probably that was your issue @SadRdz) KDR display fixed autociv.zip
  4. Thanks @ffm2 for working on this. No, the StatisticsTracker works correctly, as you could attest for being able to see kills in the summary. The problem is in GuiInterface where autociv tries to use the depreciated unitsLost.total stat. But it have been renamed unitsLost.Unit. I already had this very bug fixed when I ported autociv back then for A27, but it got lost somehow.
  5. Atrik

    OOS report.

    ok for reasons the oos_dump i have isn't the lastest one I experienced with you @ffm2. Mine OOS turn 142 so idk why. I opened the dump just after the game and no other OOS happened. No clue wtf, sorry we'll need to have another shot to make proper compare.
  6. I like the idea but would be hard to display icons if there are many different units garrisoned. Also might be confusing if you have icons for training, but also for garrison.. There is also a limitation where it's not possible to display text (or numbers) for the while this feature is in a mod.
  7. Now added idle icons for buildings. Also can be toggled independently icons for idle workers.
  8. New Production Icons option can be toggled to show what each building is currently producing! Features : Display productions of own and allied buildings (or all if observer) Resizable Toggle on/off with hotkey Suggested feature by @Ginnungagap. Future potential additions: display a icon for idle buildings and maybe idle units too. Edit : Use case ideas : bind this with the same hotkey as "Bird View" or "Show Status Bar"! Personally I already always want it displayed at all time but it does add some clutter.
  9. Great work, thanks @manowar! Ok picked up on Resignation Tribute, but only to prove you wrong.
  10. Can't reproduce it now that I try anymore... But pretty sure it happened. Maybe was only in a27.
  11. Indeed we do save initAttributes, including the seed actually.
  12. IIRC we save the game state and that's all basically? Not sure anything from the gamesetup is saved so that's why I called it limitation ... A while back i checked it to try fix it but seemed to require a few changes.
  13. That's not the only limitation of current saved game process. Maybe the biggest one would be the map is being regenerated from a new seed.
  14. Haven't found anywhere why capturing buildings would be easier when lowered health. Maybe we're all fooled. Pretty sure it's not about capture regeneration too. You can even read the capture regeneration stats in the capture bar tooltip with a certain mod I forgot the name and see it's unaffected, and it gets the value from the component itself.
  15. Yes exactly. That's also what I was hinting to in my previous comment, and I was checking it and indeed : Melee eles champs : <Footprint replace=""> <Square width="4.5" depth="9.0"/> <Height>9.0</Height> </Footprint> Chariots : <Footprint replace=""> <Square width="11.0" depth="11.0"/> <Height>6.0</Height> </Footprint> Edit MB, actually Clearance wasn't used for what I though it was.
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