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  2. Still don't get it? The German hero portraits are like the usual actor units in idle but zoomed-in; notice the gear are apparent in Teutobod and Boiroix's cases. To spare checking the Gitea .pngs I made a Wiki article on the civilization with headers. Before replacing them with artificial intelligence @wowgetoffyourcellphone used to do this with some the lesser-known Greek factions. These for Aristedes and Militiades, as examples. Stick to the 500-1 BC timeframe and try not to drag those after... Also, avoid double-posting; there is an "Edit" button at the three dots on top-left corner of the post.
  3. OK. That's fine, but I can't wait to play it.
  4. Today
  5. Don't you know what it's missing? You need to check at Gitea more.
  6. You know that this early will be the basis of all future Germanic civs, right? Goths. Suebians Marcomani Etc .. They are like the Greeks in the second part.
  7. But what about the German heroes is inconsistent with the norm? you didn’t answer my question.
  8. Did not want to name names that time, but since Alpha 24 most of the hero portraits were updated thanks to volunteers such as @m7600 (no longer with us, but mention remains at the thread below) and @kul. The rest are just putting the new sky-blue background. No offense, but the current German counterparts are like going back to antiquity with modern sugarcoating. Point proven; little information to add. What have you been contributing to the Han civilization lately? Appreciate the extra hands towards that "completion"... Don't take it seriously; unlike this time, there weren't things like Gendered Citizens and messy code back then that compromised the release of Alpha 26. Few more years and everyone wouldn't mind another faction added; this is a blatant departure in the name of balance. Honest opinion, Germanic needs not to divide into separate Cimbris and Teutons; early Suebi elements could be integrated. Iberians are another story. I must protest that the current Roman civilization situation is worse. Don't even want to know where to start, the insertion of auxiliaries after promoting elite Roman and Social cavalry?
  9. Yes in => https://wildfiregames.com/forum/forum/448-delenda-est/
  10. I just want to ask—has anyone tried using AI tools to generate base portraits and then paint over them? Could speed things up and still keep a consistent style. I'm curious how others approach lighting—especially getting that soft but detailed look seen in some of the better portraits. Would love to hear if anyone's refined their workflow since this was last active.
  11. Note: This has already been fixed on the release branch. The Germans will be actually playable in the next release candidate.
  12. A couple citizens is enough to hold a tower in enemy territory. Other than that I agree.
  13. As of this version I train my tower guys to elite rank and two of them can hold a building in enemy territory. Edit: I forgot to mention that I was referring to p3; doesn't work like that before.
  14. An enemy already cannot hold a sentry tower in your territory, unless putting hero or champs inside, the tower will decay and return to you. So basically the only way to please you in this case would be to increase building decay. In previous alphas, towers with 5 guys inside almost couldn't ever be captured. But that worked both ways. And it was silly. A garrisoned tower in your territory could not be captured unless a very unreasonable effort was made to do so by your opponent, but if ever he did capture it (for example you forgot to garrison it and enemy took it), you would never get it back unless you ram it down first. Since so much players have a hard time managing to defend their buildings, I would have suggested to do something that increase capture point, instead of capture regeneration. It's very different because increasing capture point is only slowing the capturing of buildings, while capture regeneration have a exponential effect that leads into buildings being not capturable. Here are some ideas as a middle ground: Sentry (Tower tech) => +50% arrows and +50% capture points for towers Professional Garrison (Fort tech) => +100% arrows and +100% capture points for forts CCs 2500 => 3000 base capture points. I've saw so much capture CC fails this alpha I don't know why some players still think buildings are too easy to capture. It's just different as you need to garrison it with best units and protect your CC more then using it as if it was actually a fort.
  15. Towers are not too strong, but a tower full of enemies in your homeland shooting your women after you've just lost most of your troops repelling their invasion is too strong.
  16. A tower cost 200 resources, same as 2 infantry, we'll take account build time and say 3 infantry... Considering this, you can see why building a tower SHOULDNT be too strong as to for the enemy spend excessive time to take it out. When the building balance is making buildings too strong, then game stalls and it's boring. Which is why this alpha (a27) is refreshing because building are balanced. We can make the same comparison we did with towers with other buildings like CC and forts both as costly as 9 infantry. Yet a CC even being easier to capture now can score 80 kills as I often witness in games, and forts even more (100 not being uncommon even saw 169 once). The towers enemy capture in your own territory, decay 10 capture point/sec iirc, so recapturing them is actually much more at the advantage of the original owner. Next alpha, CC and forts will be back at being almost impossible to capture, which I regret because it will close strategic options, forcing players to always go for rams, even when you only need to defeat a naked CC. But I guess the majority of people think that's how it should be..
  17. Yesterday
  18. Yes I like capturing in general, it's just that the difficulty of doing it needs to be proportional to the amount of harm it does.
  19. But it is a nice strategic element in decimating a powerful opponent Also useful is capturing a temple and heal your units, or capture barracks and locally train more forces without the need for long haul troup transport.
  20. The main building I want less capturable is the tower. It's too easy to take a tower in enemy territory and fill it up with units, and too hard to prevent that.
  21. Even this civ has taken time and will take more time. This is supposed to be a civilization based on the Germanic tribes that attacked the Roman Republic. We weren't even sure about the name. On one hand, Teutons or Cimbri. We don't even agree with the marvel/wonder. The current civ is as generic as the Celts were years ago and as the Iberians still are.
  22. Hi, it's not currently available for download. Because I've heavily modified the game, the AI will need to be redone...
  23. "Bad developers you made a civ too fast, it should at least take a decade!"
  24. My disagreement stems from that I forgot to add "Hero"; someone might notice the departure from the norm, as with the Han counterparts, Cleopatra, or those since Alpha 24. Still awaiting a volunteer for Candragupta... How are the German hero portraits a departure from the norm?
  25. Hmm. Yeah, I guess Civic Centers at least, maybe barracks and stables (anything military, TBH). Houses should just be capturable flat-out, same with any non-Civil Center civic or economic building. IMO fortresses should not be capturable at all, only destroyed (I know that doesn't really fit with history, but it would make the game more challenging).
  26. To make it effective, some other ideas(features) are needed, such as damage from units with torches. Therefore, there would be fire damage, the capture doesn't necessarily need to be 50%, and not necessarily all buildings.
  27. Han took years to develop.And yet it is not complete today. The main idea dates back to 2010. https://aom.heavengames.com/cgi-bin/forums/display.cgi?action=st&fn=15&tn=28877 And debit in its own mod around 2014. https://www.moddb.com/mods/rise-of-the-east
  28. Is there a place where I can download this?
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