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karkasnyy_sost started following каркасный дом
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Мы строим качественный каркасные дома цены быстро, надёжно и по доступной цене. Многие владельцы участков выбирают именно эту технологию из-за ее доступности и эффективности. Это помогает значительно экономить на отоплении и кондиционировании воздуха. Актуальные пропитки и защитные мембраны успешно устраняют данные проблемы. В реальности строительство каркасного дома идет шаг за шагом и четко организовано.
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karkasnyy_sost joined the community
- Today
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i thought there was an issue already but I am not finding it.
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LinaLiyn joined the community
- Yesterday
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Yes, it's a work in progress created and maintained by @Stan`. It's happened to me a few times too. The good thing is that it's a great way to preserve replays and also to consolidate statistics and interesting game data. I imagine it can be improved over time.
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https://github.com/StanleySweet/zeroad-mesh-rescaler/tree/main (it's still rough)
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Wow, did not know about this Pallas. Nice concept. Um...well, seems I need to upload some replays where I was on the wining side.... luckily I am not recognized by the system. Nice to see some games I have missed. Altough it seems little awkward to get them active to watch. Extracting the files and putting into the replays folder sometimes works, sometimes not. No matter weather I rebuild the cache or not.
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@wowgetoffyourcellphone i've managed to make the chicken a single gatherer only and 10 food supply, also added the chicken subtype to the food resource but how i can make the unit apply the visual variant of carry chicken ? i want to test properly the carry chicken animation.
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Towers in general I mean (on the images they appear as part of the wall since that's the most common way to use them), there are reasons for everything mentioned: first they started with the parapet on the roof (you want to put people there also), and when catapults were used, the slits were wider, thus the shutters needed for protection, and the gabled roof to protect the machines from water. Meaning, you used the roof of a tower with catapults on the upper chamber, but the slits there are for archers.
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karkasnyy_mzst joined the community
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With the alpha shader at the end of the decal texture we can adjust them seamless with other buildings:
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Hello! thanks for your reference, i belive you are talking about Wall's tower's this one is the defense or the scout tower wich is more gameplay-wise oriented. Theather:
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Hey, I don't know how realistic would you like Ancient Greek towers to be, or how many variants could be done, but here I described how they were according to their function: And here a couple of images from the book I mentioned: Basically, if the upper chamber had catapults, the roof was gabled, and the slits wider, with double-leafed outward-opening side-swinging shutters attached to the outside. Otherwise, if it also had archers, then it had an open fighting platform protected by a parapet at roof level, similar to the right tower of the lower picture. Cilindrical versions were harder to build but more resistant.
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Update: Added dirtier version of houses, storehouse, sentry, defense and forge: House: Storehouse: Forge: Sentry and Defense:
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Yes. The Roman Onager can loose multiple rocks for a wide area effect. This tech can let Sasanian archers shoot 5 arrows at a time. Ships can volley several projectiles at once. Is there an Issue or Pull Request for it?
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I feel like we were able to do this with CWA back when it was historical. We got Ele archers to shoot 3 arrows, one for each archer... but doesnt seem to work anymore. We had to turn them into "building" AI so they were unable to capture, and then it was when there was random fire and not focus fire.
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That is probably beyond my time/abilities but I know it has been discussed. I think it would be a great opportunity to enrich gameplay (multi-projectile siege, unique units, ships perhaps).
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EDIT: Fixed. It was these lines: range/ and stable/ were missing after I moved those techs to these respective folders.
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Parthian tactics is un-researchable even after researching Archery Tradition and Advanced Cavalry for Xiongnu and Scythians.
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Some suggestions for this game
wowgetoffyourcellphone replied to vincent1980's topic in Help & Feedback
Choose the 'Removed' option in the player placement dropdown. Maybe not Illyrians, but we have several more in mind. Some of them are quite mature already in mods and can be ported over to base game in the future. For variety, Scythians and Xiongnu seem like logical candidates. -
Civ "Pers" -> "Achae"
Thalatta replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
Extended to wherever it makes sense would save headaches. Regarding tribal confederations, it would be nice if the choice tree corresponds to probable historical alliances, usually driven by geographical proximity or customs, resulting in a less heterogeneous and more specialised confederation. -
Roman legions drive back German tribes from their lands? Or, are they occupying their lands? Nevermind, doesn't matter. Rome_VS_Germ.zip
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Click on the "Barter" icon on the top right. Play "Best for MP" Random map types with Anatolian/Fall/Temperate biomes. Those biomes usually have enough wood. I do agree that the early game is heavily dependent on wood.
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Some suggestions for this game
BreakfastBurrito_007 replied to vincent1980's topic in Help & Feedback
I recommend choosing map type: random for better gameplay outcomes. Within random map category you can find "best for MP" maps which have resources set up according to game design and not purely for map beauty. An additional benefit of random maps is that you can have any number of players you like and any map size that you like. -
Civ "Pers" -> "Achae"
Thalatta replied to wowgetoffyourcellphone's topic in Game Development & Technical Discussion
So, when talking about Germans, the idea seems to be to control a coalition, and one chooses which tribes join it, unlocking different units, buildings, techs, heroes, whatever. I like this, since it would save a lot of headaches regarding what tribes to ignore from them, not to end with lots of civs that look similar (same with Britons and Iberians). I would add that maybe for these factions the “starting tribe” could be selected beforehand (or as a free pop-up choice at the very beginning), not to start with some unspecified tribe. If one in particular is needed for some campaign, this initial selection would be locked, and their name set accordingly (if that’s possible). Regarding the Greeks, it seems a bit more problematic because they are quite fleshed out already (since we know way more details about them), whole leagues would be too heterogeneous. If the problem to solve is that certain scenarios need to consider city-states that are not included in the game, then there could be a generic Greek template for them (I guess the original one is still around). Maybe a bit unrelated but somehow connected on how to prepare certain things for the future: some time ago I’ve read about the “Grand Vision” (adding lots of epochs and factions to the game), which has the issue of how to deal with factions that didn’t exist in certain epochs. Some have mentioned they don’t want to have civilizations separated into eras, others that don’t want Mycenaean Greece vs Byzantine Late Empire. I think a solution is to have a faction epoch graph that would make factions available if they had come into existence by the starting epoch chosen. It doesn’t make sense to start at 400 B.C. with the Seleucids, one would have to choose the Macedonians (or maybe the Persians, that’s why it’s not a tree but a directed acyclic graph), and at the appropriate epoch, given the choice to stay Macedonian or switch to Seleucids or Ptolemies. If Macedonians are chosen, later on there’s the Roman conquest, so one would need to switch to them. If alternative history could be an option, one could choose to stay Macedonian (this doesn’t mean everything goes, Ptolemies in 400 B.C. is not alternative history, but nonsense), but then one would need to make up the characteristics of this faction from a parallel universe. Anyway, although the switch could be done between scenarios, doing it in the middle of a scenario would show that the game can handle these historical changes seamlessly with a gameplay feature. This could be a solution regarding what I mentioned in https://wildfiregames.com/forum/topic/143241-thoughts-on-the-spartans/?do=findComment&comment=750127 about trying to be historically accurate with techs: "Persians and Seleucids would have almost completely different techs, since one completely preceded the other chronologically".
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