Community Forums > Voobly Community > Age of Empires II: The Conquerors > Custom Scenario > Scenario Design > CBA PathBlood 1.8.0
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spawns are broken for some reason
Added support for new version of Realms
New civilisation (Turcomans) has been added
Now the map supports 50 civs in total, and 41 for Realms
Balance updates added
Map name =V= CBA PathBlood 1-5-1
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https://www.voobly.com/match/view/17592355
https://www.voobly.com/match/view/17592976
Map name =V= CBA PathBlood 1-5-1
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https://www.voobly.com/match/view/17592355
https://www.voobly.com/match/view/17592976
Hey, Thank you for shedding the light on this! I wished I'd have known about this issue earlier. I have taken a look in my replay, at the end of the game, the kill count shows 9861 kills on the king. So, it is indeed as what you've mentioned. It's weird though, I've not used Siege Onager in that match nor specifically try to kill my allied units or my own units. By Cannon, I assume that you are referring to the Bombard Tower? On a side note, Thank you for making this map as I've enjoyed playing on it. And, I'm not sure if this has been mentioned before, but there is an issue with the hero spawn getting jammed when multiple allies' castle are built in the same base. Would it be possible to fix this by implementing another or multiple hero spawn opening that will only activate when the allies built their castle in the player's base?
If there is huge lag, your ally's hero may not go away before your hero spawns, thats why you don't get gero. Always the fastest unit is created earlier to minimize the chance of this bug. If you have Cobra Car, it will always be spawned at first, and Onager is always the last. If both players get Onager, then one of them won't get unit because onager is very slow and it has very high unit radius so it won't move away before the other player's Onager get spawned.
I could fix this by adding +1 sec delay between the hero creations, but it would cause bug in turbo mode because there is just 3 sec to create 2 heroes. It would also corrupt the 3 and more player bases with normal speed because 5 sec would not be enough to create more than 2 heroes.
If there is huge lag, your ally's hero may not go away before your hero spawns, thats why you don't get gero. Always the fastest unit is created earlier to minimize the chance of this bug. If you have Cobra Car, it will always be spawned at first, and Onager is always the last. If both players get Onager, then one of them won't get unit because onager is very slow and it has very high unit radius so it won't move away before the other player's Onager get spawned.
I could fix this by adding +1 sec delay between the hero creations, but it would cause bug in turbo mode because there is just 3 sec to create 2 heroes. It would also corrupt the 3 and more player bases with normal speed because 5 sec would not be enough to create more than 2 heroes.
Not saying your counter is wrong tho, its fine
If there is huge lag, your ally's hero may not go away before your hero spawns, thats why you don't get gero. Always the fastest unit is created earlier to minimize the chance of this bug. If you have Cobra Car, it will always be spawned at first, and Onager is always the last. If both players get Onager, then one of them won't get unit because onager is very slow and it has very high unit radius so it won't move away before the other player's Onager get spawned.
I could fix this by adding +1 sec delay between the hero creations, but it would cause bug in turbo mode because there is just 3 sec to create 2 heroes. It would also corrupt the 3 and more player bases with normal speed because 5 sec would not be enough to create more than 2 heroes.
Thank you for the detailed explanation, its has been very helpful. I will be looking forward to you finding an all rounder solution to the spawn issue. Cheers!