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  2. For Tachara and Hall or Tachara only ?
  3. This is a really detailed and well-explained approach to handling fonts with FreeType in OpenGL. The shift from bitmap fonts to scalable TrueType with runtime texture atlases makes a lot of sense, especially for better readability and Unicode support. The part about glyph handling and shaders was particularly interesting, as it shows how much work goes into proper text rendering. It also shows how important styling is, not just for readability but for visual identity. Even outside development, people focus on things like Free Fire name style to stand out. Using stylish text and symbols can really make names more unique and visually appealing.
  4. I think both systems have their place, but for most players the metric system feels easier to work with, especially when doing calculations or scaling distances. It keeps everything consistent and avoids confusion between units. As seen in similar discussions, many prefer metric because it simplifies conversions and makes gameplay smoother . In general, using clear and consistent measurements helps a lot. For quick calculations or checking values step by step, I sometimes use la calculadora de alicia, which makes things easier to understand and verify.
  5. Today
  6. 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.
  7. I'm going to download this extension and refactor the UV mapping this structure.
  8. Is this: https://blender-addons.org/textools-addon/ ? I didn't know.
  9. This idea is very interesting; I can imagine it as an opportunity to introduce smaller "civs" who wouldn't have a chance in the main game or in a mod interacting with the main game.I can imagine other kingdoms on the Italian peninsula, or even peoples from the Nubian region, etc.This raises a question: is there a way to do this when creating a new random map, Selecting which type of vassal tribe will be present on this map will determine which units or bonuses will be available. (Select this not at the player, but at the map creator)
  10. Yes exactly. That's also what I was hinting to in my previous comment, and I was checking it and indeed : Melee eles champs : <Footprint replace=""> <Square width="4.5" depth="9.0"/> <Height>9.0</Height> </Footprint> Chariots : <Footprint replace=""> <Square width="11.0" depth="11.0"/> <Height>6.0</Height> </Footprint> Edit MB, actually Clearance wasn't used for what I though it was.
  11. The next thing I will probably work on will be placement, making vassals spawn within random places around the map based on the number of players. I can fix the resource thing after they are placed by placing some extra resources around them if they don't already exist. It's going to be harder to detect where important strategic areas are in each map though. One thing I really want to do, Is make sure the base AI in the game can also use them so they are compatible for single player. I'm not sure if the enemy AI will capture neutral/enemy buildings on their own, if so, then they are already compatible, however if they do not, the other option I'm thinking of is having the vassal town centres switch sides to their attackers at low life instead of being destroyed. Edit: AI do seem to convert vassals and use them!
  12. @Atrik I think the displacement (?) is just to big, maybe even bigger than elephant heroes. I frequently have chariots go around enemy settlements instead of straight through, because some shrub or something is blocking their path.
  13. Probably just bad 'clearance' value for pathfinder, so trivial to fix. You could create an issue and attache a minimal replay on main with the bug happening that would very likely help someone to fix it.
  14. I really wish movement of chariots were less of a shtshw. Here my hero can't reach the front line because he just can't get past that allied lumberjack. fn annoying.
  15. FYI Pull Request #8881 (Persians to Achaemenids) got merged 11 hours ago (5268cb62a6).
  16. These are massive changes. If these are proven stable, I wouldn't mind it in the base game at some point.
  17. UPDATE: 0.4.1 Changes to difficulty levels, etc. A detailed description has been added in Post 1. This update includes new features and settings.
  18. I found textools quite useful for that
  19. I like that idea too, but I don't know how to do it. It should be strategic points, like having abundant resource potential or a prime location, a strait or a plateau, for example.
  20. That's because it first chooses the placement, without knowing whether the map supports it.
  21. Beautiful! You're doing a lot better with UV mapping. Just try to minimize texture stretching and maintain texels
  22. There are several ways to make Hamippoi work. I opted to make them all 1 actor and unit. Other ways could be: Cavalry can train cheap melee footmen called "Hamippos." Either as a default feature or unlocked with a tech. A tech called "Hamippoi" which boosts cavalry. A "Hamippos" infantry unit with a strong aura benefiting cavalry. Mix and match any of the above. I went with the one unit option for this release. Next release I could try something else.
  23. In the pull request, they are simply called "Achaemenids" because of the current 1-word nomenclature for civs in the base game. I would like to change this where applicable (specifically when using dynasties for distinction as is the case for Achaemenids), but that's a different Pull Request and requires some discussion.
  24. The main post has been updated with the latest version of vassals. -Vassal units can be selected if you want to inspect them but they ignore all commands given to them by the player. -vassals once captured project the players influence around themselves. -vassals will produce patrol armies that protect their territory. -Once a vassals patrol armies get big enough, they will instead be used by the vassal to attack your enemies. Vassals will spawn randomly, but right now they will spawn in the same specific random place on every map type for testing purposes. The idea of vassals as a complete AI player sounds like a really interesting way to implement the feature, I really want to implement them in such a way that they become points of interest on maps. Something to fight over.
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