Jump to content

All Activity

This stream auto-updates

  1. Past hour
  2. This is honestly one of the worst change ideas I’ve ever heard here. The only other one that comes close was removing the “woman” unit and replacing it with that weird unisex version. People still call it woman anyway. The same thing would happen here, don’t change something people are used to and that already works. If you really want it that badly, you can always recreate every historical detail on your own with a historical mod. There’s no need to constantly tamper with a game people are already comfortable with.
  3. well wouldn't the market, and city be within the city itself? and a lot more civs might be similar to Iber with Walls around the actual city? so it woudl be harder to just surround it entirely and "capture" it I am not disagreeing with you either though. I just like to play devils advocate sometimes and try and see it through multiple lenses
  4. From a gameplay perspective I don’t find it disturbing. However considering that many players are passionate about historical authenticity, having farmland surrounding the governors building feels unrealistic. Once again, this raises the dilemma of whether some compromises should be made in the name of historical accuracy.
  5. Civ center is the center of the the city itself, it should be the beginning of the civilization. The concept should be either improve by aura political/religious concept's like theater's for Hellenic cultures, Libraries, improve the efficiency of political or fundamental investigation's, rather than being an elegant drop source, In fact, civ center should be a city conquest objetive instead of resource dropsite and maybe even bring a new concept of early game by giving a new existent building non buildable dropsite that decays over time, then we continue making dropsites by default as the storehouse.
  6. Здесь вы найдете долгосрочные займы онлайн представлен как понятная отправная точка для тех, кто хочет без лишнего поиска разобраться, какие микрозаймы онлайн вообще есть в подборках. Здесь можно посмотреть варианты от МФО, оценить предложения с переводом на карту, микрозаймы от 18 лет, быстрые онлайн-займы и направления с разными условиями. Такой формат подходит не только тем, кто уже планирует взять займ, но и тем, кто сначала хочет выбрать подходящий тип займа без потери времени на ручной поиск. Микрозаймы отличаются по доступному лимиту, периоду возврата, требованиям к заемщику, времени проверки анкеты и методу зачисления. Одни МФО делают акцент на первом займе под 0%, другие быстрее рассматривают повторные заявки, третьи рассчитаны на небольшие суммы на несколько дней. Поэтому перед оформлением лучше не отправлять заявку без сравнения, а оценить несколько предложений и понять, где условия действительно подходят под вашу ситуацию. Здесь удобно искать не одну конкретную МФО, а сразу варианты под разные задачи: варианты с быстрым решением, займы с переводом на карту, быстрые займы через интернет, условия для новых клиентов, микрозаймы с минимальными документами и организации с онлайн-выдачей. Это помогает сразу перейти к нужному направлению, сравнить предложения по смыслу и перейти к нужному типу займа без путаницы между похожими предложениями.
  7. But is it clear what buildings poitentially hurt frarming, the range of each aura ect? The concept is interesting. One of the things we have discussed with CWA is what exactly is the Civic Center. Is it the actual city? If so farm should be able to be outside the city.... is it just the "main building" of the city/village/town? Then their probably wouldn't be farms right next to it. What else could it represent?
  8. Indeed. And as a way to prevent the need for terrain computations and overlays and things like that, I added capturable Farmstead objects to skirmish maps, where farming is boosted by +50%.
  9. Today
  10. Thats a better implementation, black and white 2 had fértile áreas were the food rate was improved if the área was green wich means pretty fértile and the amount of Grain produced is better, and near some structures like temples or military spaces was almost red/yellowish.
  11. I'm back, gotta figure out how to make the tile's but in the meantime: Wall set The idea of the gate's having tiles is to make it look like the entrance to an empire. And managed to get the corners of the tower decal's fade off @nifa
  12. Thank! What I should have said is we decreased repeat time or increased rate of fire.
  13. Yesterday
  14. Did you mean increases? Or does it decrease
  15. We have tweaked archers a little... There are two types, greek archers who do a little more dmg but less range, and then the traditional archers with longer range like Persia, Maury and Kush. While they actually dont have faster rate of fire with us... slingers are faster, then archers then Javs. Each of the 3 major archer civs has a unique advantage. Kush has added poison dmg which by passes armor all together. Maury does have a little extra pierce dmg and Persia's rate of fire decreases by phase. So I am not too particularly worried with where archers are. Potentially could bump up dmg just a little, but then would decrease spread (accuracy.) Yes a volley of Persian arrows could be deadly and do a lot of dmg, but they didn't exactly hit the targets they were aiming for. They just unleashed a lot of arrows towards the enmey and they fell where they fell.
  16. You are right @Deicide4u, archers would be too good, but I feel like it would be more accurate
  17. I'm not sure if you want to do this. The major advantage of archers is their range. Because of that, you can better snipe with them, and they don't overkill as much as slingers or javelins. Don't forget their faster rate of fire, as well.
  18. Maybe for cavalry, boats, and siege, but normal units are probably fine. I also think archers should do more damage, it seems like someone in game could get hit with 10 arrows and still be fine (with less health ), and still be charging
  19. DE has implemented a "Civic Spaces" aura around the CC which reduces grain gathering by 50%.
  20. Well that's kind of what I was talking about, I don't think we (me personally with my limited experience) could make that possible. But it could still be to your advantage because you aren't getting attack.
  21. But let's say someone has a shield, the shield doesn't help them in the back, they would have to turn around. But then, not everyone has shield. Maybe people with a shield have -1 resistance from the back?
  22. Thanks for your replies! Every open Issue has a Milestone now, the ones formerly without one got backlogged. In the next step, all Issues with Milestone "Backlog" and the priority label "1: Release Blocker" have been set to Milestone "Release 29". Right now, I have set all backlogged Issues that have the priority label "2: Must have" to Milestone "Release 29". For me, this case is now closed.
  23. Right now the vassals produce units too fast for testing purposes, it's good they were able to do that though even if they are too powerful right now, it shows their basic combat AI is working. As for them having their own economy and Territory, that's interesting concepts that I will play round with, maybe have them send tribute in the form of a caravan to your town centre? I think the next step at the moment is having the vassals spawn as different civs with different bonuses, one could build more villagers, one could build siege equipment and so on. Having them spawn as mini unique civs as lopess said would be a very cool idea, and opens up more strategies down the line, it's definitely something I'll look into once I get a basis up for having different civs as vassals.
  24. Lopess has many small civilizations in the Endovelico mod. Could two people somehow combine them? I find many civilizations in the original game too powerful to be vassals. Also, I think vassals should have territory, perhaps the same color as the empire but with a certain separation. They should also build houses and structures, and have a small economy. I've seen many vassal attacks that are simply overwhelming, not reflecting their true potential. I've observed vassal forces often finish off opponents in battles, not the empire. Besides that, a resource tribute mechanism would be very interesting. You could set a certain percentage and a tribute schedule, and vassals would periodically pay tribute to the empire that controls them. Those are my ideas. What do you think?
  25. Last week
  26. That's a good question... I think they potentially would take teh same amount of dmg BUT your attackign unit would not really take any dmg because the unit is facing the wrong direction. However, I think we would REALLY need to slow down the "turn" speed or something... and that could throw other things out of walk. But I do like the strategic/historical aspect about trying to ambush, out flank etc.
  27. Pathing clearance is determined in the UnitMotion component, I believe, with PassabilityClass. There are a couple of standard sizes. The bigger the passability class the more problematic the pathing performance.
  28. It would be so cool if the Minoan priestess could wave snakes around.
  1. Load more activity
×
×
  • Create New...