Lion.Kanzen Posted June 13, 2018 Report Share Posted June 13, 2018 4 hours ago, Servo said: I have this error when I tried to play capture the relics, no relics in the map. And when exiting the game... Please paste the logs info. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 13, 2018 Report Share Posted June 13, 2018 2 hours ago, Servo said: Roman Legionaries are sliding using Testudo and after breaking up as well. They can return back to original walk once you change their stance to other forms except the none. Is vanilla problem. 1 Quote Link to comment Share on other sites More sharing options...
Servo Posted June 13, 2018 Report Share Posted June 13, 2018 (edited) idk which one maybe this... mainlog.html system_info.txt crashlog.txt interestinglog.html Edited June 13, 2018 by Servo Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 13, 2018 Report Share Posted June 13, 2018 Just now, Servo said: idk which one maybe this... mainlog.html system_info.txt crashlog.txt Interestinglog.html Quote Link to comment Share on other sites More sharing options...
Servo Posted June 13, 2018 Report Share Posted June 13, 2018 I thought its empty Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 13, 2018 Report Share Posted June 13, 2018 Just now, Servo said: I thought its empty Is refresh each time you open the game. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 13, 2018 Report Share Posted June 13, 2018 11 hours ago, stanislas69 said: @wowgetoffyourcellphone did you try my mod ? The visibile Garrison one ? Not yet bruv. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 13, 2018 Report Share Posted June 13, 2018 On 6/10/2018 at 12:27 PM, stanislas69 said: https://0ad.mod.io/conditional-visible-garrisoning Quote Link to comment Share on other sites More sharing options...
Aragorn30 Posted June 13, 2018 Report Share Posted June 13, 2018 (edited) I try your mod and I really enjoy playing it. The gameplay is very well. I was worried that 5 ressources would be too much, but in practice it was not. I enjoy all the gameplay choices : be able to gather ressources outside our territory, delete the system of civilian workers … Thank you very much for your hard work. I think it's a shame that the mod downloader isn't more visible. In fact, the gameplay of the main distribution is very boring despite the fact that the engine is excellent (as Delenda Est and Hyrule Conquest prove it). As Internet Explorer is a downloader for Chrome, if Empires Ascendant follows its current line, it will certainly become a downloader for grat mods. That's why I think it could be a very good thing to highlight the mods downloader of 0ad. Finally, here are some ideas to improve Delenda Est (but it is already very good) : - add more differences between the factions; - draw the gui (more beautiful and with a better placeholder (put the number of ressources next to the pannel where we can buy things)). Did you plane to adapt the gameplay to others mods (like Millenium AD) ? Why didn't you join the main developpers to put your ideas in the main distribution ? And finally, when did you think campaigns could be available ? I hope there are not too many English mistakes. Edited June 13, 2018 by Aragorn30 1 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 13, 2018 Report Share Posted June 13, 2018 12 minutes ago, Aragorn30 said: I try your mod and I really enjoy playing it. The gameplay is very well. I was worried that 5 ressources would be too much, but in practice it was not. I enjoy all the gameplay choices : be able to gather ressources outside our territory, delete the system of civilian workers … Thank you very much for your hard work. I think it's a shame that the mod downloader isn't more visible. In fact, the gameplay of the main distribution is very boring despite the fact that the engine is excellent (as Delenda Est and Hyrule Conquest prove it). As Internet Explorer is a downloader for Chrome, if Empires Ascendant follows its current line, it will certainly become a downloader for grat mods. That's why I think it could be a very good thing to highlight the mods downloader of 0ad. The main team don't read many times our ideas. Quote Link to comment Share on other sites More sharing options...
asterix Posted June 13, 2018 Report Share Posted June 13, 2018 2 hours ago, Aragorn30 said: Why didn't you join the main developpers to put your ideas in the main distribution ? And finally, when did you think campaigns could be available ? I think that he used to be one of the developers, he definitely gives feedback and some ideas about how things could work at https://code.wildfiregames.com/differential/query/04pL1zyGD1xA/ and in forums. The campaigns wait for https://code.wildfiregames.com/D11 and some other things because a lot of people have different ideas one group wants the original (AOE) like campaigns, another group total war like campaign and the other group spellforce like campaign and I definitely forgot other groups. PS I am also in direct contact with HC developers. Quote Link to comment Share on other sites More sharing options...
av93 Posted June 13, 2018 Report Share Posted June 13, 2018 2 hours ago, Lion.Kanzen said: The main team don't read many times our ideas. I think that is not that, just they can implement every random idea (including mine) and satisfy everyone. 1 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted June 13, 2018 Report Share Posted June 13, 2018 @wowgetoffyourcellphone The Britonnic fortress in the mod is using the old model Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 13, 2018 Report Share Posted June 13, 2018 17 minutes ago, wackyserious said: @wowgetoffyourcellphone The Britonnic fortress in the mod is using the old model I think that's intended 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 13, 2018 Report Share Posted June 13, 2018 Yeah, I liked the "old" one more. 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 14, 2018 Report Share Posted June 14, 2018 12 hours ago, av93 said: I think that is not that, just they can implement every random idea (including mine) and satisfy everyone. Counter system is a random idea?. for random ideas there are the mods. but the game (vanilla) is mediocre for some fans. @stanislas69 double post. Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted June 14, 2018 Report Share Posted June 14, 2018 Found this while playing some today: Italian scout cavalry uses old gathering animation: Spoiler And this other: Celtic aura is floating in that zone. Spoiler There was a female template error but seems my screenshot didn't show it. 2 Quote Link to comment Share on other sites More sharing options...
wackyserious Posted June 14, 2018 Report Share Posted June 14, 2018 Also noticed that the Persian camelry scout also has no meat gathering animation. 2 Quote Link to comment Share on other sites More sharing options...
Guest Posted June 15, 2018 Report Share Posted June 15, 2018 (edited) On 6/12/2018 at 4:38 PM, aeonios said: -The anti-farming aura is unintuitive and dumb. It'd be better just to add a building restriction to fields so that they can't be placed near the CC at all, rather than have people wonder why their farms aren't producing worth anything. Agree with that. Maybe such a tooltip during placement would be enough. Or one could do more work and add actual statistics. I'm not sure whether I have done it the "proper" way though. Edited June 15, 2018 by Guest Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 15, 2018 Report Share Posted June 15, 2018 On 6/13/2018 at 10:52 PM, Alexandermb said: And this other: Celtic aura is floating in that zone. I will take out all the nice looking aura graphics for next release. Core game requires really boring circles instead. Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 15, 2018 Report Share Posted June 15, 2018 13 minutes ago, wowgetoffyourcellphone said: I will take out all the nice looking aura graphics for next release. Core game requires really boring circles instead. Why is that ? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted June 15, 2018 Report Share Posted June 15, 2018 (edited) 23 minutes ago, wowgetoffyourcellphone said: I will take out all the nice looking aura graphics for next release. Core game requires really boring circles instead. You have other game examples or references? Edited June 15, 2018 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted June 15, 2018 Report Share Posted June 15, 2018 10 minutes ago, stanislas69 said: Why is that ? The only way I found to make the nice fancy aura graphic work was to use the footprint code, which only uses quads. It also creates other problems such as ungarrisoning and hit box size. 1 Quote Link to comment Share on other sites More sharing options...
Stan` Posted June 15, 2018 Report Share Posted June 15, 2018 Mmmh and I guess you can't use decals because they would be shown all the time... And I guess the aura code draws line and not sprites ? 1 Quote Link to comment Share on other sites More sharing options...
aeonios Posted June 15, 2018 Report Share Posted June 15, 2018 (edited) 4 hours ago, wowgetoffyourcellphone said: The only way I found to make the nice fancy aura graphic work was to use the footprint code, which only uses quads. It also creates other problems such as ungarrisoning and hit box size. Actually you can use circles as well. Ungarrison/unit spawn does seem to end up at the edge of the footprint area though. EDIT: After digging around I found out that both selectable and footprint are hard coded, and there currently isn't any way to define the selection shape to be different from the footprint. It shouldn't be too hard to fix, but even if I do it won't be available until a24. Also I don't know why people keep insisting that damage types are hard coded. Damage types are defined entirely in javascript and are completely moddable, although there may be a few different files that need to be changed for it to work. It's not really any different from resources though. Edited June 15, 2018 by aeonios 2 Quote Link to comment Share on other sites More sharing options...
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