All Activity
- Past hour
-
888starzuz_akEi started following 888starzuz and 888starzuz
-
888старз казино http://www.888starz-uzbekistan2.com .888 star 888 star .
-
казино 888starz казино 888starz .
-
888starzuz_akEi joined the community
-
888starzuz_snsl started following 888starzuz and 888starzuz
-
888 start 888 start .888starz bukmacher https://888starz-uzbekistan2.com .
-
888starz букмекер www.888starz-uzbekistan2.com .
-
We have tweaked archers a little... There are two types, greek archers who do a little more dmg but less range, and then the traditional archers with longer range like Persia, Maury and Kush. While they actually dont have faster rate of fire with us... slingers are faster, then archers then Javs. Each of the 3 major archer civs has a unique advantage. Kush has added poison dmg which by passes armor all together. Maury does have a little extra pierce dmg and Persia's rate of fire decreases by phase. So I am not too particularly worried with where archers are. Potentially could bump up dmg just a little, but then would decrease spread (accuracy.) Yes a volley of Persian arrows could be deadly and do a lot of dmg, but they didn't exactly hit the targets they were aiming for. They just unleashed a lot of arrows towards the enmey and they fell where they fell.
-
888starzuz_snsl joined the community
- Today
-
You are right @Deicide4u, archers would be too good, but I feel like it would be more accurate
-
-Shadow joined the community
-
I'm not sure if you want to do this. The major advantage of archers is their range. Because of that, you can better snipe with them, and they don't overkill as much as slingers or javelins. Don't forget their faster rate of fire, as well.
-
Maybe for cavalry, boats, and siege, but normal units are probably fine. I also think archers should do more damage, it seems like someone in game could get hit with 10 arrows and still be fine (with less health ), and still be charging
-
Michael Samons joined the community
-
ThomasCog joined the community
-
Regarding fields and storage facilities
wowgetoffyourcellphone replied to Eilat's topic in Gameplay Discussion
DE has implemented a "Civic Spaces" aura around the CC which reduces grain gathering by 50%. -
Well that's kind of what I was talking about, I don't think we (me personally with my limited experience) could make that possible. But it could still be to your advantage because you aren't getting attack.
-
But let's say someone has a shield, the shield doesn't help them in the back, they would have to turn around. But then, not everyone has shield. Maybe people with a shield have -1 resistance from the back?
-
Gitea: Issues without a Milestone
Obelix replied to Obelix's topic in Game Development & Technical Discussion
Thanks for your replies! Every open Issue has a Milestone now, the ones formerly without one got backlogged. In the next step, all Issues with Milestone "Backlog" and the priority label "1: Release Blocker" have been set to Milestone "Release 29". Right now, I have set all backlogged Issues that have the priority label "2: Must have" to Milestone "Release 29". For me, this case is now closed. -
Vassals! (Work in progress) Downloadable
LordTriggers replied to LordTriggers's topic in Game Modification
Right now the vassals produce units too fast for testing purposes, it's good they were able to do that though even if they are too powerful right now, it shows their basic combat AI is working. As for them having their own economy and Territory, that's interesting concepts that I will play round with, maybe have them send tribute in the form of a caravan to your town centre? I think the next step at the moment is having the vassals spawn as different civs with different bonuses, one could build more villagers, one could build siege equipment and so on. Having them spawn as mini unique civs as lopess said would be a very cool idea, and opens up more strategies down the line, it's definitely something I'll look into once I get a basis up for having different civs as vassals. -
Joan Francesc Oliveras Pallerols https://www.artstation.com/artwork/lGJ46o
- 1.043 replies
-
- 3
-
-
- civ profile
- history
- (and 5 more)
-
Lopess has many small civilizations in the Endovelico mod. Could two people somehow combine them? I find many civilizations in the original game too powerful to be vassals. Also, I think vassals should have territory, perhaps the same color as the empire but with a certain separation. They should also build houses and structures, and have a small economy. I've seen many vassal attacks that are simply overwhelming, not reflecting their true potential. I've observed vassal forces often finish off opponents in battles, not the empire. Besides that, a resource tribute mechanism would be very interesting. You could set a certain percentage and a tribute schedule, and vassals would periodically pay tribute to the empire that controls them. Those are my ideas. What do you think?
- Yesterday
-
That's a good question... I think they potentially would take teh same amount of dmg BUT your attackign unit would not really take any dmg because the unit is facing the wrong direction. However, I think we would REALLY need to slow down the "turn" speed or something... and that could throw other things out of walk. But I do like the strategic/historical aspect about trying to ambush, out flank etc.
-
LordTriggers changed their profile photo
-
New Release: 0 A.D. 28: Boiorix
wowgetoffyourcellphone replied to phosit's topic in Announcements / News
Pathing clearance is determined in the UnitMotion component, I believe, with PassabilityClass. There are a couple of standard sizes. The bigger the passability class the more problematic the pathing performance. -
It would be so cool if the Minoan priestess could wave snakes around.
-
=== [TASK] === Achae Decals
wowgetoffyourcellphone replied to Alexandermb's topic in Art Development
Maybe both, but the Tachara is the Achaemenids' major "fancy" special building. -
Would it be too hard to make it so if units get hit from the back it does more damage? I am thinking for strategy purposes, then there would be an advantage to attacking from behind
-
I kinda like how the existing dirt decals deal with the transition at the edge. Less straight makes it look more natural imo: Apart from that, the pebbles and the grass are nice. Maybe make the grass a little lighter, so it doesn't stand out too much and it fits with the colors of a mediterranean biome.
-
yes, I think that's the one I have some of these functionalities are really useful for a fast and clean uv-mapping
-
For Tachara and Hall or Tachara only ?
-
Vassals! (Work in progress) Downloadable
LordTriggers replied to LordTriggers's topic in Game Modification
I believe I can pull up what kind of temperate the random map is somewhere although I haven't tried yet. Having different unique vassal civs for different map types I believe is totally doable, and would be an awesome way to show off smaller civs/tribes in those regions. Technically anything can be edited even the match setup UI, but with the scale of the mod, in order to keep it compatible with other mods, having unique vassals spawn per map temperate type automatically would be the way I would go around doing it. Also just a quick update on the internal version, I have added true random placement of vassals on maps now, avoiding water and clearing trees on their spawn areas. -
I'm going to download this extension and refactor the UV mapping this structure.
-
Latest Topics
