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Joshuakig started following Нарколог на дом в стационаре в клинике Похмельная служба
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Алкогольная зависимость — серьёзная болезнь, которая часто сопровождается длительными запоями. Симптомы интоксикации этанолом требуют немедленного медицинского вмешательства. Признаки, при которых нужно вызывать врача на дом: сильная рвота, скачки артериального давления, бессонница, тревожность, тремор, спутанность сознания. Если вовремя не начать лечение алкоголизма, могут развиться алкогольный психоз, делирий, серьёзные нарушения работы сердечно-сосудистой и нервной систем. Квалифицированная помощь на дому позволяет быстро снять абстинентный синдром и нормализовать самочувствие. Наш врач-нарколог приедет в течение 30–60 минут, проведёт осмотр, поставит капельницу и окажет необходимую психологическую поддержку. Не стоит заниматься самолечением — только профессиональный нарколог способен правильно оценить тяжесть состояния и подобрать эффективные препараты. Помните: каждый час промедления увеличивает риск серьёзных осложнений, поэтому действовать нужно незамедлительно. Позвоните прямо сейчас, и дежурный консультант оформит вызов, сориентирует по ценам и ответит на любые вопросы. Ознакомиться с деталями - narkologi-na-domu-nedorogo
- Today
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Douglaslen started following The Kingdom of Kush: A proper introduction [Illustrated]
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This is a good way of reasoning. Is neutrality a kind of cosmic chaos in nature? There should be capture conditions for those buildings. That religious buildings contribute "morality" or "loyalty" The Houses too, the family that lives in the houses, and the gods are also part of the land.
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Topic for cry and complain about balance
real_tabasco_sauce replied to Dakara's topic in Gameplay Discussion
there's not one right now @diagonalo as I've been very busy. I'd like to make a release, but I can't guarantee when. -
I'm not sure where else to find this info but will there be a community mod where one could preview any of these changes for R28 ?
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Topic for cry and complain about balance
real_tabasco_sauce replied to Dakara's topic in Gameplay Discussion
yep, the fact that map size and playable area so strongly affects cavalry balance is good evidence that their speed is too great a share of their balancing. I think it would be good to bring them closer to infantry units and differentiate their roles (as opposed to just being faster, better infantry for the most part). This is made much more difficult by the fact that CS infantry are economic assets while CS cavalry are not, but improvements are still possible. -
Settlements conceptual art.
Nicolaus_von_Kues replied to Nicolaus_von_Kues's topic in Tutorials, references and art help
You forgot to add a well or some central element. I'm looking for references and ideas and doing research. There's always a central object, like a well. Houses of different sizes. Sheds and warehouses. Pens for goats, sheep and chickens. Orchards and small cultivated fields. Wooden fences and low stone walls. Simple workshops (carpenter, blacksmith, potter). Bonfires, benches, carts and piles of firewood. A composition needs to be made. -
Hey, @Itms I just submitted my mod to mod.io and was wondering if you could approve it. The mod adds a unique Māori civ to the game. Thanks, Zach
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brough50 joined the community
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Topic for cry and complain about balance
BreakfastBurrito_007 replied to Dakara's topic in Gameplay Discussion
Definitely the fana should not be exclusively a counter-champ cav unit nor be stripped of its cav damage multiplier. Reduction of unit stats will suffice. HP and or a little speed and maybe one more armor value. Speed nerf for cav would be great. People are trying to play 7v7s right now and its definitely even more clear that the speed of cav could be nerfed substantially and the mobility advantage would still be enough. -
Not 100% true. We add pop bonus to ssystion before it was added into base game. We also used ram garrison to add speed/acceleration to rams before it made it into base game.
- Yesterday
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This is very common in RTS.
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@Nicolaus_von_Kues If the pathfinding issue could only be solved - which appears to be quite complex - then we can define these features: bridges, that block ships, allow passage of any civilians or troops, can be built up to a limited length, but also destroyed, e.g. by ships (also by whales?) ramps (iirc there might exist historical evidences of this being used in siege tech) - can be built up to a limited height and destroyed tunnels/portals/secret passageways (you discover an entrance and when entering it, reappear at another place on the map, must work in both directions, could start somewhere in a mountaineous area but never ends in or under a building). This needs to be defined when creating a map. Alternatively short passageways could be built by the player himself with a limited radius from his CC or fortress.transfer capacity shouold be limited though (cannot send a whole army through). roads that have an accelerating aura for everyone, inlcuding enemies - pathfinding being particularly complex here as roads can be entered and left anywhere, as opposed to the other structures that have an entry point and an exit point. Still brainstorming...
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It’s also largely a function of map/setting observation bias. Play 200 pop normal mainland circle every game and you’ll see that cav, in general, is imbalanced because it can run across the empty middle to create 2v1s. Play the 250 pop medium stronghold continent and suddenly you lose if you try to make champ cav even playing 200 pop medium mainland circle is going to yield different conclusions People should play more settings, especially when minimal setting changes create very different conclusions. But people don’t want to learn new build orders
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Multi-layer / Multi-level Pathfinding. Pathfinding: Grid-based (CCmpPathfinder) with passability classes tied to terrain. Bridges must support land units on top while blocking naval units below. Dynamic changes: Construction, destruction, or damage must update passability in real time. Performance: Avoid full global recomputation on every change. It would be a huge problem to be constantly destroying and building bridges. Other ideas with bridges and walls. Portals / Vertical Links: Define connection points (ramps, stairs, ladder zones) between layers. When a bridge is built: Mark upper tiles as walkable for land units. Keep lower area impassable for ships. Destruction: Remove the upper layer passability and force path invalidation/recalculation. This is similar to how Stronghold, Age of Empires IV, or modern Total War titles handle elevated walkable structures. ii- Dynamic Navmesh + Grid Hybrid Use a grid for fast coarse terrain movement. Use a recast/detour-style navmesh (or equivalent) for precise dynamic obstacles and walkable surfaces. On bridge build/destroy: Locally re-bake or update the affected navmesh region. Add/remove off-mesh links for vertical movement. Advantages: Handles complex shapes well; good support for dynamic environments. Many modern engines and assets (e.g., Unity's A* Pathfinding Project or Recast) support this. Another interesting alternative is: Passability masks / cost maps + obstruction system. It sounds complex...
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Stronghold , Praetorians anda AoE IV They have good concepts of how to make walkable bridges and walls.
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More Unique Civs: What can we do?
Nicolaus_von_Kues replied to Perzival12's topic in Gameplay Discussion
I'm not saying there aren't good ideas in mods, but they never make it into the base game. That's why I was going to sit down and draw and make sketches, because apart from giving opinions and designing mechanical concepts, I can express myself by drawing doodles. -
You should check out Classical Warfare I think it might be the main reason people are "turned off" by it, reluctent to try it. Its not as simple, almost identical civs, play styles as you find in the current base game. It still has a lot of polishing to do of course.
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Yeah sorry my bad
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More Unique Civs: What can we do?
Nicolaus_von_Kues replied to Perzival12's topic in Gameplay Discussion
The campaigns gave you a general overview of historical events, and the gameplay taught you about the technical development of technological advances, mainly resource management. He didn't teach you much about social progress and setbacks. It did not teach about the decline of empires. It's difficult to bring that trait to a game. -
More Unique Civs: What can we do?
Nicolaus_von_Kues replied to Perzival12's topic in Gameplay Discussion
Another thing that nobody mentions is the early game mechanics and build order. All civilizations start the same way. With a minimal difference from the Germans and Mauryas -
Topic for cry and complain about balance
Nicolaus_von_Kues replied to Dakara's topic in Gameplay Discussion
Will you reduce the entire cavalry or by class? Fanatics are very good for not having armor( and helmet). If we nerfed them with their capture rate and lack of armor... ========Post data=====< I'm trying to work on a new conceptual design, modifying the current gameplay after taking into account the feedback from the last few years. -
agree with @real_tabasco_sauce that cav in its entirety is too fast in this game, cav in its entirety is pretty op. one jav cav is about 1.5 or 2 times value of a jav inf depending on how it's used,for example. also,I don't know why @Thalatta went on a rant about units being banned in that first reply... that wasn't even what I talked about?? I just said naked fana is too good economically, they are cheap little cockroaches with high dps,high speed,high capture and they still win against a normal swordsman. the naked fanas should not be able to run around your base like some little- so yeah. that's why naked fana is banned in most games. cus they are annoying for anyone who faces it. it's not fun to play rn.
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