Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2017-04-17 in all areas

  1. I haven't actually tried it yet, but I thought you can have a batch size of 1. And that's how you can control it.
    2 points
  2. I'm reading now book about origin of Rus, all about weapons, that I'll meet there, I'll write here. There are many excavations of Slav's settlements, but I need to find and read about them. There were more than 20 Slavic tribes, the territory, that they lived is very large. From Odra, Wisla in west to Don, Volga in east; from Baltic sea to Crimea, it changed through time. For example, west Slavs had different culture than east in one time cut (because they lived in different cultures with different other peoples). So one could have one weapons, other - others. There are many descriptions of that excavations, even DNA analysis, but I need to find and get known about them.
    1 point
  3. We will re-enable registrations once we deem it possible. See for more information on what happened, and check the announcements forum to know when they are re-enabled.
    1 point
  4. And also Han dynasty is wayyy older than the Muscovite Russians. So yeah it's likely that the technology might have traveled in 1,000 years.
    1 point
  5. Amphibian Hoplite - Supported Champions Support Units
    1 point
  6. The most likely outcome, to me, right now, is that we'll ultimately support 3 things: -individual units -individual units walking more or less in formation (like in Age of Empires 2) -actual bataillons for warfare, treated as a single unit, but possibly composed of several underneath.
    1 point
  7. @soloooy0, I'm not historian, I need to read about weapons and other. The only thing I know - there were shields, swords, ships =) I doubt about that early Slavs used crossbows =) And about catapults I doubt too. About rams - maybe they were present, because, as I know, they are the only way to brake gates of city. There were several fights with cities, but I don't remember much about their weapons. I'll read about it and will wright here to everybody, who'll want to help with this fraction. And how @Lion.Kanzen told, you can try Rise of the east mod =)
    1 point
  8. I think seasons would work better in a freeform campaign mode. The seasons would change based on the number of turns on the campaign map and the skirmishes would reflect the current season when loaded, but the season would not change within a skirmish battle.
    1 point
  9. @jeru Thanks for the response. Yes, I'll send you those details in a PM.
    1 point
  10. Hello, I have been working on adding range visualizations, starting with auras (ticket #4349). The code is currently on Phabricator (D238), but right now the patch needs to be refactored in order to make the range visualization code more generic. This will be done partly by moving some of the new C++ in the patch to a new Javascript component (RangeVisualization). I wrote up an extensive summary on Phabricator, but basically the patch allows adding a unique line texture, texture mask, and line thickness to the JSON files of range auras, which will be rendered when entities are selected (like the selection overlays). If none of these are specified in the aura's JSON, then defaults will be used (the default line texture being the one used for building selection overlays). The patch also adds a config option to allow disabling the rendering of aura ranges, and also a hotkey to toggle the option in-game. If an entity has more than one range aura, then all of them will be rendered, which raises some questions on how to handle auras that have the same range (currently, this is only an issue for one hero unit). Right now, there is a bug in the rendering code for selection overlays (#1368), which use SOverlayQuad, that causes them to clip through terrain, and so this limits the visualization texture to a simple line. "Fancy textures" that use SOverlayQuad (like those demoed in Delenda Est) cannot be used for now, but they can certainly be used for range visualizations once the terrain-clipping bug is fixed. There was some discussion on this bug, and visual ranges in general, here: Here are some screenshots for auras, though they are rough, as the patch is still in progress. This next screenshot is an example of a unique line texture for the aura of a hero unit (a spiral). Eventually, range visualizations can be given to defensive buildings like defense towers to show their ranges - there is another trac ticket for this. Also, it might be nice to show range visualizations in placement previews. There are still some design decisions that need to be made regarding range visualizations, and I have been discussing this with some of the developers. One in particular is the possibility to give civilizations their own unique textures (this would require a lot of new art). Also, there are a lot of possibilities when it comes to hotkeys, as there could be a hotkey that toggles the persistent rendering of the range of certain units - regardless of the config option (for example).
    1 point
×
×
  • Create New...