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  2. 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.
  3. 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?
  4. 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.
  5. Today
  6. 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.
  7. 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?
  8. Yesterday
  9. 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.
  10. 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.
  11. It would be so cool if the Minoan priestess could wave snakes around.
  12. Maybe both, but the Tachara is the Achaemenids' major "fancy" special building.
  13. Would it be too hard to make it so if units get hit from the back it does more damage? I am thinking for strategy purposes, then there would be an advantage to attacking from behind
  14. I kinda like how the existing dirt decals deal with the transition at the edge. Less straight makes it look more natural imo: Apart from that, the pebbles and the grass are nice. Maybe make the grass a little lighter, so it doesn't stand out too much and it fits with the colors of a mediterranean biome.
  15. yes, I think that's the one I have some of these functionalities are really useful for a fast and clean uv-mapping
  16. For Tachara and Hall or Tachara only ?
  17. I believe I can pull up what kind of temperate the random map is somewhere although I haven't tried yet. Having different unique vassal civs for different map types I believe is totally doable, and would be an awesome way to show off smaller civs/tribes in those regions. Technically anything can be edited even the match setup UI, but with the scale of the mod, in order to keep it compatible with other mods, having unique vassals spawn per map temperate type automatically would be the way I would go around doing it. Also just a quick update on the internal version, I have added true random placement of vassals on maps now, avoiding water and clearing trees on their spawn areas.
  18. I'm going to download this extension and refactor the UV mapping this structure.
  19. Is this: https://blender-addons.org/textools-addon/ ? I didn't know.
  20. This idea is very interesting; I can imagine it as an opportunity to introduce smaller "civs" who wouldn't have a chance in the main game or in a mod interacting with the main game.I can imagine other kingdoms on the Italian peninsula, or even peoples from the Nubian region, etc.This raises a question: is there a way to do this when creating a new random map, Selecting which type of vassal tribe will be present on this map will determine which units or bonuses will be available. (Select this not at the player, but at the map creator)
  21. Yes exactly. That's also what I was hinting to in my previous comment, and I was checking it and indeed : Melee eles champs : <Footprint replace=""> <Square width="4.5" depth="9.0"/> <Height>9.0</Height> </Footprint> Chariots : <Footprint replace=""> <Square width="11.0" depth="11.0"/> <Height>6.0</Height> </Footprint> Edit MB, actually Clearance wasn't used for what I though it was.
  22. The next thing I will probably work on will be placement, making vassals spawn within random places around the map based on the number of players. I can fix the resource thing after they are placed by placing some extra resources around them if they don't already exist. It's going to be harder to detect where important strategic areas are in each map though. One thing I really want to do, Is make sure the base AI in the game can also use them so they are compatible for single player. I'm not sure if the enemy AI will capture neutral/enemy buildings on their own, if so, then they are already compatible, however if they do not, the other option I'm thinking of is having the vassal town centres switch sides to their attackers at low life instead of being destroyed. Edit: AI do seem to convert vassals and use them!
  23. @Atrik I think the displacement (?) is just to big, maybe even bigger than elephant heroes. I frequently have chariots go around enemy settlements instead of straight through, because some shrub or something is blocking their path.
  24. Probably just bad 'clearance' value for pathfinder, so trivial to fix. You could create an issue and attache a minimal replay on main with the bug happening that would very likely help someone to fix it.
  25. I really wish movement of chariots were less of a shtshw. Here my hero can't reach the front line because he just can't get past that allied lumberjack. fn annoying.
  26. FYI Pull Request #8881 (Persians to Achaemenids) got merged 11 hours ago (5268cb62a6).
  27. These are massive changes. If these are proven stable, I wouldn't mind it in the base game at some point.
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