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  2. For me, in SP games, I sometimes have to move the storehouse closer to the next forest and I'd like to remove older storehouses and gain a little bit back. Same for fishing boats that I build but fish have been depleted or I don't find any (on some maps). I do agree that the default of 50% of resources is a bit too much and I propose to reduce it to 30%. Frankly, I have not yet seen any scorched earth move by a human player, e.g. deleting a large group of his buildings, but it would be nothing new and already be possible now, I believe. The mod does not endorse that particularly, except that you get a bit back when deleting your stuff. I do agree, though, that deletion should not be an instantaneous process as it is currently, but might take while. I'll investigate how this could be implemented. Requesting a unit to be nearby or inside the to-be-destructed building might add a bit too much of micromanagement (in my personal view), so I'd prefer not to require that. For a siege engine, this might be a good idea , resembling the near-a-dock requirement for ships. let me see what is possible.
  3. That's adding rewards to something that's already too automatic My proposal for Salvage was the simple rule of just doing things "in reverse": I mean, if you are already near the Dock/Arsenal, you might as well be inside it (it's not that a siege tower is literally inside an Arsenal, but surely when Demetrius' Helepolis was being disassembled by the Rhodians they set up some temporal depot right there, with people that actually knew what they were doing involved, represented by the "engineers" an Arsenal is supposed to have). Regarding the "fraction" mentioned for the salvageable resources: Independently, and personally, to avoid the ugly simultaneous collapse of everything, I'd require one nearby (or better, garrisoned) unit for Self-Destroy to work. I'd rename that then "Set on Fire" or something, it would work only on one's buildings (supposedly being done also from inside), and once triggered the building can be left alone and gets destroyed fast. No time invested in getting the resources back, then no resource reward, but useful for quickly clearing up stuff and scorched earth policy.
  4. Today
  5. If we change the buy-back price to 10% it would be much less rewarding. For ships this would work anyhow only near the dock. Should we add similar things to siege engines, e.g. near their depot/workshop? Or at the CC ? And whatr do we do for buildings? I would - personally like to have a little benefit, e.g. when destroying a storehouse I don't need anymore.
  6. Hey everyone, I’m here to share some more news about World Rising! The Yayoi culture is already well into development, with approximately 60% completed. We have also started working on the Kofun culture, which will represent the final Era of the Japanese cultural progression in the game. By the end of this week, I plan to share more images of the new structures and also show some of the new units currently being developed. Another feature I’m currently finishing is the weather system, and I’m really enjoying how it’s turning out! This map will feature three different types of rain: drizzle, heavy rain, and thunderstorms. One of the most interesting aspects of this system is that weather events will not necessarily affect the entire map at the same time. Rain will appear randomly in different regions of the map. This means that your city could be enjoying calm, clear weather while, on the other side of the map, an enemy city could be dealing with a powerful thunderstorm. The goal is to make the world feel more dynamic, with different regions experiencing different weather conditions throughout the match. I’m also working on the skeletons, rigging, and animations for the animals I created to implement in the game. I have to admit, this part has been quite a lot of work, but little by little these animals are starting to come to life inside World Rising. Finally, I plan to create one more tree model and two new types of plants to expand the Japanese biome and make the environment feel even richer and more diverse. Development continues to move forward, and there is still a lot more to come. I’ll be sharing more updates and development images soon. Thank you to everyone who continues to follow and support World Rising!
  7. Cat units for the Athenians! (There's the crazy story about the Persians releasing cats on the battlefield of Pelusium, knowing the Egyptians wouldn't risk to hurt them with their arrows).
  8. I think this would promote self-destroying things, which I think is an extremely unsightly exploit (that's why AI makes everything collapse), and as someone mentioned, one would want it "not to be too simple and rewarding". That's why other things were proposed, but maybe are a bit harder to implement
  9. Thanks exellent news! Your are right - the GUI is a bit "fiddly" and appears overloaded will have a careful look and try and imporve. Used it to convert very nice older skirmish and scenario maps already that I was missing
  10. Tried to implement this as a mod. Activating the recover-resouces mod below, the following applies onto entities you have constructed yourself and that are not under enemy capturing nor were captured by yourself: Whenever you self-destroy your finished buildings Whenever you self-destroy your finished siege engines Whenever you self-destroy your finished ship when it is near your dock (default 30m) you are getting back a fixed percentage of the construction cost (currently defined 50% as a default but the parameter can certainly be tuned . Note: the mod should work for both R0.28 and R.029 SVN. Please try and let me know if it works for you as well and what best parameters (percentage and ship distance to dock) you would recomment! recover-resources.zip README.md
  11. Just ran it on macos, it worked, though I didn't really try anything. The gui is pretty small, could you make it bigger please
  12. Trying Atlas I found a few things I wasn't able to manage properly (or wasn't careful or patient enough) such as properly connected wall segments and turrets. I finally started to write (with heavy support by Anthropic Claude) a little map analyzer/checker/converter tool, written in python, able to check the maps created with Atlas and offer options to correct issues analyze existing maps , also from older game versions, giving statistics, finding and offering to fix glitches (resource placed underneath a building or wall, trapped units, gaps in wall segments etc.) add a (poor) map preview if not existing or convert the Atlas screenshot into a preview file. converting and fixing older scenario and skirmish maps using the conversion scripts by @Stan` (e.g. renaming persian objects/units to achaemenids) I was only able to test on windows, it should theoretically work on Linux or MacOS as well (Python 3.14, pyQT6 and a pillow needed, see documentation). No real guarantee to always work (definitely NOT on random maps), but I was able to successfully convert a few great maps from past I found in the forum and play them. Note: I only started experimenting with maps so I haven't seen all pitfalls by far. Should you have observed further typical mapping issues, I'd be interested to know and try integrating these into the analyzing and fixing section of the tool if possible. README.md post-atlas-2026.9.18.zip
  13. I've tried a few times, but it seems like a difficult process.
  14. That's great. Do you have any ideas for improving the water?
  15. A ram (animal) association is plausible since the Greeks and the Celts did the same. Rammabukkaz could be the proto-germanic equivalent to the High German Rammbock. I would use something with *warō ("wares, goods, merchandise"). Maybe *Warnaweraz or *Warnamannoz.
  16. I have more exciting news about World Rising! I’m developing a dynamic weather system that will transform the environment during each match. Clouds will gradually form in the sky, while rainstorms and thunder may arise unexpectedly. These weather changes will make every match feel more alive and unpredictable, further enhancing the game’s immersion and realism. VID_20260918_014029.mp4
  17. Don't resurrect such old posts, but use the official way for rating disputes instead:
  18. I gotta a girl named rama lama lama Rammabagmaz... SCNR
  19. Hi guys! Just played 2 games vs Nusantara (i am Legend_of_Qc btw). First one he resigned, but second one, he just said I quit and he quit the game. Ricsand was spectating.
  20. I had not looked at the stats. I do agree it could be reworked to not be as strong, maybe closer to a Roman siege wall? And Gaul walls could have stronger stats (or be improved with murus gallicus technology).
  21. I see, but Borremose was "fortified by a moat and an earthen wall", but let's be generous and say earth=stone. Anyway, what seems fishy is that their HP is 1000 to 3000, almost like for the Athenians at 1100 to 3300, while for the Gauls, more known for their stone walls, it's 800 to 2400, although they seem to build them faster. I think earthen walls should be built faster than stone walls (no need to shape big blocks and lift them), but be weaker since they can't be so tall ("HP" is hard to evaluate but the game doesn't allow wall capture, which should be their actual weakness).
  22. Some suggestions for German unit names: Rammabagmaz is supposed to be ''ram beam'', but if rammaz meant ram it might just mean the animal and not siege engines in this timeframe (Ram as a siege engine might just be a translation of Latin Aries). https://en.wiktionary.org/wiki/Reconstruction:Proto-Germanic/rammaz Maybe battering ram could be called Bagmawaldōz (beam wielders) Mangārī is a later Proto-West Germanic word, trade ship could be called Kaupinizbaitaz (merchant's boat) or Saiwikaupô (sea merchant). Note that the word kaupô is a loanword from Latin and might not yet exist in the game's timeline (but so far i could not find any native proto-germanic terms for merchant). Hero specific names: Seeress' specific name is a later Norse word. Could be replaced by haljōrūnō.
  23. Yesterday
  24. Well currently theyre just bigger wooden walls that hold troops, not really stone walls. The Germans seem to at least have built fortifications in their own homeland before migrating, whatever the walls could be manned i'm not sure. https://en.wikipedia.org/wiki/Borremose (A fortified village found in a region of Denmark sometimes theorized to be the Cimbrian homeland. It was abandoned in the 2nd century.)
  25. I think these, along with Walls, should be removed, like with the Spartans, who actually did end building them in the middle of the Hellenistic period.
  26. Some of the German structures lack unique names. I've also found better alternatives for previously suggested ones. Corral: Kurnahūsą(Granary; shared with farmstead) -> Bansaz (cradle, stall, barn) Storehouse: Skattasfriþuz (shelter of riches) -> Banstiz (cradle, barn, storehouse) Outpost: Staupilaz (“that which is steep, tower, steeple”) -> Wardo (protection, attention, lookout, watch post) Sentry tower: Staupilaz Defense tower: Warīnīzstaupilaz (defense tower; probably incorrect composite) -> Grautastaupilaz (great tower) Palisade: Tūną (Enclosure, fence. root of the word town). Hagô (enclosure, yard, pasture), Gardô (Hedge, Fence, enclosure, garden, house) Pallisade Gate: Gata Wall Gate: Grautagata (Great gate) Wall Tower: Wallaz Staupilaz -> Wallastaupilaz (just a more correct composite word) Barracks: Druthislegra (War band's camp) -> Druhtīzlegrą (just improved writing) Hailagastadiz (Holy place) -> Alhs (Temple, sanctuary, shelter, settlement) Wagon Camp: Legrą (A place where one lies; camp) Fortified Wagon Camp: Wagnaburgz (wagon fort) Edit: Wonder: Sigigamundiz (Victory memory/commemoration/memorial. Although ideally they'd get a new less generic wonder, possibly based on Hedegaard find). Arsenal: Wēpnasfriþuz (Weapons shelter) -> Wēpnabanstiz (weapon storehouse) Market: Kaupôsmaþlą (Merchant's Gathering. Incorrect composite) -> Kaupanǫ̂legrą (Merchant's camp) * *All Proto-Germanic words for merchant seem to be Latin loan words that might not have existed yet in the game's time period. Althoug there are verbs for selling, buying and trading that might be used for a hypothetical word for someone who engages in those activities.
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