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  2. I am not sure is sdl, because shift+scroll works for Camera Rotation, that implies the command is being received by the Game. Even I updated libSDL2.dylib and nothing. I think is not defined, maybe if I map it to change batch size may fix it. I was trying to add it to the .cfg file but I don’t know very well the syntax. I did a second Partition with Windows in my MacBook and there it works (i don’t stay in Windows because recording is not working properly.)
  3. Today
  4. We need to debug why SDL is not picking it up. My guess is that it sends a different key code we're not handling on macOS EDIT: Seems to be working in the SVN version, maybe a recent SDL update.
  5. Yesterday
  6. I need to add something, because in macOS is not working for me the wheelUp/wheelDown for increment/decrement batch size (but is working for zoom and for camera rotation) How can I add it?
  7. The earliest evidence for runes is the Meldorf brooch, dated around 50 AD. So no runes for the Cimbri. Petroglyph production declined sharply after 600 BC and it is really difficult to date a petroglyph. Furthermore, there is not a large quantity of petroglyphs in Denmark. Those were mostly found in Sweden and Norway. I would avoid petroglyphs for the Cimbri. It looks a lot like a boat burial, when a person is buried with a boat. Which is not attested for this period. The sinking of the Hjortspring boat is more probably a votive deposit, an offering to deities, from a war booty or a trophy. Furthermore, you choose a very small boat and you emphasize much more on the stone circle. Which is a bit problematic because the boat is probably the most important part.
  8. The new release is out! It adds the Gerudo civ, Rupees as a resource, a whole ton of new maps, and spawning features. Check it out here: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-0110
  9. Vidéo+de+Evgueni+Kraї(2).mp4 I think you have enough variation
  10. @Genava55 I know they are predominantly from the viking era, but is there any chance the cimbri had runestones as well? https://en.wikipedia.org/wiki/Runestone
  11. So here's what I'm gonna do: 1. Get rid of the two ahistorical stone babas. I can make them an extra for the Rus in the Millenium mod. I think the remaining 5 stelae are sufficient, but if @Genava55 or someone else got references for more that are different enough from the existing, I might add them. 2. I plan to bake maybe three (?) different diffuse textures for the stelae to get some colour variation. Any wishes? 3. Redo the kurgan: Hill + gravel around it + stelae around the base. Think I'm gonna keep the entrance though. Not sure about the stelae on top, maybe as a variation. I'm gonna make a decal for the foundation actor. 4. Adding player colour. Still not sure how. Maybe that cauldron and the wagon for a ceremony suggested by @Genava55. Not sure where to place them though. Thoughts?
  12. WIP. Thoughts on the concept in general? Other than the deletion of unseen faces, any artistic or technical advise? What do you think of this kind of burial chamber? Is it ahistorical? Two stones together (or three at both ends) make up a prop, that adapts to the terrain. Unfortunately the whole concept only works with a lot of props, and this is even without any plants or bushes: What would be an appropiate number of props? Any idea which props are worth to be added? Cadaver of a horse or human corpse, weapons, wagons etc? File's attached. Please test on different biomes and different terrains. stone_ship.zip
  13. Yep, per RGPD guidelines you have to accept the terms.
  14. I think the transmission of metrics is disabled by default on installation.
  15. and taking advantage of the fact that u are discussing unit behavior, I believe most of us prefer our armies to capture buildings rather than attack them, as they used to in the prev alpha. That way, it was easier to understand whether there were enemy units within our units’ attack range. Now, in scenarios with many units where we have to do many actions quickly, it can sometimes be confusing to know whether our units are attacking enemy troops or committing suicide by attacking buildings instead of the enemy army. I would also like to point out that, personally, i dont like that melee units always prioritize attacking siege units. It forces us to micro more than necessary.
  16. I think it would be more convenient to have a preset number of units rather than having the currently selected group split into fractions. We already have a hotkey dedicated to ordering a single unit within the selected group, but it would be useful to choose the number of units we want to command from that same group, so we wouldnt have to isssue instructions to them one by one. Within the hotkey settings, an option could be added to select the number of units to command at once. For example, if I have a group of women selected, lets say 27 and I want to build 3 farms, pressing a certain hotkey would send 5 of them to build one farm. pressing it again would send another 5, and repeating it once more would send the last 5. This way, id only need to give 3 orders instead of 15. If this feature is implemented, i suggest allowing us to choose up to five preset unit amounts to command at once. In my case, they would most likely be: 1, 5, 10, 20, 30.
  17. Perhaps for Release 29 we can add an opt-in feature that reports players' hotkey binds to our server, and then near the end of R30's dev cycle we can review the information and perhaps set new defaults for R30+.
  18. Oh... I misunderstood, I thought we were making new keybinds. Anyways... My keybind preference for now is: [Name (Default) > Preference] Show Status Bar (Tab) > Period Select Next Idle Unit (Period) > Tab Attack Move(Unit Only) [Ctrl + Q] > Ctrl Push Order To Front (Null) > R Reset Camera (R) > Ctrl + R Call To Arms (Null) > Q Patrol (P) > Ctrl + Q Order One Unit (Alt) > E Back To Work (Y) > Ctrl + E Select Non Military Unit (Alt + Y) > Ctrl + Alt At the end of the day rating is just a number, have fun.
  19. Last week
  20. Okay, I remember the code for that, just checking.
  21. I have this too sometimes. Attack move is the same. So if your units run into a building on their way, they will seek to attack it until a higher preference target is available. yes because their preference is for buildings, except for bolt shooters.
  22. Siege machines will still attack buildings though, right?
  23. that's cool, @stevenlau! looking forward to hear of any advance on this
  24. Yeah! I was trying to find the PR bc i believe that was merged but at that moment I couldn't join gitea ( sometimes is like the css doesnt load and I see the web in text mode....) . I wanted to check if units will still attacking buildings if attack move is used and they find a building while moving or if they will only attack buildings when reaching destination and there's no unit in range
  25. This problem should be no more in R28. They will only continue attacking buildings if you explicitly told them to attack or if there is no other unit available to attack.
  26. spec and normal map related to germ_struct_03 seem to be existing twice and there is a redundant prop in an actor file that leads to the following missing prop point message:
  27. Buenos días , tardes o noches; - Es solo un ejemplo jajaja Muchas gracias me encantan, de hecho , los tengo uno como icono de perfil @wowgetoffyourcellphone jajaja -Esta también me gusta mucho. -Astures y celtíberos.(Puedo buscar referencias) se ve genial. Disculpen las molestias*
  28. The more i think about it, the more I think we could just remove auto-attacking building all together. Like units do for Gaia buildings basically : don't do anything unless specified. Maybe since some cite the case where you could want units to start attacking/capturing everything nearby, violent stance would restore this poking holes in all nearby building with your spear for 40 min behavior.
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