version 1.115
-
- Site Admin
- Posts: 15754
- Joined: Fri Apr 25, 2014 9:28 pm
version 1.115
version 1.114 is published
-
- Site Admin
- Posts: 15754
- Joined: Fri Apr 25, 2014 9:28 pm
Re: version 1.115
Alexander has new pack -please list here the changes
also in code i made SPEEDUPs (on my device from 45sec down to 19 sec)
- a CACHE of unit definitions
- sounds only loaded on demand - so not on game load.
IMPORTANT!!
- please measure launch time of AOF BEFORE INSTALLING THIS version (kill from memory before measuring)
- also this cache can result in many errors, if i forgot to handle some properties - so any property of a unit can be missing - naturally i have not seen any missing ones, but there are too many units to test alone.
my suggestion for testing is simply playing a few turns, and also trying the "uncommon" features that only a few unit has if they work or not. (eg. i have not checked RndProd settings, and dodge settings, and terrain modification on unit, also terrain-speed dependancy and so on)
so in this version we need some extensive testing, also please feedback here indicating what have u checked, so we see how many can be covered.
also @Alexander82 : in this dev version modding of unit json will not affect the game unless you temporarily rename the json file (eg. prefix it with v1_*), but before sending me the pack please rename back to original name.
This will not be always like this, this kind of caching (that kills modding with same filename) will only be used on production builds - this DEV version is only for testing that)
also in code i made SPEEDUPs (on my device from 45sec down to 19 sec)
- a CACHE of unit definitions
- sounds only loaded on demand - so not on game load.
IMPORTANT!!
- please measure launch time of AOF BEFORE INSTALLING THIS version (kill from memory before measuring)
- also this cache can result in many errors, if i forgot to handle some properties - so any property of a unit can be missing - naturally i have not seen any missing ones, but there are too many units to test alone.
my suggestion for testing is simply playing a few turns, and also trying the "uncommon" features that only a few unit has if they work or not. (eg. i have not checked RndProd settings, and dodge settings, and terrain modification on unit, also terrain-speed dependancy and so on)
so in this version we need some extensive testing, also please feedback here indicating what have u checked, so we see how many can be covered.
also @Alexander82 : in this dev version modding of unit json will not affect the game unless you temporarily rename the json file (eg. prefix it with v1_*), but before sending me the pack please rename back to original name.
This will not be always like this, this kind of caching (that kills modding with same filename) will only be used on production builds - this DEV version is only for testing that)
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: version 1.115
I think I'll wait next version to make new changes then
Age of Fantasy design leader
- makazuwr32
- Posts: 7835
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: version 1.115
Oh lol.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
-
- Site Admin
- Posts: 15754
- Joined: Fri Apr 25, 2014 9:28 pm
Re: version 1.115
it can be a week or so!Alexander82 wrote: ↑Fri Feb 28, 2020 8:59 am I think I'll wait next version to make new changes then
(until i receive enough feedback about the tests)
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: version 1.115
I don't have the latest dev version but in my games with General Brave who has it some of my newly created units get much more actions and range (even melee ones).
Btw I don't have newest version because it downloads the 1.114 for me.
Btw I don't have newest version because it downloads the 1.114 for me.
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: version 1.115
I will check my assets but I think it must be some weird bug related with the new feature.
I hope that @Stratego (dev) can solve this.
I hope that @Stratego (dev) can solve this.
Age of Fantasy design leader
-
- Site Admin
- Posts: 15754
- Joined: Fri Apr 25, 2014 9:28 pm
Re: version 1.115
Midonik: cool! please tell me exactly which unit and what property is wrong on them - thanks!
daniel
daniel
- makazuwr32
- Posts: 7835
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: version 1.115
For some reason all techs give in addition to their base effects +1 range and +1 action to affected units.
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
-
- Site Admin
- Posts: 15754
- Joined: Fri Apr 25, 2014 9:28 pm
Re: version 1.115
Thanks! Please name a tech and a unit where u see it - thanks!
- makazuwr32
- Posts: 7835
- Joined: Tue Oct 17, 2017 9:29 am
- Location: Moscow, Russia
Re: version 1.115
Should i name all techs?
Writing
Humans:
All blacksmith techs, all siege techs, ballistics, loyalty, improved sails, extra room, all leveling techs (infantry, siege, ships, cavalry, special mounts, faith), stealing, knighthood, fireball, exorcism, reach, all crystals and so on...
Writing
Humans:
All blacksmith techs, all siege techs, ballistics, loyalty, improved sails, extra room, all leveling techs (infantry, siege, ships, cavalry, special mounts, faith), stealing, knighthood, fireball, exorcism, reach, all crystals and so on...
AoF Dev Co-Leadermakazuwr32 wrote: ↑Mon Sep 16, 2019 7:54 amWhen you ask to change something argument why...
Put some numbers, compare to what other races have and so on...
© by Makazuwr32™.
-
- Site Admin
- Posts: 15754
- Joined: Fri Apr 25, 2014 9:28 pm
Re: version 1.115
no, in this cases only one example is enough.
for finding a problem i need to make an exact tech invention + checking a unit so i see it is wrong - and after fix i can check the same that is fixed.
so the easiest to me if u name one tech and one unit (as we can assume that all other tech problem is based on the same)
...
ok i think i have found the problem, thanks! - uos 20
for finding a problem i need to make an exact tech invention + checking a unit so i see it is wrong - and after fix i can check the same that is fixed.
so the easiest to me if u name one tech and one unit (as we can assume that all other tech problem is based on the same)
...
ok i think i have found the problem, thanks! - uos 20
-
- Site Admin
- Posts: 15754
- Joined: Fri Apr 25, 2014 9:28 pm
Re: version 1.115
new pack from alex so new dev version is uos!
@Alexander82 Please list here the changes (from all previous updates as we have not listed the changes in latest updates either)
thanks!
@Alexander82 Please list here the changes (from all previous updates as we have not listed the changes in latest updates either)
thanks!
- Alexander82
- Posts: 7969
- Joined: Thu Feb 26, 2015 8:18 pm
Re: version 1.115
most of the reported bugs were fixed
orc tower have starting range/casting range and damage lowered and it will have magmatic bullet at base. Range/Casting range and damage will grow using using 4 techs with cost 4/5/6/7
orc tower have starting range/casting range and damage lowered and it will have magmatic bullet at base. Range/Casting range and damage will grow using using 4 techs with cost 4/5/6/7
Age of Fantasy design leader
-
- Site Admin
- Posts: 15754
- Joined: Fri Apr 25, 2014 9:28 pm
Re: version 1.115
new version 1.1151 (also goes to google play)
fixing magmatic bullet image.
also dryad goes to json based.
also an attempt to workaround the rare insta-game-over in multiplayer games.
i dont remember aynthign else.
fixing magmatic bullet image.
also dryad goes to json based.
also an attempt to workaround the rare insta-game-over in multiplayer games.
i dont remember aynthign else.