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  2. commands.txt @user1 My user: _FeRRaN_ User to report: viabadie2 viabadie2 quited without resigning when it was clear he was defeated (again)
  3. @user1 My user: _FeRRaN_ User to report: viabadie2 viabadie2 quited without resigning when it was clear he was defeated. commands.txt
  4. Today
  5. Buenos días o tardes : - @Genava55 estamos teniendo problemas con las referencias de unidades de la facción "Cirene" ¿Tiene usted alguna referencias gráfica o descriptiva sobre su aspecto? (Por el momento van a tener un aspecto Ptolemaico,menos los auxiliares libios , que ya los tenemos bien diferenciados de la propia facción "Libios") Desculpe-me pelas inconveniências*
  6. So, it seems like the AI stops attempting to gather wood, stone, or metal at some point now, and then can't phase up to Town phase.
  7. Ohhhhhhhhhhhhhhhhhhhhhh I don't always look for stuff like that I sometimes play it, but not so much recently
  8. I appreciate all your help on the mod, but do you play it? <Population> <Bonus>25</Bonus> </Population> that is in the fortress template, they do give a pop bonus, 25
  9. They may only have had a garrison if it was in a fortress or something, maybe fortresses could give a little population?
  10. They train soldiers, but again most soldiers, at least citizen soldiers wouldn't live in the barracks I don't think? But its not completely out of the question. Would be curious to what people think, and maybe it would be unique to a couple more "agressive" civs.
  11. Yesterday
  12. I really don't know why the first post hasn't to be greenlighted by a mod.
  13. Didn't barracks house soldiers? What if you added like a 10 population bonus to barracks
  14. Full player color: Half player color:
  15. Another example of skin with gaul clothe's :
  16. With the uv finally helping with the render's i have 3 paths for the skin tone to match the new head skin: Either bake the textures making all the pattern's for the cloth/armor's. Bake only the skin tone and add a layer over the current ones. Make a baked with norm map textures for the champion's and heros only. Each one of them will require some time so we can have first round of addition of head's and later skins or just a whole update. Dedicating precision and effort to maintain the current textures but with norm map's. Or just make the skin + chest prop's like cuirasses and lamellar's. Rn i'm liking how the shadows look's on the shirt's and arm's giving a bit more of realism on the distance.
  17. Loltest

    wow

    To create and post that account, the only "anti bot" was a question : "What is the URL of this website". No wonder we get spammed.
  18. What is different about this mod is a question often asked. I am going to try and answer that question and give a more in dept description of the mod. For starters, we collected as much historical data as we could (and still continue to collect and tweak) and redid the ranges, rate of fire and spreads for all land units. (We have yet to really touch naval units.) We used a complex formula thanks to @Thalatta to come up with "game" friendly numbers. For example, in real life the avg effective range for a javelin was 20-40m (we settled on 30, same as base game) However, Longbow archers (Maury and kush a little less) had an effective range of 110-160m! and some lead bullet slingers had an effective range of 120-220m! And of course, there is siege... well if we just used the avg effective ranges some units would hit targets on the other side of the map which yeah, that wouldn't be great or realistic! So the formula helped us curve those numbers a little but keep them within a range we felt was game friendly. We then tried to find as much information on repeat time, or rate of fire. Unfortunately for some weapons in particular like javelins there isn't really sources that document how often they could be thrown, so some of this is speculation based of sources that tried to recreate the mechanics and designs of the weapons being used. Once we had our ranges and rate of fire we were able to settle on some "dmg" ranges well as "spreads" we felt were reasonable. So the whole "attack" system has been redone. here is our thinking process charted out. here is a chart of base "cs" units I'll leave it at that for now. If you found this helpful, please let me know and I can work on it for other aspects of the changes we made. And again if you are interested in this time period and want to contribute in any form, we would be glad to have you join us!
  19. Happy new year! (a couple of months late )
  20. Last week
  21. It's worth highlighting that docs can be published from different branches of a repo. A branch named 'gh-pages' used to be required (it may still be, I don't know). So for example, you create an orphan branch on your Delenda EST repo called 'gh-pages', you put your files and CSS and other assets your website uses on that branch. That's one of the settings under "Pages" on your repo setting. You'd have to create the branch first for the option to show up. That would keep your mod structure clean on your main branch. To keep that branch checked out all the time, you can use `git worktree ...` to create a directory separate from the directory from where the files on your main branch are located.
  22. @wowgetoffyourcellphoneSince you're already using GitHub, you might prefer GitHub Pages. A lot of projects on GitHub use it to automatically publish sites. One example is a project of mine called Dealer's Choice. There's a workflow that triggers when I make doc changes, they're pushed to https://github.com/Dealer-s-Choice/dealer-s-choice.github.io and published to the actual site at https://dealer-s-choice.github.io/ (free github hosting). A little CSS styling on that site, more on this other project of mine: https://theimpossibleastronaut.com/rmw-website/ is published from https://github.com/theimpossibleastronaut/rmw-website A BIG example: Godot Engine Docs (Upper right corner, "Edit on Github" takes you to their docs repo. You could even have a simpler workflow where you put the html or md files in the /docs directory of your Delenda EST repo, and anytime they change, they are published to https://justusavramenko.github.io/delenda_est (I think you'd first have to make a justusavramenko.github.io repo and publish something there). All Github repos have a "Pages" setting, where you can set some options for publishing. If you were thinking of registering a domain and getting hosting, I've had good experiences with DreamHost. You can also register a domain, and in the pages settings of your repo, you can set your domain so your site will publish to GitHub pages (for the hosting), but have your yourdomain.com as the address. It uses a CNAME alias or something, I don't remember... so not a 301 redirect, iirc.
  23. Good idea! Also maybe if the units and or structures converted to yours? Or would that be too good?
  24. I played on a square map, and I think some spawned outside the map area, also one spawned in water, unreachable by units (except boats ):
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