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  2. So here's what I'm gonna do: 1. Get rid of the two ahistorical stone babas. I can make them an extra for the Rus in the Millenium mod. I think the remaining 5 stelae are sufficient, but if @Genava55 or someone else got references for more that are different enough from the existing, I might add them. 2. I plan to bake maybe three (?) different diffuse textures for the stelae to get some colour variation. Any wishes? 3. Redo the kurgan: Hill + gravel around it + stelae around the base. Think I'm gonna keep the entrance though. Not sure about the stelae on top, maybe as a variation. I'm gonna make a decal for the foundation actor. 4. Adding player colour. Still not sure how. Maybe that cauldron and the wagon for a ceremony suggested by @Genava55. Not sure where to place them though. Thoughts?
  3. WIP. Thoughts on the concept in general? Other than the deletion of unseen faces, any artistic or technical advise? What do you think of this kind of burial chamber? Is it ahistorical? Two stones together (or three at both ends) make up a prop, that adapts to the terrain. Unfortunately the whole concept only works with a lot of props, and this is even without any plants or bushes: What would be an appropiate number of props? Any idea which props are worth to be added? Cadaver of a horse or human corpse, weapons, wagons etc? File's attached. Please test on different biomes and different terrains. stone_ship.zip
  4. Today
  5. Yep, per RGPD guidelines you have to accept the terms.
  6. I think the transmission of metrics is disabled by default on installation.
  7. and taking advantage of the fact that u are discussing unit behavior, I believe most of us prefer our armies to capture buildings rather than attack them, as they used to in the prev alpha. That way, it was easier to understand whether there were enemy units within our units’ attack range. Now, in scenarios with many units where we have to do many actions quickly, it can sometimes be confusing to know whether our units are attacking enemy troops or committing suicide by attacking buildings instead of the enemy army. I would also like to point out that, personally, i dont like that melee units always prioritize attacking siege units. It forces us to micro more than necessary.
  8. I think it would be more convenient to have a preset number of units rather than having the currently selected group split into fractions. We already have a hotkey dedicated to ordering a single unit within the selected group, but it would be useful to choose the number of units we want to command from that same group, so we wouldnt have to isssue instructions to them one by one. Within the hotkey settings, an option could be added to select the number of units to command at once. For example, if I have a group of women selected, lets say 27 and I want to build 3 farms, pressing a certain hotkey would send 5 of them to build one farm. pressing it again would send another 5, and repeating it once more would send the last 5. This way, id only need to give 3 orders instead of 15. If this feature is implemented, i suggest allowing us to choose up to five preset unit amounts to command at once. In my case, they would most likely be: 1, 5, 10, 20, 30.
  9. Perhaps for Release 29 we can add an opt-in feature that reports players' hotkey binds to our server, and then near the end of R30's dev cycle we can review the information and perhaps set new defaults for R30+.
  10. Oh... I misunderstood, I thought we were making new keybinds. Anyways... My keybind preference for now is: [Name (Default) > Preference] Show Status Bar (Tab) > Period Select Next Idle Unit (Period) > Tab Attack Move(Unit Only) [Ctrl + Q] > Ctrl Push Order To Front (Null) > R Reset Camera (R) > Ctrl + R Call To Arms (Null) > Q Patrol (P) > Ctrl + Q Order One Unit (Alt) > E Back To Work (Y) > Ctrl + E Select Non Military Unit (Alt + Y) > Ctrl + Alt At the end of the day rating is just a number, have fun.
  11. Yesterday
  12. Okay, I remember the code for that, just checking.
  13. I have this too sometimes. Attack move is the same. So if your units run into a building on their way, they will seek to attack it until a higher preference target is available. yes because their preference is for buildings, except for bolt shooters.
  14. Siege machines will still attack buildings though, right?
  15. that's cool, @stevenlau! looking forward to hear of any advance on this
  16. Yeah! I was trying to find the PR bc i believe that was merged but at that moment I couldn't join gitea ( sometimes is like the css doesnt load and I see the web in text mode....) . I wanted to check if units will still attacking buildings if attack move is used and they find a building while moving or if they will only attack buildings when reaching destination and there's no unit in range
  17. This problem should be no more in R28. They will only continue attacking buildings if you explicitly told them to attack or if there is no other unit available to attack.
  18. spec and normal map related to germ_struct_03 seem to be existing twice and there is a redundant prop in an actor file that leads to the following missing prop point message:
  19. Buenos días , tardes o noches; - Es solo un ejemplo jajaja Muchas gracias me encantan, de hecho , los tengo uno como icono de perfil @wowgetoffyourcellphone jajaja -Esta también me gusta mucho. -Astures y celtíberos.(Puedo buscar referencias) se ve genial. Disculpen las molestias*
  20. The more i think about it, the more I think we could just remove auto-attacking building all together. Like units do for Gaia buildings basically : don't do anything unless specified. Maybe since some cite the case where you could want units to start attacking/capturing everything nearby, violent stance would restore this poking holes in all nearby building with your spear for 40 min behavior.
  21. As Attack move also makes units to attack/capture buildings when they see it and Attack move(units only) attacks only units so the units doesnt get stuck attacking unnecesary buildings.
  22. 1) Yes. in Options > Networking / Lobby > There is an option "Max lag for observers". you need to set it to -1 (minus 1) so the spectators doesnt affect the game 2) IMHO. Yes and no. I believe It's more about ISP routing problems rather than distances. For example I mostly have some ping( ~300 ms) with some ppl from Asia, mostly from India but it's not everyone from India, just some ppl. And these same players with some lag with me doesnt lag with others in the same continent ( south america ) And I agree with this too.
  23. @user1 Avocejado left the game without resign. I am 33remidometadata.jsoncommands.txt
  24. 1) there is an option for the host. either the spectators don't influence the game, or the game needs to wait for the spectators. Most hosts use the first option. If there is the other option, any spectator can cause a lot of lag for the game. 2) I believe it does. huge distances will result in a bigger delay for exchange of data, so there will be extra network lag. By the way, network lag isn't the same as performance lag. For example, a 1vs1 between a strong European computer and a strong Australian computer can still be much less "laggy" than a 1vs1 between two very slow European computers.
  25. 1) Does observing/playing with players effect host? Spectating/playing in a hosted 4vs4 game tends to be laggy, I'm worried if me lagging would effect everyone connection wise. 2) Does me hosting from Asia lag players from America/Europe, vice versa. I believe 1v1 should be okay, I'm not going to host more then that though. Suggestion; I didn't know what the lobby colours indicate at the start, it would be nice to inform what they are on an question mark icon. Green = Open lobby, Red = Game underway, Dark Gray = Playing against bot, Orange = Wrapping up/Player disconnect?
  26. Last week
  27. Hey, I put this list together. It has every class, both the VisibleClasses and the Classes, for triggers, auras, techs, etc. Hopefully someone finds this helpful! classes.txt
  28. Try using Tor Browser, it basically spoofs your computer, so that you appear as someone else every time. That should get around any blocks or bans put in place. However, you'll need to make a new account if you were already blocked/banned through that.
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