Langbart Posted October 27, 2021 Report Share Posted October 27, 2021 10 hours ago, Grapjas said: Spy tech rework. All enemy unit and structure info is now hidden and cannot be inspected when clicked / hovered. When you buy the Espionage tech this information becomes available to you, showing you information like health and ammo when clicking or hovering over enemy / neutral soldiers. Add it to the main game! trac.wildfiregames.com/wiki/SubmittingPatches Can you hide the civ in the diplomacy overview until the first contact or when espionage has been researched? Related ticket: #6076 - Enemy civ unknown till first contact (28/Feb/21) 4 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 27, 2021 Report Share Posted October 27, 2021 1 hour ago, Langbart said: Add it to the main game! trac.wildfiregames.com/wiki/SubmittingPatches Can you hide the civ in the diplomacy overview until the first contact or when espionage has been researched? Related ticket: #6076 - Enemy civ unknown till first contact (28/Feb/21) What if I explored their civic center? Quote Link to comment Share on other sites More sharing options...
Grapjas Posted October 27, 2021 Author Report Share Posted October 27, 2021 10 hours ago, Micfild said: I found out that the template_unit_infantry archer seems to have the sword stats of it's horse counterpart Nice catch, thanks for reporting. 8 hours ago, Langbart said: Can you hide the civ in the diplomacy overview until the first contact or when espionage has been researched? I'll see what i can do. To go even further it would be great if civ choices of players would be hidden in the gamesetup aswell. But that would only work if people could pick civs themselves instead of asking the host. 8 hours ago, Langbart said: Add it to the main game! The espionage tech rework still needs some polishing though, because right now the stats are hidden for observers aswell i noticed. Quote Link to comment Share on other sites More sharing options...
Micfild Posted October 30, 2021 Report Share Posted October 30, 2021 Hi @Grapjas. I tested you mod for a few games now and i must say it's a very interesting mod. It took a game or two to get the nuances of ranged combat (with the new ammo system), but nothing too difficult. So far, what i was able to noticed was: Javelins have aren't viable for long term skirmishes (although they have high damage, their 3 ammo limitation turns them into a worse spearman very quickly, unless they are under a fortress) The two weapon system is very helpful against siege engines (since ranged units will use their melee weapons instead of ranged ones) The persian champion chariot is bugged (has no cost besides population, produces very fast, but doesn't attack or do damage) Great clashes seem to be laggier than the base game (which isn't unexpected considering that it has to deal with charge and ammo now) Loved the changes to the priest and the addition of the healing camp. I find it weird, though, that it can't be built on owned territory). It seems that you removed certain techs from the game (the archery tech in the arsenal that reduces spread, hoplite tradition and woots/toledo steel) =========== That's it for now. If i find anything else, i'll let you know. Overall, nice mod! 3 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 31, 2021 Report Share Posted October 31, 2021 On 27/10/2021 at 6:24 AM, Grapjas said: But that would only work if people could pick civs themselves instead of asking the host Is there a ticket or diff for this? Seems like a basic multiplayer lobby feature that is sorely missing. 2 Quote Link to comment Share on other sites More sharing options...
Freagarach Posted October 31, 2021 Report Share Posted October 31, 2021 1 hour ago, wowgetoffyourcellphone said: Is there a ticket or diff for this? Seems like a basic multiplayer lobby feature that is sorely missing. https://trac.wildfiregames.com/ticket/3806 2 1 Quote Link to comment Share on other sites More sharing options...
Grapjas Posted October 31, 2021 Author Report Share Posted October 31, 2021 (edited) Hi @Micfild, first of all, i much appreciate you for testing and checking out the mod and providing feedback. 12 hours ago, Micfild said: Javelins have aren't viable for long term skirmishes There is a new unit at the fort called 'ammo cart', which is a mobile re-arm unit (that can also somewhat defend itself). 12 hours ago, Micfild said: The two weapon system is very helpful against siege engines I think you meant this positively(?), but i'd still like to point out that rams and also elephants dont cost metal anymore, just alot of food/wood. (and elephants are not really a siege unit anymore, more like a shock unit) 12 hours ago, Micfild said: The persian champion chariot is bugged I'll sort that out next update, thanks for reporting! 12 hours ago, Micfild said: Loved the changes to the priest and the addition of the healing camp. I find it weird, though, that it can't be built on owned territory). Yes i did it more for balancing sake i guess, but i can see how that is offputting. I'll reconsider it. 12 hours ago, Micfild said: It seems that you removed certain techs from the game Some are intentional, like defense techs. But the archery/hoplite tradition aren't intentional, thanks for reporting. Edited October 31, 2021 by Grapjas Quote Link to comment Share on other sites More sharing options...
Micfild Posted October 31, 2021 Report Share Posted October 31, 2021 1 hour ago, Grapjas said: I think you meant this positively(?) Yeah, it was a positive remark. 1 hour ago, Grapjas said: There is a new unit at the fort called 'ammo cart' I knew about it, but it comes so late that i kind of forgot about it. Thank you, i'll test it out. 1 Quote Link to comment Share on other sites More sharing options...
Grapjas Posted November 1, 2021 Author Report Share Posted November 1, 2021 (edited) Minor patch to bugfixes and feedback mentioned by @Micfild All champion chariots were bugged, fixed Hoplite / archery tradition and attack upgrades were accidentally removed, fixed Unit details were hidden from observers aswell, fixed -> the bug remains for resigning players though (unless they had researched the tech before they resigned?). Will be patched. infantry archers and cavalry archers had the same melee damage and reach, fixed field camps can now also be built inside own territory (experimental) Updated original download links. Edited November 4, 2021 by Grapjas 2 Quote Link to comment Share on other sites More sharing options...
Grapjas Posted December 20, 2021 Author Report Share Posted December 20, 2021 (edited) 3.1.3 version is out now, updated original download links (zip | pyromod). Added mod info buttons in the main menu and the in-game menu, explaining the changes that the mod brings. Mainly useful for people that use the in-game mod downloader because they will never see a read me otherwise. Spoiler On 01/11/2021 at 11:34 AM, Grapjas said: the bug remains for resigning players though (unless they had researched the tech before they resigned?). Will be patched. fixed. Mod credits have been integrated into the main menu credits. Edited December 20, 2021 by Grapjas 5 Quote Link to comment Share on other sites More sharing options...
Unkind98 Posted February 10, 2022 Report Share Posted February 10, 2022 Quote ERROR: JavaScript error: gui/session/session.js line 225 deepfreeze requires exactly one object as an argument. GetTemplateData@gui/session/session.js:225:34 setupButton@gui/session/selection_panels.js:959:33 setupUnitPanel@gui/session/unit_commands.js:94:35 updateUnitCommands@gui/session/unit_commands.js:152:18 updateSelectionDetails@gui/session/selection_details.js:527:20 updateGUIObjects@gui/session/session.js:718:2 onSimulationUpdate@gui/session/session.js:668:2 __eventhandler10 (SimulationUpdate)@session SimulationUpdate:1:1 I get this error when I select a castle of Briton civ (other castle and/or other trigger also possible too, idk). When selected, the castle not showing heroes, arrow cart and special tech; instead, the error lines keeps appearing. 1 Quote Link to comment Share on other sites More sharing options...
Grapjas Posted February 13, 2022 Author Report Share Posted February 13, 2022 On 10/02/2022 at 1:30 AM, Unkind98 said: I get this error when I select a castle of Briton civ (other castle and/or other trigger also possible too, idk). When selected, the castle not showing heroes, arrow cart and special tech; instead, the error lines keeps appearing. Thanks for reporting, i'll look into it. 1 Quote Link to comment Share on other sites More sharing options...
Grapjas Posted February 13, 2022 Author Report Share Posted February 13, 2022 3.1.4 Update Fixed brit hero Cunobelin which in turn made brit fortress unusable as reported by @Unkind98. Updated original post download links (and once approved on mod.io). 1 Quote Link to comment Share on other sites More sharing options...
Unkind98 Posted February 25, 2022 Report Share Posted February 25, 2022 (edited) I downloaded the latest version (from mod.io, the latest release on github still not updated) and got this error messages. But everything's fine. I'm not sure what is actually happens. I played Brits and Cunobelin's issue is no more, as Brits Fortress is working too. Thank you, @Grapjas! PS: actually, I have tried this too: I used the version 3.1.3 (with Cunobelin's issue) and replace hero_cunobelin.xml with the fixed version. And the same error as above also appears. So I think the fix for issue #19 itself makes this error. And honestly, I don't know what the error means, because I don't encounter any bug or any strange thing while playing the game. (At least for now :V) Edited February 25, 2022 by Unkind98 1 Quote Link to comment Share on other sites More sharing options...
Grapjas Posted February 25, 2022 Author Report Share Posted February 25, 2022 (edited) @Unkind98 thanks once again for reporting an issue. Chariots aren't supposed to have a melee attack (yet), which is why it errors. I did it by mistake and will be fixed soon. I appreciate it. (github was actually updated just didnt make a release for it yet) Edited February 25, 2022 by Grapjas 1 Quote Link to comment Share on other sites More sharing options...
Grapjas Posted March 21, 2022 Author Report Share Posted March 21, 2022 3.1.5 update Minor unit fixes and fixed xerxes_chariot even though it's not used at all anywhere in the game afaik. @Unkind98 Sorry for the long wait, the issue was more annoying than anticipated and didn't have much time. Updated original post download links (and once approved on mod.io). 1 Quote Link to comment Share on other sites More sharing options...
Grapjas Posted April 6, 2022 Author Report Share Posted April 6, 2022 3.1.6 update Added statistics for ammo and energy when multiple units are selected. Contributed by @beryll1um on github. Updated original post download links (and once approved on mod.io). 1 Quote Link to comment Share on other sites More sharing options...
Freagarach Posted April 6, 2022 Report Share Posted April 6, 2022 If you need help with porting to A26, feel free to come by on IRC. (And read https://trac.wildfiregames.com/wiki/PortA25ToA26.) 1 1 Quote Link to comment Share on other sites More sharing options...
Grapjas Posted April 6, 2022 Author Report Share Posted April 6, 2022 1 hour ago, Freagarach said: If you need help with porting to A26, feel free to come by on IRC. (And read https://trac.wildfiregames.com/wiki/PortA25ToA26.) Nice work on the wiki to everyone who contributed, very helpful ^^ 1 Quote Link to comment Share on other sites More sharing options...
myou5e Posted June 12, 2022 Report Share Posted June 12, 2022 Just wanted to say good job Grapejuice :-p. I like all these added mechanics especially: Ammo Heals Projectile cosmetics Wounded Secondary attacks Charge The only major problem I have with it is that it lags on my PC :-p. I guess it's all those calculations in the background. 1 1 Quote Link to comment Share on other sites More sharing options...
Unkind98 Posted June 16, 2022 Report Share Posted June 16, 2022 Hello, how are you? I am under the water, please help me, here too much raining. sob sob sob. Map: sporades_islands_2p.xml 1 Quote Link to comment Share on other sites More sharing options...
Grapjas Posted June 16, 2022 Author Report Share Posted June 16, 2022 (edited) 3 minutes ago, Unkind98 said: Map: sporades_islands_2p.xml Thanks for reporting : ) Feeling a little under the weather? I'll show myself out Edited June 16, 2022 by Grapjas 1 Quote Link to comment Share on other sites More sharing options...
Vrayer Posted December 15, 2022 Report Share Posted December 15, 2022 Hi it seems a great mod. Is it A26 compatible? Quote Link to comment Share on other sites More sharing options...
Grapjas Posted December 15, 2022 Author Report Share Posted December 15, 2022 52 minutes ago, Vrayer said: Hi it seems a great mod. Is it A26 compatible? It's only A25b compatible atm. 3 2 Quote Link to comment Share on other sites More sharing options...
Dakara Posted December 16, 2022 Report Share Posted December 16, 2022 On 15/12/2022 at 3:41 PM, Grapjas said: It's only A25b compatible atm. Hello, it long or big work for A26 compatible ? Quote Link to comment Share on other sites More sharing options...
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