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  2. Bridges should only be able to span a certain distance (20 long x 10 wide), while navy would be used for larger distances and faster transportation along rivers.
  3. When you compare GTAV’s story to GTA:SA’s story, V looks poorly written and sloppily put together, like the artists put too much work into making the drug store groceries shootable instead of writing a more interesting and less cliche’ story. What really turned me off for GTAV was just how crappy the police are. Sometimes they notice you when in real life they never would, while other times they walk right by you. And the fact that you couldn’t kill them without having every other cop in the radius know your exact location made it worse (though, granted, they are better than SA cops).
  4. Today
  5. I am very biased regarding these two games (GTA V and RDR2) but all I can say was that Arthur Morgan's story was meant to be deep and disturbing. I don't really mind the fact that the protagonist meets a bitter end, I think it is more a metaphor on fate and the brutal lack of choice in life. The fact that you guys don't like the stories makes me think that maybe the gameplay itself prevented you to pay attention to the genius writing
  6. I liked GTA V enough that I played it repeatedly, 100%ed it in the 2nd run. I also liked RDR enough to play it repeatedly, 100%ed in the 2nd run. Coming to the topic, I absolutely didn't like RDR2; the open world stuff was ok enough that I had >50% completion, but I didn't like the people, thought the mission design was abysmal, and the story also didn't keep me interested. (In general we knew how the story of the gang would end, and specifically the end of the protagonist was spoilered for me, he dies, again.) Think I left it in the third chapter (of ten?), but admittedly a fair judgement would be above 3/10.
  7. wow, I never expected anyone to say that about gta V. Imo the story is one of the best, rockstar really outdone themselves with the attention to details. I think some players only expected gta to be an action game with no rules, when in reality they put a lot more effort in the worldbuilding and characters. You had to wait to shoot Stretch because the story progressed naturally from Lamar idolizing him to the betrayal.
  8. Yesterday
  9. its easy to think of some desirable behavior, but since it is maliciously compliant, its also important to think of the ways that the behavior might occur when you don't want it to. Some behavior could be useful in one case, but annoying in several other cases.
  10. This is a pretty big feature, and people have been talking about it since the A23 days calc would’ve been added by now
  11. I remember having a similar feature (stance build & gather) in Rise of Nations which I deactivated very soon. Sending units to a rally point to easily get back to them, just to see few moments later, that there are no units, drove me crazy. Okay, they weren't idle and did some stuff, but they weren't really available.
  12. New major update, focusing mostly on cavalry. - Cavalry can no longer hunt. Use infantry javelineers to hunt animals. Infantry meat gather rate increased slightly to compensate. - Cavalry javelin throwers are no longer trainable by any civilization, except by the Iberians. They keep their cavalry javelineer champion, but he is not very effective against units. - Civic centers can no longer train cavalry. Build a Barracks or Stable if you're Persian. - You can no longer build bolt shooters. This was done because their model is ugly and looks ridiculous when moving. I'd done the same with the Catapults, but you need some ranged siege options in order to break fortified positions. - Jubot AI removed, as it's very buggy and has poor performance. - Roman Army Camps can't build Rams anymore. - In addition to cavalry javeleneers, Hellenes can no longer train Slingers. Reason for removing the mounted javelin throwers is because they are not balanced enough. They need to hit hard like infantry javelins, but they are also much faster. Hit and run tactics don't work very well because of the "phantom strike" bug on units that are moving, so they are exploitable. An exception was made for the the chariot archers, because they are at least expensive. Cavalry can no longer hunt for the same reason as above, and because it sometimes takes too long for a single javelin to hit an animal. The opening post is updated to point at the latest version.
  13. I also got some: WARNING: PlayerID 2 | petra.findOverseaLand on a non-naval map??? we should never go there Replay is attached. metadata.json
  14. We've figured out in the meantime that this is caused by vandalism of the Italian translation and we're working on fixing that.
  15. Last week
  16. Since today I am working on that, see PR #8593.
  17. In addition to what @Stan` said, there isn't even a way to translate strings for (American) English in Transifex, as that's the language we use for the source strings, so they don't need translating and therefore can't be translated there.
  18. What about other languages than those two? What's the language you use for your operating system?
  19. Definitely. As I don't know how to do that I'll just bring the topic up once a year.
  20. For the moment I just created Issue #8590 over there.
  21. If I select Italian it works, just that the amount of translated strings seems very low. <- @Dunedan
  22. We can't do that in string freeze. A PR for the next release would be welcome.
  23. Tried the rc1 appimage, it is working fine, but there is an issue with Italian locale. If I select Italian, the game still run in English. I also tried espanol and it is properly in spanish. So, the issue is just for Italian.
  24. Got nothing to report after playing it. Except that I still think ""Neareastern" Badlands" is still a poor map name.
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