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Showing content with the highest reputation on 12/31/2017 in all areas

  1. game 1: skirmish cavalry won the game because, despite spear cav moves faster, they can't trade skirmishers. game2: romans vs romans more interesting than first game because both had spear cavalry. BIG MISTAKE: you kept harrassing opponent wood workers instead of forcing his women on fields to garrison and being unable to produce food ( like he did in the first game ). briton games: the most equilibrate one since slingers seems to be nice to protect workers from skirmish raids, plus they can be trained so easy that it would be even a bad decision not training them. borg- was able to
    3 points
  2. Emperior (1437), faction02 (1360), PhyZic (1774) VS Boudica (1666), merlin1 (1635), DoctorOrgans (1314) Funny JC fail. Have to upload this or it "never happened". JCs beloved move to run into enemy's base with light infantry and to kill women and traders took a dramatic turn this time and did end in a "total annihilation" (borg-). 3(!) times the naval supremacist, Dr. Genozide fell into the same trap and lost his organ eating squads without doing any noticeable damage. To save him from the unstoppable counterattack, merlin1 had to leave Boudica 1vs2 against Emperior and fact
    2 points
  3. Games of this series were all unrated and played since 2 days ago. You can find here comeback, nice raids and excellent defense, traps, and some unique strategies, but also some balance abusing and map advantage dictating 1 or 2 games win (i suggest to skip game 1, the least interesting one). Overall, it might show that the balance is not as broken as some people say. Feldfeld vs borg- series.7z
    2 points
  4. Yep. I have never ever ran out of wood on any map in this game. Losing a few dozen trees isn't going to be a big deal as far as resources or even "depriving" your enemy of resources. There are eleventy billion trees on every map. And there are any number of ways to deal with that too, as alluded.
    2 points
  5. I have just noticed the new horses. They models seemed more vivid. I didn't do a proper comparison, but so far it looks good. Just one thing I wanted to mention is that the walking animation doesn't quite seem to fit the walking speed.
    1 point
  6. Good to know Have fun with the games. The crashlog didn't reveal anything...
    1 point
  7. Basically I'm using inheritance from variants to avoid duplication for helmets so I can have single helmets and multiple object props with minimal lines of code Worth to be noted if you mix up the order of frequency and name attributes in the actor it won't work. Variant files can also inherit each other which is great for things like helmet with added complexity.
    1 point
  8. No, only when once building them. Also, use your imagination. You can either use groves for "forests", ala DE, that cannot be built on, and then allow straggler [i.e. individual] trees to be built on/removed. Or..... you can put a max number of destructible trees for each building [probably determine it by obstruction size of each building], so that if you hover a Barracks over, say, 3 trees it allows you to place the foundation, while if there are 4 or more trees it denies you. That way you can't just plop it right down in the middle of a forest.
    1 point
  9. hey, all. been a while, hasn't it? more than two whole years! i just thought i'd pop in and post something in the hopes of getting some constructive comments and other suggestions. though i haven't posted here in a long time, i haven't stopped thinking on this project. the biggest thing i came up with for it is a proper setup of civilizations based around the idea of properly-themed expansion packs. that also means that the roster of playable civs has expanded from twenty to thirty. the idea i came up with is, after the vanilla game, there's one expansion pack loosely connected to each o
    1 point
  10. At long last I got the guide for the first Civ done, the Kingdom of Hyrule: Download the PDF to check it out: https://orig00.deviantart.net/0a38/f/2017/363/4/d/koh_guide1_by_undyingnephalim-dbyacyr.pdf Please keep in mind that the content of this guide is based on intent, and not what might be in the current version of Hyrule Conquest. Some aspects of gameplay are not implemented into the engine as of the posting of this guide. Yup everything will be there. Just keep in mind that a lot of stuff on that wiki is still based on the Total War version of the game and not
    1 point
  11. @The Undying Nephalim, please remember that steps described below are a way to test things in the game. It shows how to get from point A to point B without explaining why. https://trac.wildfiregames.com/ is a good source of information about getting art files working in the game. It was very useful for making the mod and writing this post. I used Blender 2.78c in default configuration. I can only assume how proficient you are in Blender. But "User Interface" section of the user manual should be enough to follow the steps. https://docs.blender.org/manual/en/dev/interface/index.html
    1 point
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