All Activity
- Past hour
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health_info started following Try mine, evaluated cryo faculties cares.
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Solstrom Energy Solutions Priv joined the community
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health_info joined the community
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are we going to have cubemaps reflections?
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forhuset joined the community
- Today
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I hope with PBR we won't need to bake GI into albedo texture
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fireplacegalleryny joined the community
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Iirc, the statistics tracker keeps track of who destroyed what buildings, so you could give the resources to whoever destroyed the most of that player’s structures. Another way would be to put it only for the Conquest Civic Centers mode, so that whoever destroys the last civic center wins.
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this is hypothetical but I think it should be distributed amongst allies based on their military score.
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@wowgetoffyourcellphone Thoughts? Missing the clavicle adjustment and another tweaks. The neck blend's perfectly with the new heads
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But what if one player takes out all but 1 unit or structure, then another player takes out the last unit. Does it divide up based on how many units/structures you took out?
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Yeah the 'Spoils of War'
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Thebans start a match with 4 Theban women. They do train civilians properly.
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Looks better. It makes much more sense for them to wear a helmet.
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Probably the best from your proposals. Otherwise you could go with Erythraean Sea city-states. https://en.wikipedia.org/wiki/Erythraean_Sea
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- Yesterday
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So, sometime this month, some changes in the base game's code have rendered the AI in Delenda Est neutered. The AI no longer builds the structures listed in petra/config.js and after a short while the civilian citizens they train stand idle at the Civic Center. These things don't happen with vanilla (I've play tested). I thought I kept DE's AI files up to date with all the recent changes, but perhaps there is something I overlooked or there's something with the new changes which negatively affect the mod. Anyone willing to take a look and see what they can find? https://github.com/JustusAvramenko/delenda_est The AI in R28 works really well and is pretty deadly, so this is a post-R28 issue.
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Maybe something interesting (though probably worthy of it’s own mod) would be when you defeat a player, you get all of their resources.
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An ally dying is different to a resignation imho and I think that brings up some questions about whether we even should
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Can you make it so that it auto distributes the resources when a bot ally dies
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Buenos días o tardes: - @Genava55 tengo estas otras propuestas para el nombre de los actuales macrobianos: Perfume Coast city-states."Αρωματική ακτή" (Aromatiki akti) - Literally translates to "Aromatic coast" or "Scented coast.""Μυρωδάτη ακτή" (Mirodati akti) - Translates to "Fragrant coast" or "Smelling coast." Aromatifera city-states. (Ἀρωματοφόρος Land of Spices City-Markets) Aromata city-states.( "Ἀρώματα"Aromatic spices coast) Aromaton akron city-states.(Αρώματον ἄκρον, Aromatic spices cape) (hubo una ciudad que llamoron Aromata también,espero que no se confundan) -¿Alguno le parece un nombre más viable históricamente hablando? Disculpen las molestias*
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@AtrikPossibly a garrisoning level as a bar (10 out of 30) ? This could help identifying which of the vessels to use preferably for attacking, or if being attacked which are most costly when sunken. A similar feature could be interesting for fortresses and towers.
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ok for reasons the oos_dump i have isn't the lastest one I experienced with you @ffm2. Mine OOS turn 142 so idk why. I opened the dump just after the game and no other OOS happened. No clue wtf, sorry we'll need to have another shot to make proper compare.
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We had a OOS today with a lot of players and specs OOS. I wasn't OOS so heres my logs. OOS Players: breakfastburrito_007, Atrik, Decger (1623), terry_boucle (1507), erictommy01 (2000) commands.txt metadata.json interestinglog.html mainlog.html oos_dump.dat oos_dump.txt system_info.txt
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