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  2. Thanks! I will work on this. Almost everything is different though so I’m not sure where to start that’s partly why I was putting some of the info here. and calling me at least, a developer is way too kind
  3. Doesn’t matter, the power in the game would be the combination of bow and arrow. So, for the first point the consequences were ok, just badly explained, the second point would have been wrong, except in very specific combinations of armour and distance, and the third point was somewhat misleading, but maybe acceptable.
  4. telegram pokies australia https://t.me/s/pokies_australia_online_telegram
  5. Dear developers, I just had a look at you GitHub repo and like to suggest two aspects: @Asher has a short description in his About section of the Scouting mod repo as well as a link to this forum topic. I'd really recommend that for people having context (instead maybe your github.io). Regarding your README.md you could as well add some changelog information and a description what your changes to vanilla your mod does. Here you could insert a link to github.io (or this forum topic).
  6. Today
  7. You're welcome! Your new readme file is very instructive, thanks!
  8. I knew you would find some issues with it. I like to generalize a lot thanks for cleaning some of that up. Although I think the way we have them differentiated right now from a game standpoint still makes more sense. But I’ll take a closer look. we don’t exactly differentiate the type of arrows, although that could be written somewhere in the tool tip probably. the ranges and rate of fires should be on the spreadsheet we set up! So if they need to be changed just let me know!
  9. Looks like some kind of infinite loop, do you have the game logs ? you can also upload the saved game as well.
  10. Some test i've been doing to match the skin tone of the head:
  11. As I’ve already explained to you some time ago (and quoting from The Great Warbow, from Hastings to the Mary Rose, by M. Strickland and R. Hardy, which, although in a Medieval setting, is illustrative for each weapon): -Longbows weren’t necessarily more powerful than composite bows. Actually, the latter were more efficient, delivering more energy for a given draw weight. Usually, composite bows have lower draw weight (the thumb draw being a factor, apparently giving a bit more accuracy), but their power was comparable across a broad range: “a composite bow with a draw-weight of 59.5lb shot the same arrow as fast as a replica medieval yew longbow with a draw of about 74lb” (both of these numbers are below average for their respective warbows, but the comparison stands given a proportional scaling). A different thing is the power of the arrows, for which the longbows would have an edge, given their arrows were heavier, making them usually more armor piercing: “In the same decade in which Gerald of Wales was writing of the formidable penetrative power of the Welsh elm longbows in Gwent, Saladin’s close aide and confidant Beha ad-Din remarked on the effectiveness of the Frankish infantry’s armour against the Turkish bows during the Third Crusade”. -Longbows didn’t necessarily exceed the range of composite bows. Actually, the latter had greater maximum range, as expected from similar bow power but lighter arrows: “Western chroniclers were particularly struck by the range of the Saracen bows”, but both had comparable effective range, taking the previous point into account (although what is effective would depend on the actual units being targeted). -Longbows didn’t so clearly have a slower rate of “fire” than composite bows. Mainly, that has absolutely nothing to do with weapon size, but with variables like length draw and weight draw. For example, “the longbowman could shoot ten a minute and more, though Stanley says that with the heaviest bows he does not like to try for more than six a minute”. Thus, what could be done with a longbow is comparable to what was done with a composite bow, although if longbowmen sacrificed accuracy, and they wouldn’t be able to sustain that for long (all because of the higher weight draw), which wouldn't be much of an issue since they’d run out of arrows quite fast, as I’ve discussed before. In any case, this point is not as incorrect as the other two (given also that it’s much harder to properly source, and if one also considers much better trained composite bow users), but would depend more on the archer's training and technique, and, as with the previous points, on particular bows and tactics. Their advantages and disadvantages relate to other things I’ve also already told you (simplified in simple bows having lower performance, longbows lower mobility, and composite bows lower affordability, besides what I’ve just mentioned). If you keep asking AI of course you’ll get the wrong answers, because it uses misconceptions from other games. Redoubling on something I told you: many civ characteristics should be determined by not having all Storehouse techs. One of the reasons some would make composite bows is not having a lot of appropriate wood (this is connected with that they would also be horse cultures, more viable on treeless landscapes). Thus, they should not have all wood techs, and their bows should cost less wood, but more food (sinew, horn, animal glue) and metal (manufacturing cost), and more training time if that also considers manufacturing time.
  12. Thanks! How does it look now?
  13. Hi Asher, I read this thread as well as opened your repo on GitHub. Only after reading the first changelog entry I understood, what this Mod changes to vanilla. May I ask you to add a ReadMe.md and/or change the OP opening describing what's the USP of your Mod?
  14. it's already in replay pallas, if is can be shown in forum or website people will have more visibility, or Replay pallas should be advertised in WFG 0AD web page
  15. Yes, I also think cache friendly elements is a good idea.
  16. Even though it doesn't seem to be helping much I thought I add a little more detail regarding the Classical Warfare AEA project. Another thing that separates it a little from the base game is more diversity within units. For example, there were at least 3 common types of bows from 500 BCE to 0/100 CE. You had the simple bow. Cheaper, easier to make, but not as strong/accurate as (Composite/Longbows.) Most of the Greeks were not known for their archery, the mainly used the simple bow. Then there is the composite bow, almost twice the range as the simple bow, popular among the Steppe people, used by the Achaemenid Empire (Persians) Sele and Ptoles. Then you had the more powerful, bigger long bows of the Maurya and Kushites. These bows often matched the range or exceeded that of the composite bow. But do it its size had a slower rate of fire and was not ideal for very mobile units. There were also different types of ammunition used with slings, most commonly stone or lead when available. Again trained slingers with lead ammunition could often out shoot archers as far as distance. The Balearic and Rhodians in particular were highly sought after for their slinging skills. Please correct me if I'm wrong But yes we are trying to make an effort to represent some of the important differences from the time period which made certain archers better than others, while some infantry stronger than others etc.
  17. Yesterday
  18. If it helps, I tried to run this savegame on the windows side of my computer, and it crashed just the same.
  19. In the Proto-Mapuche and Pampean Peoples mod, we have champion slingers.
  20. They aren’t champs in CWA, but they are elite mercenaries. They have special stats, were highly regarded in the ancient world for their sling capabilities. Similar with Rhoadian. part of the problem is what exactly are champs?
  21. My game just froze when I was in the middle of a game. It didn't seem to log it, but here is my main log mainlog.html For mods, I was using:
  22. I thought it would be interesting if there was a civ with champion slingers, and I found that the main weapon for the Balearic people was a sling; I didn't do much research though
  23. Any suggestions/things I should change?
  24. I found how to open the dev menu
  25. How do you open the dev menu? If you are not doing revealed map, does it render enemy's units/structures that you can't see/haven't seen?
  26. What do you mean? Implemented but not shown? I can't see it anywhere in the web page. Is it also a team Glicko-2 version? Edit: Ah! Found it at the player site, when you click on a player
  27. What you mention is called culling, you can see what's being culled through the dev menu, by locking the camera frustrum. The problem is that at low angles, it's almost impossible to cull stuff, because you see an infinite distance forward. Other than that it's already implemented.
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