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  1. Today
  2. Probably that come from over-simplified calculations. There are enough variables in this game that no formula could define the optimal number of units to train at a given time. But what's for sure is that in a lot of cases, if your goal is to get fastest population grow, consuming a maximum of available resources into training units is extremely often the best. Because of this, you can assume that a better autoqueue would try to always train with the biggest batch possible. I use this assumption in ResizeQueue mod. @Baelish @SKAcz If you want autoqueue to be able to adapt to resources and housing, well, I did a mod that do exactly that. I've just added some default configuration to ResizeQueue, so you don't need to checks options to make it work. Resize Queue repo : https://gitlab.com/4trik/resizequeue With this mod, autoqueue should: Resize the training batchs. (will not consume last 100wood, this is a setting you can change) Stop production when housed, or out of resources, and resume it when possible. Prevent autoqueue to consume resources for a building while player is placing it. (I hated when autoqueue made you fail to place a building, and sometimes you don't even realize it) I'll summit this mod for review for mod.io today. The mod progui also has a feature that does exactly the same with added graphical panels to: Control production settings (change for example how much wood not to consume (for advanced players in some cases you want to change it briefly to 0, or 200..) In addition of picking units to produce from a specific building panel, you have a global panel where you can select what units to train, it also make mixed production accurate so you can get the army composition you plan for.
  3. It also allows batches (you can dial their size up and down with the mouse wheel), but people have done the numbers and I believe the time/work ratio is only beneficial when the batch size is >17 or something.
  4. The information for the Han minister says they have 1 pop count, however I noticed that my pop count at start is one higher than I have units; so I'm pretty sure they still count for two.
  5. Yesterday
  6. What I would like is that autoqueue is not stopped if I run out of resources, it would be nice if it were just paused until resources are available. Same as with population limit, it just pauses production until population cap is available.
  7. I tested it now more and good news is its is half way working, it allows even mixed units, good, Thanks for tip much better than nothing I will test later more in detail, looks like in some moment it will stop produce and never will start produce again even if resources are already again available.
  8. First of all I would like to thank you for the good work that was done in the creation of the game, we installed and tried the game over a local network for two and it worked smoothly :) And now the fundamental question: for years we have been struggling with the fact that you have to constantly click too much economy in RTS games, and then the game is more simcity than a realtime strategy or realtime tactics game. In doing so, here is one simple solution: The option to (turn on/off) to check that enough resources to produce a unit are evaluated just before the unit production starts, not when player clicking 20 units into the (future) production queue. Together with the option to turn on an infinite unit production plan (or large quantities) if I have sufficient resource extraction I don't have to deal with micro production and can enjoy strategic and tactical battles elsewhere on the map. Please would it be possible to implement this in some simple way ? (No need to even implement production priorities, it is quite sufficient to take the next unit in the order, evaluate if there are resources and start production or stop and do another check in the next second or 10 seconds). Thanks a lot for answer. SKAcz
  9. Mod updated(0.2.0). Added description and video to the first post.
  10. Last week
  11. From what I could see it is like a conical volcano shape, With a detail that can vary, making a Dome or simply open like a chimney.
  12. According to Ai, royal yurts should be larger and made of the best materials and with expensive details, that is, fabrics and props.
  13. @wowgetoffyourcellphone can a structure have both terrain hugging elements (like a wheat field) and a model? If so, the dock could just be a smallish yurt with the skeleton of a boat next to it, a fire, and a rope ladder used to slide boats into the water. The rope ladder could just behave the same way as farms so that it doesn't hover over the shore.
  14. I think all but the royal yurt and maybe the scythian version of the ovoo would need models. I think the royal yurt could just be a more decorated version of the current yurt (house), maybe using more luxurious prop points as well. The ovoo would be more complicated. Overall, the structure would be similar to the xiongnu one but made of stacked wood. Also, I don't know if the flags were used by the scythians like the xiongnu have on their ovoo. And then in general, we have a problem where the yurt fabric for scythians and xiongnu looks very similar across the board like @Lion.Kanzen said. Maybe a move to use more hides or skins for one civ, maybe xiongnu, could help.
  15. We need new textures. Something that differentiates the Scythians cultures and the Xiongnu culture. -The dock does not even have a conceptual design. The same goes for the stable.
  16. @Genava55 Great, thanks! My plan is to create 5 or 6 steles (2 potato heads, 2 deer stones, 1-2 babas). @wowgetoffyourcellphone When all meshes are ready and I have a final UV layout I'm gonna bake it again. I need to tweak the normal strength again. On the first one the stone texture normals are too strong and the highpoly normal is too weak. I added ambient occlusion to my material setup, no idea why it didn't bake that, but I'll find a way to add shadow. When everything is baked I could add some moss/ weathering effects/ bird @#$% with texturepaint. When all is done I plan to use them for the kurgan wonder that I'm already working on. @real_tabasco_sauce Are there models that would only need existing textures? I could try to make a mesh then
  17. This stone baba is from the Scythian period so no issue. The deer stone pillar is a bit older vut it is fine, it was still used by the Scythians even if they didn't build it. For the sake of diversity we can let it pass through.
  18. I'd bake some subtle shadows into the texture at least, give the illusion of a little more detail. Also remember that the stele we see today are very weathered. In their prime, their details woukd be easier to see. I wonder if there is evidence of paint.
  19. I'm not convinced at all. Manor Lords looks incredible for many reasons, but in terms of combat strategy, this video doesn't really say anything interesting to me.
  20. the game is better at lower pop imho.
  21. these look really cool. If you need other ideas, we will also need a Scythian dock, a Scythian version of an ovoo, nomads stable, and a 'royal yurt' (other discussion):
  22. Shader effects 0 vs shader effects 10. It's not really a beauty. 842 model tris in atlas, 421 in blender, hope that is not too many @Genava55 @Ultimate Aurelian Should I make a stone baba and steles from the deer stones culture or would that be ahistorical?
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