version v1.048
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version v1.048
version v1.047 is published
- LordOfAles
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Re: version v1.048
I cannot believe it but AOS seems dead. Hey Daniel,why not implement some of the ACCEPTED units?I can make jsons for AOS ones
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
Re: version v1.048
It's not dead yet, only it is hard to make rooms (no one joins) or afk player in match.
Currently exploring the wonder of dimension.
- LordOfAles
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Re: version v1.048
I wasnt talking about MP games i was talking about updates
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
- Puss_in_Boots
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- LordOfAles
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Re: version v1.048
my point is to add some accepted units which are very cool for example...er...mandart gun amazon blower...right?
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
Re: version v1.048
Well, either way i'm fine with slow update anyways.
Currently exploring the wonder of dimension.
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Re: version v1.048
Agree.Slow update can give more time for players to adapt.Also,players can explore new strategy.Dan301002 wrote:Well, either way i'm fine with slow update anyways.
- DoomCarrot
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Re: version v1.048
Lol AoS is not dead. Campaign maps are being made fairly regularly by fans, the in game chat is always active with players looking for games, and we just got one of the most needed gameplay updates recently!
Besides, we got the flail soldier a little while back.
Besides, we got the flail soldier a little while back.
The day is coming when a single carrot, freshly observed, will set off a revolution.
- LordOfAles
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Re: version v1.048
ok lol but i didnt say anything for MP
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
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Re: version v1.048
I remember the old glory days of AOS, when we had Balint, patroid and hardeep. When this forumn was filled with life, and we were implementing new units like clockwork. It's kinda sad to see it like this, I remember units I had suggested made it into the game, like the charriot, mongilian horse archer, or ballista.
- LordOfAles
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Re: version v1.048
patroid and hardeep r here,bro,but balint isnt
I am, indeed, a big Witch King and Middle Earth fan if you didn't notice.
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Re: version v1.048
New Feature
The ranged units (>3 range) have indicator of their range! (tiles that are in range are marked as red)
i believe there war a topic for it that i wanted to set IMPLEMENTED - but could not find in the 1 minute i had for it
uos 10 for all versions AOW/AOS/AOF
The ranged units (>3 range) have indicator of their range! (tiles that are in range are marked as red)
i believe there war a topic for it that i wanted to set IMPLEMENTED - but could not find in the 1 minute i had for it
uos 10 for all versions AOW/AOS/AOF
Re: version v1.048
Shouldn't it be for units with >= 3 range at least? >3 would leave skirmishers out.Daniel (the dev) wrote:New Feature
The ranged units (>3 range) have indicator of their range! (tiles that are in range are marked as red)
i believe there war a topic for it that i wanted to set IMPLEMENTED - but could not find in the 1 minute i had for it
uos 10 for all versions AOW/AOS/AOF
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Re: version v1.048
I thought 3 is few enough to see for a glance. But if many of u request i can change.
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Re: version v1.048
i have modified many core logic to make the game moddable - so it needs vast testing (simply playing games and such)
uos 10
uos 10
Re: version v1.048
When I saw that you can see unit max range when click on it,I litelary get orgasm lol. Great think,thanks Daniel. (I still didnt notice other changes)
Support new AoS variant, Age of Galaxy: http://ageofstrategy.net/viewforum.php? ... 608408ebc8
All help will be welcome.
All help will be welcome.
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Re: version v1.048
Strange.I tried to reinstall the DEV version but my phone can't install it after downloaded. Maybe my phone problem.
- Puss_in_Boots
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Re: version v1.048
Modify the red area to fill the unit's entire range, and have them display on the enemies' too since we can already calculate their range once thier in sight.
Skirmishers already move 3 tiles like most most units already do, so I don't think there is much problem in trying to find out the range of a non upgraded skirmisher.
You could leave a dull white tile after movement to see where the unit can move in his next turn.
Skirmishers already move 3 tiles like most most units already do, so I don't think there is much problem in trying to find out the range of a non upgraded skirmisher.
You could leave a dull white tile after movement to see where the unit can move in his next turn.
OLÉ
Re: version v1.048
No, don't show movement possibilities after moving is done. For fast units with low sight, like ornithopther, it would make the sight and fog issues hardly relevant.Puss_in_Boots wrote:You could leave a dull white tile after movement to see where the unit can move in his next turn.
- DoomCarrot
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Re: version v1.048
I like the range indicator! Not really mandatory but a nice touch, especially for newer players
The day is coming when a single carrot, freshly observed, will set off a revolution.
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Re: version v1.048
I can download it now but cant it stop work before I can see the menu.Now I use another device to play non dev version.Can anyone try to reinstall newest DEV version to check?
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Re: version v1.048
sorry fix is uos 20
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Re: version v1.048
Ty for the version fix. I have successfully downloaded and in working order..it's amazing E.E!!!
Just remember what I said, 'Cause it isn't over yet!!