Afterlife -- survival and race maps
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Re: Afterlife -- survival and race maps
I saw one khthon match, it is free xp for opponent.
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- Joined: December 20th, 2017, 2:56 pm
Re: Afterlife -- survival and race maps
so back to one of my initial thoughts.
I think afterlife should have 80% xp settings by default. the map is not very long and not big either. In fact the map is pretty small. comparable to isars.
usually maps with these two attributes have less then 100% xp.
however, I maybe it is too late to do a change now. people might have got used to this
I think afterlife should have 80% xp settings by default. the map is not very long and not big either. In fact the map is pretty small. comparable to isars.
usually maps with these two attributes have less then 100% xp.
however, I maybe it is too late to do a change now. people might have got used to this
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Afterlife -- survival and race maps
for some reason the clones aint appear like statues anymore. they lost the statue cover and the grey-ish cover.
just wanted to leave this here.
just wanted to leave this here.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Afterlife -- survival and race maps
Indeed you're right. The behavior changed some time ago (for 1.14+ only). AI units are indestructible now instead of being "petrified". This allows you to hover them, seeing their potential movement.
If I'd knew how to apply the "gray" thing additionally, I'd do it.
Re: Afterlife -- survival and race maps
was that necessary ? i mean if you want to see the units you can check the original. but I guess it is now able to see how far they move without having to count the hexes manually.
however, this is getting very unclear which units are clones and which not if you are lets say loosing and the enemy has much ore spawns OR you playing against a swarm faction. attached another image to demonstrate the issue. and well, these two case do not happen rare.
however, this is getting very unclear which units are clones and which not if you are lets say loosing and the enemy has much ore spawns OR you playing against a swarm faction. attached another image to demonstrate the issue. and well, these two case do not happen rare.
Spoiler:
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Afterlife -- survival and race maps
Whoa, it took quite some time to fix it all. The non-trivial part was to remove the "grayscale" image modification when copies start to move.
But it's done now. Starting from version 1.3.7, you get both "grayed out" fresh copies and the ability to hover units to see their hex movement.
But it's done now. Starting from version 1.3.7, you get both "grayed out" fresh copies and the ability to hover units to see their hex movement.
Re: Afterlife -- survival and race maps
Thanks for raising attention to this!
Re: Afterlife -- survival and race maps
Thank YOU for the efforts^
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Afterlife -- survival and race maps
Hey there, thanks for making this map, it's really fun!
Found a little bug today, posted it on the Ageless thread already, but thought I would toss it on here as well. It has to do with the "Hex" ability from the unit "Witchdoctor" in the "Natives" faction. It is carrying over to the spawned units. I have a screenshot here -
Hope this helps, all the best!
Found a little bug today, posted it on the Ageless thread already, but thought I would toss it on here as well. It has to do with the "Hex" ability from the unit "Witchdoctor" in the "Natives" faction. It is carrying over to the spawned units. I have a screenshot here -
Hope this helps, all the best!
Re: Afterlife -- survival and race maps
this is not the only ability. I think "bleeding" and any other status changing non-default ability will be copied too.
but I guess in order to fix this, vasya'd have to collect all those abilities and filter those out. thus would probably very tedious searching for ALL of them.
maybe inside ageless would be enough.
but I guess in order to fix this, vasya'd have to collect all those abilities and filter those out. thus would probably very tedious searching for ALL of them.
maybe inside ageless would be enough.
stuff I worked on: Dunefolk Rework - ghype's Daily Art
Re: Afterlife -- survival and race maps
After the next turn we got a message "No free space to place a copy" and we both lost, that should be fixed somehow I think.
Re: Afterlife -- survival and race maps
I don't know when the last update was applied, but it broke the map for me with the settings I was using. Game started out with a Lua error, then the computer's sides got their own units from different factions with full blown stats. I really love Afterlife and Would really like to see this fixed so I can continue to enjoy the way I used to! Thanks for an awesome map!
Full set of mods I had on was:
- Unity magic, extended option
- Reign of the Lords Advancements (the 'modification' checkbox, not the 'Era' drop down selection)
- Plan Unit Advance
- Custom map settings: 50% xp, Fog of War off, Vil gold 3, unit support 2
Also will attach an image of the Lua error here:
Full set of mods I had on was:
- Unity magic, extended option
- Reign of the Lords Advancements (the 'modification' checkbox, not the 'Era' drop down selection)
- Plan Unit Advance
- Custom map settings: 50% xp, Fog of War off, Vil gold 3, unit support 2
Also will attach an image of the Lua error here:
Re: Afterlife -- survival and race maps
Hi. @Elder2, regarding "no free space" end of game. Well this is generally how Afterlife works in case of space being used up. It cannot continue normally. It cannot sanely choose which units to copy, and which not to. So it falls back to saying that the overflooded side has lost. In multiplayer game, the lost side should have "you lost" message, but the winning side should have "you won" message. Not really reproducible if you open replay locally though as all side will be considered local (controlled by you).
Re: Afterlife -- survival and race maps
Saratos: the problem is supposedly with some other add-on (modification) that changed internal team names of the map. Probably changed visible ones as well. The map is designed to have "East" and "West" team names. I'll take a look to see if I can work-around this and not rely on team names anymore.
Thanks for the feedback!
Thanks for the feedback!