Burzum Posted February 27, 2013 Report Share Posted February 27, 2013 (edited) This for the Alpha 12 current version.1. When you create a random map game and you select the AI on player 2 (red) as you and select player 1 (blue) as computer AI you still stay as player 1.I did this because I hate playing blue as Romans.2. Not really a bug but the ships travel ontop of eachother.3. qBot AI floods apple trees and the middle forragers can't get out. As a result I imprisoned the entire civilization.That's the bugs I see that stand out. I didn't really notice anyhting else apart from hetic lags when moving units or more than one AI on a 3 player map size, but then that's been worked on.Then last but not least, I didn't see anywhere in town phase III where you can build Roman legionaries or centurions? Where are these untis supposed to be created?From what I've seen so far in this game it's very good. I think even in this experimental state, it's one of the most prettiest RTS games I've ever played. It will be a wonder once it's made.I would also like to see Roman Legionaries with a pilum attack option. Edited February 27, 2013 by Burzum Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted February 27, 2013 Report Share Posted February 27, 2013 Yeah the AI gathering issue is back(?), I've noticed AI units standing around an unreachable sheep on a cliff, for instance, presumably they could reach it for attack but not for gathering. I thought the AI was supposed to detect these conditions and task the units to do something else. Quote Link to comment Share on other sites More sharing options...
Burzum Posted February 27, 2013 Author Report Share Posted February 27, 2013 (edited) It would also good to mention that the buck and various wildlife go grazing even in the rivers and their heads are under water for hours...That really looks... odd. Edited February 27, 2013 by Burzum Quote Link to comment Share on other sites More sharing options...
Pedro Falcão Posted February 27, 2013 Report Share Posted February 27, 2013 On 27/02/2013 at 4:20 PM, Burzum said: It would also good to mention that the buck and various wildlife go grazing even in the rivers and their heads are under water for hours...That really looks... odd.Haha! I noticed that. I find it funny, principally in Oasis maps! Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted February 27, 2013 Report Share Posted February 27, 2013 (edited) The Roman Legionaries are available in Sceneries and Atlas not in Game play, The Marian Reform are not implemented. Edited February 27, 2013 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
feneur Posted February 27, 2013 Report Share Posted February 27, 2013 I can reproduce the first bug reported. It seems as if the human player is always placed in the Player 1 slot in some sense, and regardless of which other slot I put as "You" that player doesn't seem to get either the human player or an AI to control it. Quote Link to comment Share on other sites More sharing options...
wraitii Posted February 27, 2013 Report Share Posted February 27, 2013 Pretty sure the third bug is fixed to some extent on the upcoming (whenever it is) new version of Aegis. Quote Link to comment Share on other sites More sharing options...
Burzum Posted February 28, 2013 Author Report Share Posted February 28, 2013 On 27/02/2013 at 4:58 PM, Lion.Kanzen said: The Roman Legionaries are available in Sceneries and Atlas not in Game play, The Marian Reform are not implemented.That really sucks. Quote Link to comment Share on other sites More sharing options...
Burzum Posted February 28, 2013 Author Report Share Posted February 28, 2013 Okay here's an update to those bugs.How I managed to play red (player 2) was not select the AI via the drop down window but clicking on the [C] box and assign the AI's from there.That only seems to work. So there's a bit of faulty code there.Second, I don't know if this as something to do with the edge of the map or something but the villiagers seem to be minning fresh air what appears to be metal.I had sent scouts to find more metal and I found Player 1 minning the ground and nothing seems to be there.Can someone confirm this bug? Quote Link to comment Share on other sites More sharing options...
Burzum Posted February 28, 2013 Author Report Share Posted February 28, 2013 Here's a screen with more detail.As you can see I cannot assign my units to mine what's there.So it's either a texture not appearing on the edge or something else... Quote Link to comment Share on other sites More sharing options...
Burzum Posted February 28, 2013 Author Report Share Posted February 28, 2013 I should also mention that someone said that there is unique language and voices for different civilizations? I only hear one on all of them.Should there only be one? Or unique voices for each civilization?I'm not sure on this. Quote Link to comment Share on other sites More sharing options...
zoot Posted February 28, 2013 Report Share Posted February 28, 2013 On 28/02/2013 at 1:47 PM, Burzum said: I should also mention that someone said that there is unique language and voices for different civilizations? I only hear one on all of them.Should there only be one? Or unique voices for each civilization?I'm not sure on this.Who exactly said this? I believe unique voices per civilization is planned, but for now there is only one per gender. The game is under development. Quote Link to comment Share on other sites More sharing options...
Pedro Falcão Posted February 28, 2013 Report Share Posted February 28, 2013 Yeah, actually Greek voices have 2 per gender. But IIRC, not some civs don't have their voices yet, so they use the Greek voices as well. Quote Link to comment Share on other sites More sharing options...
Burzum Posted March 1, 2013 Author Report Share Posted March 1, 2013 (edited) On 28/02/2013 at 3:01 PM, zoot said: Who exactly said this? I believe unique voices per civilization is planned, but for now there is only one per gender. The game is under development. I saw someone on the forums say something about it. I don't remember who it was.And I do know the game is under construction On 28/02/2013 at 4:02 PM, Pedro Falcão said: Yeah, actually Greek voices have 2 per gender. But IIRC, not some civs don't have their voices yet, so they use the Greek voices as well.Ah, was that Greek? I thought it was old Latin. But it sounds very nice. Specially the female voices. Edited March 1, 2013 by Burzum Quote Link to comment Share on other sites More sharing options...
Burzum Posted March 7, 2013 Author Report Share Posted March 7, 2013 (edited) Right I should also mention that I've seen a lot of skirmisher units that have the same speed as cavalry units. Rather than a bug this is just a simple thing to ajust. But they need to be slower than horse units.I have noticed several other infantry units at par as well. Edited March 7, 2013 by Burzum Quote Link to comment Share on other sites More sharing options...
Pedro Falcão Posted March 8, 2013 Report Share Posted March 8, 2013 (edited) Their walking speeds are similar (even though cavalry still wins), but their run speed will make the difference, once it is implemented. For now, those that play multiplayer matches agree that the small difference in walking speed is ok. But don't worry, one way or another, moving speeds will be buffed or nerfed, later on. Edited March 8, 2013 by Pedro Falcão Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 9, 2013 Report Share Posted March 9, 2013 On 28/02/2013 at 1:47 PM, Burzum said: I should also mention that someone said that there is unique language and voices for different civilizations? I only hear one on all of them.Should there only be one? Or unique voices for each civilization?I'm not sure on this. im working in Latin Voices, you like romans, Help me to do this. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 10, 2013 Report Share Posted March 10, 2013 (edited) Im Find why are not Roman Legionaries in First Part. that explains why Romans are not change to 201 BC-1BC. Quote Keeping with the design approach that a civilisation should be represented at a specific time in history, the Pre-Imperial (Early) Roman civilisation is set in the Polybian period of the Roman Republic, during the Second Punic War (218-201 BC).Source in the Team Trac:http://trac.wildfire...mans_Republican Edited March 10, 2013 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Burzum Posted March 10, 2013 Author Report Share Posted March 10, 2013 On 10/03/2013 at 2:10 AM, Lion.Kanzen said: Im Find why are not Roman Legionaries in First Part. that explains why Romans are not change to 201 BC-1BC.Source in the Team Trac:http://trac.wildfire...mans_Republican INFANTRYGeneric Name: Roman Swordsman.Specific Name: Hastatus -> Princips.Class: Swordsman. Heavy Skirmisher at Advanced and Elite ranks.Hacker Armament:Basic - Gladius.Advanced – Gladius.Elite – Gladius.Ranged Armament:Basic - None.Advanced – Pilum.Elite – Pilum._________________________________This looks interesting.Do you know more about this unit? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 10, 2013 Report Share Posted March 10, 2013 @burzum that i found in Trac, may be if you use Search Tool can find Original Disscuss many years ago. in this Forum of course. Quote Link to comment Share on other sites More sharing options...
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