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  3. That's because it first chooses the placement, without knowing whether the map supports it.
  4. Today
  5. Beautiful! You're doing a lot better with UV mapping. Just try to minimize texture stretching and maintain texels
  6. 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.
  7. 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.
  8. 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.
  9. All right. Here's a release candidate. I've added the Hamippoi. theban-greeks.pyromod
  10. For now, I put it on the mod.io page! https://mod.io/g/0ad/m/theban-greeks#description
  11. Agree, but how will you include it? Other than your "history" tabs which are OP!
  12. I've got to include this someone. Pretty friggin epic, honestly. Indeed. It's always been my thought that "darts" or "darters" meant javelins and javelinists/peltasts in these instances. I think the Kestros came a bit later, with the Macedonians, and would make for an interesting "special unit" for the Macedonians.
  13. I think these are better than the previous sets. Getting better and better. May I suggest a custom tile decal for the Tachara? Like, a "Persian tile" motif.
  14. Yesterday
  15. I made a preset functionality based on autociv's "bot" for ModernGUI
  16. Fascinating! Two slightly different approaches for a similar goal. The two of you should joint forces!
  17. Gonna be away this weekend, have the mod file to give it a test. Most of the Pers/struct added. Pers_decals.zip
  18. I always think it's a bit sad when I see a muskox scooting around the map without animation...
  19. Thanks Vantha I removed Ballomar leaving the list below. The PR is here if you approve. "Ariovistus", "Arminius", "Catualda", "Claodicus", "Gannascus", "Maroboduus", "Vannius", "Veleda"
  20. @phosit Can't say much about that, but if you think it's feasible... Coming back to the map: I believe I have played it, maybe when it was first included with vanilla, with my usual settings. Anyway, what's keeping it from just putting the players in a circle?
  21. To fix the issue, the map has to somehow expose the restrictions. Those restrictions could then also be read by the random selection algorithm. At least that's how I think of it.
  22. I don't see it. Are you referring to this part? I still don't think this is applicable with random random random games. The application doesn't ~know what map it will roll and thus doesn't know whether it will work with the selected options; so it couldn't disable the Start button at that point.
  23. I would like game presets in game setup. Then you know all intended settings are fine according to the selected preset. It is sometimes surprising which settings in background were set to default and which one stayed on the value of last game. Different in multiplayer and single player game setup. Best surprise is after a 4 v4 game switching to a 1v1 which is won in second 1 due to both players being in team 1 (happens to me up to one every half of the year, forgotten about that)
  24. Oh, so you choose random as placement - I understand now. I think it would be a hard to delay the random selection to the mapgen script. One would also have to change replay-summary: there it shouldn't be displayed as "random". The more complete solution is the one stated in the ticket.
  25. Most of them lived after AD 1, which I'm not a fan of, but fine. The only one who's definitely too late is Ballomar, since he lived in the second century AD, so I wouldn't include him. @manowar If you make those changes to the PR, I'll merge it.
  26. Thanks @Frederick_1 that provides useful reference points for any future challenges / changes.
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