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  2. Hi, it's not currently available for download. Because I've heavily modified the game, the AI will need to be redone...
  3. "Bad developers you made a civ too fast, it should at least take a decade!"
  4. Today
  5. My disagreement stems from that I forgot to add "Hero"; someone might notice the departure from the norm, as with the Han counterparts, Cleopatra, or those since Alpha 24. Still awaiting a volunteer for Candragupta... How are the German hero portraits a departure from the norm?
  6. Hmm. Yeah, I guess Civic Centers at least, maybe barracks and stables (anything military, TBH). Houses should just be capturable flat-out, same with any non-Civil Center civic or economic building. IMO fortresses should not be capturable at all, only destroyed (I know that doesn't really fit with history, but it would make the game more challenging).
  7. To make it effective, some other ideas(features) are needed, such as damage from units with torches. Therefore, there would be fire damage, the capture doesn't necessarily need to be 50%, and not necessarily all buildings.
  8. Han took years to develop.And yet it is not complete today. The main idea dates back to 2010. https://aom.heavengames.com/cgi-bin/forums/display.cgi?action=st&fn=15&tn=28877 And debit in its own mod around 2014. https://www.moddb.com/mods/rise-of-the-east
  9. Is there a place where I can download this?
  10. The only problem with that is it means that if you want to capture a building, you have to micromanage the attack. Often times you will look away from your invasion to train more troops or check on your economy, and that means any battering rams or catapults (the only units able to damage buildings quickly) can destroy a building you want to capture before you notice. And, it would be useless to code them so that when a building reaches 1/2 life (or whatever) to just stop attacking or move on. Plenty of historical battles involved surrenders without having to beat the building down, so there is another point.
  11. Sorry, meant no disrespect there, just so much concern; this is unlike the process with the Han civilization, which took at least double that time after about a decade in the making. A case of bad timing or coming late to the party, so I see... my share has been accounted for. My disagreement stems from that I forgot to add "Hero"; someone might notice the departure from the norm, as with the Han counterparts, Cleopatra, or those since Alpha 24. Still awaiting a volunteer for Candragupta... Anyway, the game breaks if setting at least one player with the German civilization: 0 A.D. 2025-11-18 09-48-54.mp4 Has anybody also noticed that the select sounds like Ti estis, Quid ests, and Salaams as well as for buildings etc. lost the pitch differences?
  12. Olá a todos! Trago excelentes notícias e atualizações significativas sobre o desenvolvimento do meu projeto, World Rising! Tenho trabalhado arduamente para aprimorar a experiência de jogo, focando em mais realismo e detalhes. Confiram as principais mudanças: Artes e Gráficos Ícones de Unidades Mais Fiéis: As artes dos ícones das unidades estão sendo completamente refeitas para refletir de forma mais precisa cada tipo de unidade. Texturas de Unidades Renovadas: As texturas das unidades também foram refeitas, garantindo um visual mais detalhado e imersivo. O estilo de textura também foi refeito deixando numa única imagem. a pele, roupas e acessórios, facilitando a criando e diminuindo o numero de props. Construções, Tecnologias e Edifícios Novos Edifícios e Tecnologias: O jogo conta agora com a introdução de novos edifícios e um conjunto inédito de tecnologias. Detalhes dos Edifícios: Refizemos alguns edifícios e adicionamos NPCs dentro deles, tornando as construções muito mais realistas e "vivas". Sistema de Upgrade Aprimorado: Desenvolvi uma nova tecnologia de upgrade que permite evoluir todos os edifícios de um mesmo tipo simultaneamente, agilizando o desenvolvimento da sua civilização. Novo Modo de Jogo e Papéis de Gênero O modo de jogo foi modificado para introduzir uma distribuição de tarefas baseada em gênero, com o objetivo de simular uma divisão de trabalho mais historicamente plausível para a época: Mulheres: Não constroem mais e nem coletam recursos pesados. Elas se dedicam à coleta de alimentos, cuidado com a lavoura, coleta de água e prece. Homens: São responsáveis pela coleta de recursos pesados (madeira, cobre, argila, pedra, etc.) e por todas as construções. Transição de Era Dinâmica A mudança de era está agora mais impactante: Evolução Automática de Aldeões: Ao avançar para uma nova era, seus aldeões são automaticamente transformados com novos atributos, texturas e acesso a novos edifícios de construção. Progresso das Culturas Cultura Jomon: Está aproximadamente 80% finalizada! Próxima Etapa: Focar na parte naval, criando upgrades para as canoas, evoluir as docas, criar upgrade para o centro comunitário, criar novas tecnologias, finalizar as novas texturas das unidades, criar destroços das construções e por ultimo acrescentar mais npcs nas construções com animações próprias . Espero que gostem destas novidades! Deixarei algumas imagens para apreciação. Comentem e me digam o que acharam!
  13. One civ per release. The Scythians could be next. But the Germans must be finished.
  14. A question as someone who has not had the chance to play the Test Build, wasn't it planned to be Scythians and another nomadic type civ that would be added in? I know Germans had been considered for a while before but I thought they had come second to the Scythian/other civ addition given the results of a recent poll in the forum
  15. Please be more respectful and appreciative of other people's work. The addition of the Germans was certainly not rushed; the pull request was open since well before the release of A27 and being reviewed for a full year before merged. And that time doesn't even include much of the work of creating the content itself, like researching, brainstorming, making the 3D models, the portraits, and putting everything together. Creating a complete new civilization takes tremendous effort and we should all be grateful for the wonderful people who dedicated their free time to achieve it. And in my opinion the Germans are definitely up to the standard of other civilizations in terms of art, historical accuracy, uniqueness, and balance. Stuff like custom phase names are just the cherry on top and can very well just be added in the future.
  16. I am having the same issue. I am running this on Linux. # System Details Report --- ## Report details - **Date generated:** 2025-11-18 06:41:43 ## Hardware Information: - **Hardware Model:** Micro-Star International Co., Ltd. MS-7B86 - **Memory:** 32.0 GiB - **Processor:** AMD Ryzen™ 5 5500 × 12 - **Graphics:** Software Rendering - **Disk Capacity:** 1.0 TB ## Software Information: - **Firmware Version:** P.70 - **OS Name:** Ubuntu 24.04.3 LTS - **OS Build:** (null) - **OS Type:** 64-bit - **GNOME Version:** 46 - **Windowing System:** Wayland - **Kernel Version:** Linux 6.14.0-35-generic
  17. Mercenaries are overpowered, especially when you have metal available. They have more experience so their stats are better. Especially the cavalry, because you spend less time doing nothing with them.
  18. امیدوارم به‌زودی دوباره توی بازی و لابی ببینمت، تا دوباره چرت‌وپرت بگیم
  19. What a total disappointment; German civilization comes out unfinished, unpolished for this release. Don't start with the portraits... the city phases haven't yet been decided upon.
  20. Yesterday
  21. AlexLeGrand72 quit without resigning after losing his army commands.txtmetadata.json Thank you :-)
  22. Like the gaul trumpeters. would be nice for other civs to have some kinda musician that gives "moral booster" or something
  23. I hope this isn't a goodby. it's not fair. I feel for you even if I it's been years since we've last played together. I really hope you'll figure out a way to not give up. Otherwise, I whish you a happier life.
  24. Ambient sound effects would be nice. I mean for the units, not just random birds and stuff. It would be cool to hear the occaisonal conversation (like in Halo Wars), and for certain buildings (the market, the barracks, etc.) to constantly generate sounds (market is some low murmur of people, the barracks has weapon sounds, the forge a hamer ringing, etc.). It would also be interesting to add musicians (who rely on the ambient sounds), and make nearby units have a health or healing bonus.
  25. Metal availability varies a lot by map. Metal is gathered more slowly, but if you want it, you can put as many gatherers as you want on it. If it is a metal-scarce map, then maybe reconsider using mercenaries. In a25, we rolled out a version of mercenaries where their metal costs were lower because metal was thought to be more "valuable" than the other resources and it was a nightmare for balance.
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