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if u sum it, get annoyed playing: -- speed sieges is equal to infantry, denial of accuracy miss percentage, pathfindg for some doesnt create inline movement but line block front movement on free arangement, different atack speed for units, etc, arbitrary or for certain users. timestamps arent a general condition - can be struck in the eye with.... a realy, realy annoying overall experience, and its no suprise that lobby is populated by a hand of players and perpetual newbies refreshing to come-n-go. may be cause the app isnt a protected - normated source? who knows, and who cares after the experience as such.
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Top Panel UI Opinion
wowgetoffyourcellphone replied to manowar's topic in Game Development & Technical Discussion
I'm fine with either. - Yesterday
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as option in game setting so... i hate this feature of AOE lol
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IMO nomad games are even earlier broken by too near set CCs. The barracks are just one hack. Too often 2 ccs foundations are set too near without intention. The barrack hack is then often executed with the help of team mates that sponsor the early barrack. A minimum radius between cc foundations would be a cleaner solution. Even without barrack hack too close CCs ruin games early on. Another interesting thing is this capture doesn't respect the ceasefire but captures even during it. Noteworthy other mention: CC denial through units on the foundation. If one is lucky, one can put their cavalry on the enemy foundation during ceasefire and the enemy can't start their foundation because the cavalry won't move.
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@LienRag Maybe logs would give people a chance to look into this.
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I installed Alpha 28 on my computer and it launched, but then no action was recognized; even just clicking on "OK" in the intro menu had no result. I tried both through the Snap and through the Backports of Debian Trixie, both had same results.
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I do encounter 4 5 times the situation, my believe is that what we call barrck exploit should not occur, simply cause the recipient is not the emitent of the inflicted concept [ ownership]. so, adressing it as exploit/bug/hack it fair act by me, on contrary, deployed values as equal oportunities became a nonfucntional fair game rule [ is non understable why CC does not recover ownership, or why then, in case of CC captured, the recipients -containers of ownership does not recover adiacents - its simply a garbage bug, a shiet exploit] . good point adressing the issue, hope you will adress other garbage things too.
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Just in case, when I say "towns in Carpetania would be aligned with Rome", I mean historically. They would still be populated mostly by natives. When I say "particularly around Segobriga", I mean that, even when the arrows point to it, it should not be taken by the player (same with Toletum), not to have so easily an early CC (or, at least, it should be far from optimal, considering the Roman army presence there also).
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I have been toying around with potential fixes for this issue. I had tried to counter TerritoryDecay to trigger only when the relevant territory was owned by an actual enemy, preventing neutral or one-sided allied barrack influence from draining capture points during a ceasefire. That had mixed success so I then attempted to block CC placement within 200 meters of another placed CC and I think I might prefer that method as it would also reduce arguments in-game when people place too closely together. I'd appreciate feedback / thoughts from players.
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Screenshot ideas below for what I had been thinking for re-using the top ribbon space, or a kinda dropdown from the diplomacy icon
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@lilypoppy, a few things: towns in Carpetania would be aligned with Rome (that's why Viriathus is raiding in the first place), not just Toletum, which should be on the southern shore of the river Tagus. Complutum should be between Segobia (both north of the river) and Segobriga, look at the previous map I sent. I lowered the river a bit (doesn't have to cross the map right through the middle, you can lower it more), and switched the lone port with Toletum (which could also have a more protected port). All has been placed now to encourage exploration, the optimal path shown in arrows. My red dots are from where Roman armies would mostly spawn, you can put their camps wherever you want. 1) Raid south of the Tagus to gather resources (particularly around Segobriga), while avoiding and distracting the Romans. One has no builders and still doesn't control the CC at Mount Venus. 2) Capture the port and build ships to cross (historically I guess they just swam, but their actual path seems similar to how I set it up now, check a previous map). 3) Capture the Gaia CC at Mount Venus (one was previously hinted that's an easy picking surrounded by resources). Romans keep coming, and they should have no problem crossing the river. 4) Continue raiding to accumulate a certain amount of loot, which is the first real objective. When this is achieved, one is told to reach the Arevaci, Titthi and Belli camps to know what one has to do to turn them neutral (not allies, since in theory this scenario ends with Roman victory, and the convincing of the tribes comes after that, all explained in the intro of the next scenario). 5) The requirements for each tribe could be something random among a list of possibilities, otherwise one would be too prepared beforehand. For example, a list of possible conditions could contain the things you say, and also: give them certain resources, research certain techs, bring them a certain number of certain units to a certain point, and so on. Hopefully a script can be made where each of the tribes (Arevaci, Titthi and Belli) gets assigned a task that they'll ask of you for their neutrality. 6) The scenario is won if two (or all three even, depending on what's decided) of those tasks are completed, and the corresponding tribes become neutral. All while the Romans by this point are almost impossible to stop and are overrunning everything, so all is a race against that. Hopefully you are happy with that!
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@Thalatta Map Changes: Design Note: Tribe locations have been redistributed across the region to encourage full map exploration and ensure a smooth gameplay pace. Red dots represent Roman camps that must be bypassed or raided. Objective: Unite local tribes to secure the northern flank while raiding heavily fortified Roman camps (red markers) for resources, technology, and treasure. Faction Missions: Titthi: Gather resources in the mountains to construct a strategic fortress. Arevaci: Attack and destroy a targeted Roman camp. Belli: Sabotage Roman supply lines to weaken their influence. (1,000 units of metal, 1,000 wood) Northern Passage: Break through the heavily guarded Roman port to access the northern flank. Stealing a Roman ship is optional but significantly speeds up your movement across the map. The player is faced with the fact that the port is inaccessible and must reinforce their forces to cross.
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Asher started following Score Victory
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Theban Greeks (release 28)
ShadowOfHassen replied to wowgetoffyourcellphone's topic in Game Modification
This could be something cool to add in the game if we wanted to, even if not for a main civ, for a campaign. -
I needed to think about your proposal, @Perzival12. In the end I am in favour of your suggestion-even though I guess I'll be pretty bad in this game mode. Could this be optional in MP?
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Sure, that should be no problem
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I was thinking that it might be better to just mirror the present aesthetics: since the sword is "equipped" but the shield is not (unlike on the coins, but I guess to show the armour better), the sword position would be more important that the shield's, so maybe you could put the sword on the left (instead of the right), and the shield on the right (instead of the left), keeping the aesthetic reasons and making the equipping of gear more accurate (one could think that some time after the coins were made, the shield fell and was put in this new position ). Edit: an horizontal flip of the model (I think nothing else gets messed up):
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I thought, as with Bibasis, to present better a few of the most straightforward propositions I made long ago for the Spartans with some icons (some of which clearly need to be improved). Kleroi civ. bonus: Spartiate land allotments where helots lived and farmed. Also, their farmlands were among the most fertile. This would give more efficient fields (and could compensate for my proposal of removing their advanced agricultural tech). Scytale civ. bonus: transposition cipher for communications, since 7th c. BC, often associated with the Spartans, although it's somewhat controversial. This would increase FOV, to compensate for a civ that shouldn't be fast (lack of cavalry). Murex Fishing tech: instead of Fishing Nets (which have existed for thousands of years!). The Greeks were not that big in fishing, much less the Spartans, while "the murex mollusc" was used to obtain "royal purple", and "among the Greeks the Lakonians and Tarentines were leading producers". This would make fishing boats give some additional metal coin. Bribe Gerontes tech: something that Spartan kings did. If there are structure abilities with a cooldown, it would work better as such. This would make Heroes a bit more powerful, for a metal coin price. I ran out of free AI images when trying to make a Cleomenes III Reforms tech icon, but I wasn't having good ideas on how to represent that in a simple way anyway.
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I don't insist on keeping it but it was actually on purpose, as I imagined the shields to be made out of stone instead of metal. I'm not sure about if I used parallax the right way though, you might want to check :)
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Indeed. I was mentioning something similar with the Theban shipyards. And I've discussed with @Emacz how much less monumental the Spartans were compared to the Athenians. Having different models could also be useful for any mod that wants to include building upgrades (civ allowing), which I've also proposed for Towers. These things would make civs more unique, and make gameplay more interesting.
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A stone theater was not built in either Sparta or Thebes until Hellenistic times. Prior to that, both cities had wooden theaters. The current stone theater/sanctuary model can be used as an Atlas object. For base game, half of the Spartan Theatron's cost could be in Wood. @Obskiuras, would you like to create a concept?
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Theban Greeks (release 28)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Game Modification
Don't forget hele_decor_spec.png in tropaion_shields.xml
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