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  1. Today
  2. Perhaps it could unload them slowly. It would be cool to have battles on top of walls like in total war but that would take a lot of work.
  3. Hi, Let me start by expressing how much I love the unit motions. The inertia aspect bring more depth to the units, and with the newly tweaked values, it's a good balance between realism and unit control ability (also micro). I especially love the turns cavalry make. that really gives the vibes of medieval cavalry going for raids. The unit animation sync needs to be handled though, so that the stop-animation syncs with units stopping, by that's a minor thing. As for the elephants. O.M.G. That thing is so fun to play. Elephants pushing and trampling units is so fun, and I wouldn't be surprised if this changes births a few elephant lovers in-game. The infantry units having different values from cavs and eles makes the most sense to me, tbh. It gives infantry agility, and tighter controls which their qudra-pedal brothers can only dream of. I'll try to recruit more testers for this and see how people feel about this in general, but I for one really love this and hope this gets pushed in the next alpha. Cheers.
  4. A direct way down and up to replay pallas would be the best in long term. Up: In bulk and with some save rails (e.g. no games under 4 min., no special setups for test with unlimited resources). Down: In bulk, also with conditions (of players where I lack replays). The current zip way over the web interface is limited AFAIK in the number of games and the user would select these games by hand currently. What I described here was more peer to peer and easier to mod. A "share replays mod" could look like this: In the lobby one could have a new button "share replays" next to the others (host game, join game). Instead of the normal game setup one would have the normal setup chat, no game/map setup, but conditions of the games one would like to share. E.g. 4vs4, 3vs3, over 4 minutes etc.. With mod setting "incompatible" and only buddys able to join. That way RangerK and I could sync our data bases without wfg beeing involved (except of the game displayed in the lobby). Both would benefit the LocalRatings mod
  5. Then we should have countermining as well since there should be a way to... well... counter it.
  6. Another option could be undermining. It was used by the more technologically advanced civilizations too. Probably easier to do than ladders (just a guy with a pickaxe).
  7. Like this? (next release will have it) =============================================================================== == isles-r28 <- pack.zip output: C:\x\mods\isles-r28, 12 files copied mod.json: ... ---------------------------------------------------------------------------- maps/scenarios/greek_isles.xml renamed gaia/flora_tree_oak -> gaia/tree/oak (3x, r27) ---------------------------------------------------------------------------- maps/scenarios/delta.xml renamed gaia/flora_tree_oak -> gaia/tree/oak (3x, r27) ---------------------------------------------------------------------------- 2 maps: 2 changed, 0 needed nothing; ... =============================================================================== Result: no failures left - ...
  8. Ladders are a common early siege method. It may be a good way to compensate for erm... less complex civs in case siege tower has a prominant role for others.
  9. Aside from the Helepolis at Rhodes i'm not sure armored siege towers were that common. i think some factions could be able to uprade them to have artillery and to have rams (current model could be used for artillery siege tower since it has the firing port) Helepolis could be unique to Macedonians, a heavily armored tower with artillery (very expensive and you can only build one).
  10. As for their use, it does seem they were used more as archer platforms at first but starting in the Hellenistic period were ocasionally use to climb walls. Ladders would be perhaps more common for climbing (although probably more difficult to animate).
  11. Could you add dividers in the console in the convert tab please, so you can easily determine what goes with what map
  12. post-Atlas V. 1.9.0 is now available (please refer to the top of this thread to download). Fixed interlock between post-Atlas and the game when accessing the same archives Analyze tab: Player balancing information (staritng resources per player) fixed map enlarged preview Findings tab: fixed more replacement rules now also including actors and props double click to open "fix selected" window (thanks @Asher!) a mod's templates can be replaced with the game's own. (thanks @Asher! Please let me know if you find any bugs, or if you have more ideas and suggestions
  13. Yesterday
  14. I should make an art task for more siege tower models. That way folks can post up some references. If we're going to go through the trouble of creating more siege tower models (which we should), then perhaps each civ's siege tower should look somewhat unique. I also agree to giving it to move civs. We need to make them more useful and less buggy, but that doesn't mean they can't have them yet.
  15. On that topic i think Romans, Carthaginians and most Greek civs could have Siege Tower too (current model as placeholders, maybe new ones later).
  16. Tried to have it fixed in the next release. Here is what Claude commented: "Isn't letting me pick a replacement". Most likely those templates are supplied by another mod installed on the tester's machine. Then they aren't missing: they show up as one "N templates … come from mod X" finding, and there was nothing to replace. Choose replacements…, and a double-click on that finding, now offer to replace them with the game's own templates, chosen one by one in the usual table. The other possible case is an actor (a model placed directly, actor|…): the message now names those and says to replace them in Atlas. It's still worth asking the tester which mods they have installed. Yes, indeed, switching from Findings to Convert means pushing the convert button (or selecting the tab or the menu). Finally, when everything is finished, there is the output button (I don't like that button labelmyself but was not able to come up with anything better yet. "Do it" doesn't look so fancy and repeating "Convert" might be confusing)
  17. I suggest using 2 or 3 differently-colored "smoke" textures/particles to give the mushroom cloud some visual depth. Also, for Mars, you could definitely start with the Nubia terrains.
  18. I don't the the tool likes these "|". So if the template is actor|flora/trees/pine_animated.xml, it says "manual edit in atlas" Also, the big button says "Output" in the convert tab. Is that intentional?
  19. Now, that would be something quite different; I plan to use the grand strategy mod for a campaign map set on Mars.
  20. For now, it will take a back seat until Endovelico stabilizes further—so, for the time being, it's less than an alpha; take a look. Feel free to contribute anything you'd like; Aila and I have already discussed this, and we plan to share good ideas and mechanics of mutual interest. The concept of the mod has changed significantly since 2024; now I plan to go for a setting closer to the present day—something like a civil war on Mars—featuring just a few civilizations that are highly distinct from one another.
  21. @Asher Thanks for the testing! Oh! Which type of templates are these? Any specific or just some? Good point! Will change that!
  22. This and @Eilat's Modern warfare mod make my think of my latest general suggestion: That is, for this Galaxy example, could one have many maps "running" in parallel, representing many planets? And another map could connect it all, which instead of water and ships would be space and spaceships, and when arriving to a planet, one arrives to one of the other maps. Seems to me that maybe with quite some tweaking it could be achievable?
  23. Is it on github or something, @Lopess?
  24. I'm not sure what you mean by "mini", it wouldn't be actually "smaller", but "lighter". It should be the same as current ramming ships, but faster (thus maybe deal more damage), while taking more time and resources to produce, and have less garrison slots (all aligned with what was an attested Athenian advantage). Surely these things can be changed to something that's champion level but not OP? There's that idea of no garrison slots at all and to categorise such machines as "champion", to give a clear indication that they are full-time combatants, not really transport. Indeed, radius increase and/or healing per second is a good choice, considering how influential that was. Yeah, "City Guard" sounds like a guy lighting up street lamps at night... Chosen Athenian seems the strongest contender, and closer to what's attested.
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