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I am not sure is sdl, because shift+scroll works for Camera Rotation, that implies the command is being received by the Game. Could be different code paths. We build statically. I'm pretty sure it won't use a dylib So it's only broken with an external mouse ?
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- hotkeys
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Hi i am new here, unmidi left the game without resigning My name is DonCarlos. thnx commands.txt
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DonCarlos joined the community
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ships Naval Boarding - seizure of ships
Grautvornix replied to CheckTester's topic in Gameplay Discussion
could this be a motivation to showing garrisonned troops on the upper deck? (symbolically- not true numbers) -
The forum can now support 10k scrappers and spammers without users experiencing slowdowns!
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What exactly was changed? What are the improvements?
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Bombastikus joined the community
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ships Naval Boarding - seizure of ships
LienRag replied to CheckTester's topic in Gameplay Discussion
But what would be the UI/UX of it ? It's quite visible in land fights when troops are trying to capture a building, how do you want to do it in naval warfare ? Where the garrison isn't visible on the map ? -
Well, capturing a fortress was a major strategic objective in many ancient situations...
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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 imagine is not mapped in the intel version, (but with trackpad it works =S) maybe if I map it to change batch size may fix it?. I was trying to add hotkey.gui.session.batchtrainingsize.increment = "Shift+WheelUp" hotkey.gui.session.batchtrainingsize.decrement = "Shift+WheelDown" to the .cfg file but I don’t know very well the syntax. I made a second Partition with Windows in my MacBook and there it works (I have been not able to configure well, my monitor is 4K so when I use smaller resolution I get a giant cursor xD.)
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Global Digital Info joined the community
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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.
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AlexHerbert started following Release 28 Branch and Funny Relevant Videos and Memery
- Yesterday
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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?
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Subotai_Mongol started following Balancing ideas poll (Community mod) , Help > R0.27 cursor lag / mouse stuttering , Hotkey suggestions and 3 others
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Civ: Germans (Cimbri, Suebians, Goths)
Genava55 replied to wowgetoffyourcellphone's topic in Delenda Est
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. -
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
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Vidéo+de+Evgueni+Kraї(2).mp4 I think you have enough variation
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Civ: Germans (Cimbri, Suebians, Goths)
nifa replied to wowgetoffyourcellphone's topic in Delenda Est
@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 -
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?
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Civ: Germans (Cimbri, Suebians, Goths)
nifa replied to wowgetoffyourcellphone's topic in Delenda Est
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 -
Yep, per RGPD guidelines you have to accept the terms.
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I think the transmission of metrics is disabled by default on installation.
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hana joined the community
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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.
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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.
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Hotkey suggestions
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
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+. -
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.
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AlexHerbert started following Itms
- Last week
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Okay, I remember the code for that, just checking.
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Hotkey suggestions
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Gameplay Discussion
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.
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