wowgetoffyourcellphone Posted January 19, 2019 Report Share Posted January 19, 2019 I don't think the UI needs much radical change from the current one in order to accommodate battalions. But that's just my opinion. Quote Link to comment Share on other sites More sharing options...
Silier Posted January 22, 2019 Author Report Share Posted January 22, 2019 Charge tests https://drive.google.com/file/d/10HEvMdNy7--ZaOcTd29l1nKq8s1TEhdn/view?usp=sharing 2 Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 22, 2019 Report Share Posted January 22, 2019 I love the lag in Atlas when it's the first time it draws blood. You know stuff is about to go down Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 22, 2019 Report Share Posted January 22, 2019 (edited) On 11/11/2018 at 8:26 AM, Angen said: github repository https://github.com/SlavomirSlovenkai/0ad-gameplay-mode Is this bugged with SVN? Recent template changes in core game removing template_entity_full and template_entity_quasi. Edited January 22, 2019 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Silier Posted January 22, 2019 Author Report Share Posted January 22, 2019 (edited) currently there exists bugs with both versions (with infantry archers, javelins, ...), I have fixes locally but i need to recheck actors before posting, but it is not restricted to a23b Edited January 22, 2019 by Angen Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 22, 2019 Report Share Posted January 22, 2019 (edited) 3 minutes ago, Angen said: currently there exists bugs with both versions (with infantry archers, javelins, ...), I have fixes locally but i need to recheck actors before posting, but it is not restricted to a23b I guess what I'm saying is, yes, it is bugged with SVN. No units show up in Atlas due to the removal of template_entity_full and template_entity_quasi from the core game. I'll just check it out in A23b for now. Edited January 22, 2019 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
Silier Posted January 22, 2019 Author Report Share Posted January 22, 2019 2 minutes ago, wowgetoffyourcellphone said: No units show up in Atlas due to the removal of template_entity_full and template_entity_quasi from the core game. Oh, thanks I had not updated svn. 1 Quote Link to comment Share on other sites More sharing options...
Silier Posted January 22, 2019 Author Report Share Posted January 22, 2019 redone charge anytime cavalry is running and contacts unit which is not prepared and steady, it deals mount damage to it charging against spear, pike formation from front destroys your cavalry elephants can charge too (now a bit unstoppable while running around) elephants deals death damage (for friendly units too) errors caused by archers should be fixed towers now have max range about 30 (same as max range for infantry archers) arrow addition to towers just from archers, javelin, sling visible garrison for rams is rolled back because rams would not attack rams are now impossible to kill with infantry (as it will be visible) - use other ram or anything with crush // technically you can still repair building faster than ram is destroying it morale of unit increases by killing enemy and decreases by every killed member in battalion if it reaches 0, unit starts flee and will not respond to attack orders anymore 1 Quote Link to comment Share on other sites More sharing options...
Imperator Ferrum Princeps I Posted January 30, 2019 Report Share Posted January 30, 2019 One big bug, buildings are uncapturable right now because batallions cannot garrison in them Quote Link to comment Share on other sites More sharing options...
Silier Posted January 30, 2019 Author Report Share Posted January 30, 2019 (edited) Actually batalion can garrison into your buildings. But units refuse to garrison into enemys buildings. Unfortunately I was not able to figure out why it happens. Edited January 31, 2019 by Angen Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 30, 2019 Report Share Posted January 30, 2019 1 hour ago, Angen said: actually they can garrison (you can garrison inside your buildings) but they want to enemy building still cant figure why unfortunately Can you rephrase that ? Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted January 30, 2019 Report Share Posted January 30, 2019 54 minutes ago, stanislas69 said: Can you rephrase that ? I think they try to garrison inside enemy buildings? 1 Quote Link to comment Share on other sites More sharing options...
Servo Posted January 31, 2019 Report Share Posted January 31, 2019 @Angen your mod is updated automatically? From mod.io? How is it now? Any interesting animations of unit behavior on gather, battle or idle, etc? Quote Link to comment Share on other sites More sharing options...
Alexandermb Posted January 31, 2019 Report Share Posted January 31, 2019 @Angen i've noticed your cavalry dies when "impaled" by spearman formation, so just wanted to say that soon will be committed an anti cavalry formation for the roman spearman and testudo formation too. Also theres another mod with multiple weapons animations including some ready - idles for the specific weapons in one post (i forgot where it is). Quote Link to comment Share on other sites More sharing options...
Imperator Ferrum Princeps I Posted January 31, 2019 Report Share Posted January 31, 2019 4 hours ago, stanislas69 said: Can you rephrase that ? In this mod you have to garrison units inside enemy buildings to capture them, but batallions cannot be garrisoned in buildings, and only battalions can be made. Quote Link to comment Share on other sites More sharing options...
Silier Posted January 31, 2019 Author Report Share Posted January 31, 2019 6 hours ago, Servo said: @Angen your mod is updated automatically? From mod.io? How is it now? Any interesting animations of unit behavior on gather, battle or idle, etc? no my mod is still in github phase as still has flaws I need to figure out. Quote Link to comment Share on other sites More sharing options...
Stan` Posted January 31, 2019 Report Share Posted January 31, 2019 22 minutes ago, Angen said: no my mod is still in github phase as still has flaws I need to figure out. You should really keep in touch with @Yves that would be a very good collaboration Quote Link to comment Share on other sites More sharing options...
Silier Posted January 31, 2019 Author Report Share Posted January 31, 2019 @Imperator Ferrum Princeps I I want let you know that problem has been solved and will be fixed in next update. Quote Link to comment Share on other sites More sharing options...
Silier Posted February 1, 2019 Author Report Share Posted February 1, 2019 capturing fixed every civ now has ram ( to have at least melee way to destroy buildings ) ram is "pushed" by garrisoned force ram provides some protection from ranged attacks gauls and britons got sword units ( they have sword cav so sure they can have them on foot ) persians got axe infantry ( they can be upgraded only once ) Quote Link to comment Share on other sites More sharing options...
Servo Posted February 2, 2019 Report Share Posted February 2, 2019 Nice. Does your mod have archery ranges, stables and workshops now too?! Quote Link to comment Share on other sites More sharing options...
Silier Posted February 2, 2019 Author Report Share Posted February 2, 2019 4 hours ago, Servo said: Nice. Does your mod have archery ranges, stables and workshops now too?! sure, from begining Quote Link to comment Share on other sites More sharing options...
Rolf Dew Posted February 2, 2019 Report Share Posted February 2, 2019 4 hours ago, Angen said: sure, from begining Angen, does your mod work with alpha 23 or svn? Quote Link to comment Share on other sites More sharing options...
Silier Posted February 2, 2019 Author Report Share Posted February 2, 2019 (edited) Should work with both, but svn tested last time. @Rolf Dew Edited February 2, 2019 by Angen Quote Link to comment Share on other sites More sharing options...
Rolf Dew Posted February 2, 2019 Report Share Posted February 2, 2019 1 minute ago, Angen said: Should work with both, but svn tested last time. @Rolf Dew Great, unfortunately, when I enable it on alpha 23, it throws a lot errors and the ui dissappears? Quote Link to comment Share on other sites More sharing options...
Rolf Dew Posted February 2, 2019 Report Share Posted February 2, 2019 (edited) It throws gui errors Edited February 2, 2019 by Rolf Dew Quote Link to comment Share on other sites More sharing options...
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