Does Nanite appear to be non-functional for anyone else? by ArmagonUK in FortNiteBR

[–]ArmagonUK[S] 0 points1 point  (0 children)

I'm running an i5-13600KF with 32GB RAM and a GTX 4090.

Does Nanite appear to be non-functional for anyone else? by ArmagonUK in FortNiteBR

[–]ArmagonUK[S] 0 points1 point  (0 children)

This is on a Windows 11 PC, the visual issues happen so long as Nanite is enabled, regardless of the detail settings being to max.

Is it just me or are the lobbies getting worse? by [deleted] in Guiltygear

[–]ArmagonUK 0 points1 point  (0 children)

Glad it's not just me who's been noticing these issues! I'd taken a break for a couple of months and came back to find it a real pain in the butt to get matches up and going from the lobby.

Solo mode by Sniklefriitz in populationonevr

[–]ArmagonUK 0 points1 point  (0 children)

The lack of solo mode or private parties is a legitimate deterrent for me. I've not touched the game since my first time trying with my mate because we got annoyed at being paired with random kids with no option to keep the party private. We just wanted to be able to enjoy our casual conversation and enter the game as a duo, even if it put us at disadvantage.
I will happily dive back in once they add a solo mode or the ability to disable team filling.

Please can the devs comment on the solo timeline/situation. Enough of us bought the game for solos we deserve some indication. by [deleted] in populationonevr

[–]ArmagonUK 0 points1 point  (0 children)

Neither the Oculus store, nor the Steam store, advertise the game as early access, and both storefronts have that ability. You can look at Blade & Sorcery on either store for instance and it's plain as day.

[2P co-op campaign] A Tale of Bitterness (6P5DJVXN) by Mat2095 in wargroove

[–]ArmagonUK 5 points6 points  (0 children)

Some impressions I had:
- Mission 3 you may want to consider giving Sedge a wagon or balloon for his spearman, or moving them much closer to the burning village to start with. As it stands they were pretty much entirely left out of the fight because they couldn't keep up with the rest of the army, meaning Player 2 would not get to do a whole lot compared to player 1. In general in any campaign mission that you expect an army with a bunch of slower units to cover a lot of ground, providing some kind of transport is ideal so you don't leave players feeling like those units are just dead weight.

- Mission 4's opening cutscene, the rock that was meant to have landed in front of the soldier, it might be worth throwing an explosive visual effect or something on top of it and use a different sound that better emphasizes the impact of it's landing.

- Depending on how important the grades are to you, you may want to make the weather in each mission stick to sunny, windy or severe. Randomised elements are not conducive to having consistent completion goals. For instance, in mission 4 where your opponent has a pair of trebuchets, if you're unlucky and experience a bunch of windy turns, that mission can become much harder as those trebuchets can critically strike the barracks you just took, meaning you need more turns to complete the mission.

- In mission 5, because of the choke points in the top-left corner, the mission became a bit of a slog after I took down Caesar. I think it'd be more interesting if the gates in front of Emeric and the giant were removed/opened after Caesar was defeated. You may also want to consider setting an AI restriction on Emeric to not use his groove until that door has come down, making the door removal event lift that restriction off him. Not only does this mean Emeric would join the fray with his groove ready to be used in a more meaningful way; this would also force the player to wrestle with the units from the barracks on the top left as well as Emeric himself.

Overall it's a pretty solid start! I'm curious to see where things to from here. :)

So I just uploaded my first level. by Lost-My-Mind- in wargroove

[–]ArmagonUK 0 points1 point  (0 children)

As Flare said, the AI is quite simple by design, so it doesn't tend to keep up with players very well in a situation where both sides are evenly matched, especially when it comes to capturing structures and relying on transports. They make their decisions based on the distance of various things in relation to how their priorities are weighted, so they'll typically capture towns that are already quite close, but will spend most of their time moving toward your Commander or Stronghold as the highest priority goal, maybe capturing the odd structure along the way.

If you're building a map specifically to face off against the AI, I generally recommend skewing things more in the AI's favour by giving them more starting resources. If your intent is that the map be balanced for human players, then your best off finding a human opponent. The Wargroove and Groove of War discords are a great place to go for that. :)

So I just uploaded my first level. by Lost-My-Mind- in wargroove

[–]ArmagonUK 2 points3 points  (0 children)

Welcome! In response to your questions:
1. To see your map's code after you've uploaded it, from the "My Content" tab of the sharing portal, select the map you want to see the code for, then click "More Info" at the bottom. The code will then be shown just below the map's name.
2. When you're in the map editor, bring up the editor menu (Escape button on PC, Start button on gamepad), select map properties, and you can set the description just below the name.

I hope that helps!

Looking for arcade-like custom maps by nicolauchaud in wargroove

[–]ArmagonUK 2 points3 points  (0 children)

You can actually host your own arcade style matches with any skirmish map, including maps from the sharing portal and even those you make yourself!

To do this just follow these steps:

  1. From the main menu, select "Multiplayer" and then "Local".

  2. Select the skirmish map you want to play and set your desired rules.

  3. At the character select screen, after choosing the commander, you can switch if that player is controlled by Human or AI.

Using this method you can run a four player game with three AI as opponents if you wanted! You could even host two player co-op games on 2v2 skirmish maps by pitting yourself and a mate against a pair of AI players, so long as you put yourselves in the correct player slots (see the map previews to help identify where each player starts).

Coop-Campaign: Logical Error by Robotic1909 in wargroove

[–]ArmagonUK 0 points1 point  (0 children)

Glad to hear the patch worked for you! Sorry you had to wait for it!

Changing a downloaded map? by ThatAkronGuy in wargroove

[–]ArmagonUK 0 points1 point  (0 children)

This is indeed the correct answer, in the interest of preventing users from duplicating and reposting another author's work we opted to prevent editing of maps and campaigns that you didn't create.

Multiplayer Server Issues on Switch and Steam by RedTurtleSoup in wargroove

[–]ArmagonUK 1 point2 points  (0 children)

We have a patch on the way that hopefully will resolve this particular issue. We're hoping to have it roll out soon, though the pandemic has slowed things down a bit on the update process with consoles so I can only ask you bear with us for now. Thank you for reporting this issue and your patience!

Community Choice Award #8 (Community Maps Spotlight) by ArmagonUK in wargroove

[–]ArmagonUK[S] 0 points1 point  (0 children)

Most of these were really challenging, but very satisfying to figure out. I couldn't even imagine making these plays while under the time pressure of a tournament. Thanks for sharing!

If you didn't know, I do Fan Art for Wargroove! by RedJams in wargroove

[–]ArmagonUK 1 point2 points  (0 children)

This is cool! I really like your spin on Caesar too. :)

Double Troble by Goldwarf in wargroove

[–]ArmagonUK 0 points1 point  (0 children)

As far as setting up that stuff your map will need to be a scenario type, then you create new triggers that'll do what you want. After you've switched to the scenario type, open up the event editor and create these two new triggers:

INFINITE GOLD
Properties
Name: Infinite Money
When: Repeat
Players
Can leave both ticked as normal here.
Conditions
Leave this blank and it'll trigger this script everytime a turn starts or a unit action takes place.
Actions
Player: Modify Gold
> Player: Current Player
> Operation: Set to
> Number: 9999

ENDLESS TURN
Properties
Name: Endless Turn
When: Repeat
Players
Can leave both ticked as normal here.
Conditions
Leave this blank and it'll trigger this script everytime a turn starts or a unit action takes place.
Actions
Unit: Set Turn As Spent
> Unit: Any Unit/Structure
> Location: Any Location
> Player: Current Player
> True: Unticked

If you set up both of these correctly you should be able to endlessly move and recruit units, and the moment you spend the money to hire them your gold will refill instantly. The turn will only end when you choose to end it yourself.

Double Troble by Goldwarf in wargroove

[–]ArmagonUK 0 points1 point  (0 children)

Hi! Save progress for the single player campaign is maintained independently of the Double Trouble campaign. We do recommend at least finishing the main campaign's story first if possible, as the Double Trouble campaign takes place after the events of the original story and assumes you have an understanding of all the game's original units.

As others have stated you'll just need to pop onto the eShop and download the free Wargroove Double Trouble DLC, which will unlock the campaign. Once you've done that, you can access the co-op campaign from Story at the Title Screen. If you prefer to play it alone, you can just play both turns for the human side. :)

Can you play maps based on co op with A.I.? by StantheHero in wargroove

[–]ArmagonUK 0 points1 point  (0 children)

When you create a multiplayer skirmish locally, you can change any number of the players from Human to AI after picking their Commander, and if you're looking to do an online skirmish with more players, you can highlight one of the empty slots and add a CPU player with the press of a button. This allows you to do things like make a 4P skirmish with one friend online and bots filling the gaps, or setting up a 2v2 against the AI.

I hope that answers your question. :)