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  1. Proposal: Gaesatae (Celtic Naked Fanatic) The current actor file uses round shield (Which is not accurate according to @Genava55) I have not added body paints at the moment (I have to confirm if continental Celts also painted their bodies) No frontal nudity as I covered the genitals with body hair.
    3 points
  2. For the Elite cavalry unit, I suggest to rely only on late material. Helmets and shield bosses from the Gallic Wars and post Gallic Wars. The sword at this time is very long for horsemen. I put here some useful picture for the concept:
    2 points
  3. Hi everyone!! i m updating on the progress: Thanks @stanislas69 and @(-_-) for the valuable tips: i fix the typo error and i moved all the stuff out of guiinterface.js so to don t create problems. What i achieved is this: See Image Uploaded: A full working prototype of a female citizen who can work and earn money for the job done, the wealth is showed in the progress bar on top of her health bar Every time she work and gather some resources: metal, wood, stone or food, she earn some amount of money. depending of her <EntityFinance> template: i use <EarningRate> to specify the rate of earning and <WalletCapacities> to specify the max amount of money she can store Of course she can spend as well, i will now try to update the GUI of money resource for the unit and after i will develop a economy model where unit can earn and spend , this is my draft idea so far: Splitting the civilian from the military we can focus just on civilian as a main actors of our economy. We can split the Economy Entities in: Slave, Citizen, Food Vendor, Artist, Dealers(Shops), Trader(Market , implementing that already exists), Nobles and the State Every actor has a degree of importance in the Economy Model and from slave can evolve in all different entities: Slave work for free and consume just some food the only owner is the State which account for the food and benefits of the resources gathered Citizen the can earn and spend; they consume food and also other commodities like textile or wine, they can buy food from the State or from Food vendors, and the other commodities from the shops or in the market, the own the money earned but also the State own them: all resources gathered go to State which pay them producing money from free Shops, Market, Circus are instead Structures which spend money to buy resources from State and resell them to Citizens offering different products from clothes exotic food entreatment etc..also they need to pay a tax for each transaction to State Nobles instead they can own Slave and earn a percent for all the Lifecycles of them economy once they upgrade in the different economy entity described above. They Spend money for very expensive commodities and they influence the civ evolution like giving some very good benefits to win the game( not sure yet which one ) All the Prices of the different commodities and resources are set by a PriceManager Component, which will calculate the demand and offer every tot amount of time, to give realism of the Economy Model Also The State has the Capacity to apply Tax to all the transaction and also a Tax to all entities once passed a certain amount of Time This is a draft for the first two State: Ownership: Own Spend : Money / Technology, Weapon, Diplomacy, Super Unit, Corruption etc.. Earn : Money/ VAT Tax, Monthly Tax, Resources, Villas, Castles Consume: None Produce: Money, Slaves, Market Building Dedicated Building: Civ Center Slave: Ownership: State, Nobles Spend : NO Money Earn : NO Money Consume: 1 Food[fish,fruit,grain,meat]/Day Dedicated Building: No Produce: Labor   Citizen: Ownership: State, Own Spend : Money / Products and Resources Earn : Money/ Resource Gathered Consume: 2 Food [fish, fruit, grain, meat]/Day 2 Food [wine, sausage, bread, steak]/Day 1 Clothes/Week ( will be produced by some Shop or  1 Entertainment/Month Produce: Labor Dedicated Building: No Food Dealer: Ownership: Own Spend : Money / Resources, Products Earn : Money / Bread , Sausage Consume: 4 Food [fish, fruit, grain, meat]/Day 4 Food [wine, sausage, bread, steak]/Day 2 Clothes/Week 2 Entertainment/Month 1 Jewelry Produce: Sausages,Breads,Wines, Steak Dedicated Building: 1 Level : Street Vendor, 2 Level: Locand, Bakery, Butcher Clothes Dealer: Ownership: Own Spend : Money / Resources, Products Earn : Money / Clothes Consume: 4 Food [fish, fruit, grain, meat]/Day 4 Food [wine, sausage, bread, steak]/Day 2 Clothes/Week 2 Entertainment/Month 1 Jewelry Produce: Clothes Dedicated Building: 1 Level : Street Vendor, 2 Level: Clothes Shop Jewelry Dealer: Ownership: Own Spend : Money / Resources, Products Earn : Money / Jewelry Consume: 6 Food [fish, fruit, grain, meat]/Day 6 Food [wine, sausage, bread, steak]/Day 4 Clothes/Week 3 Entertainment/Month 2 Jewelry Produce: Jewelry Dedicated Building: 1 Level : Street Vendor, 2 Level: Jewelry Shop Trader: Ownership: Own Spend : Money / Resources, Products Earn : Money / Resources, Products Traded Consume: 6 Food [fish, fruit, grain, meat]/Day 6 Food [wine, sausage, bread, steak]/Day 4 Clothes/Week 3 Entertainment/Month 2 Jewelry Produce: Resources, Products Dedicated Building: 1 Level : Street Merchant, Artist: Ownership: Own Spend : Money / Resources, Products Earn : Money / Entreatment Consume: 6 Food [fish, fruit, grain, meat]/Day 6 Food [wine, sausage, bread, steak]/Day 4 Clothes/Week 3 Entertainment/Month 2 Jewelry Produce: Entreatment Dedicated Building: 1 Level : Street Vendor, 2 Level: Entreatment Building(Arena) Noble: Ownership: Own Spend : Money / Resources, Products, Slaves Earn : Money / Tax from his former Slaves Consume: 20 Food [fish, fruit, grain, meat]/Day 20 Food [wine, sausage, bread, steak]/Day 10 Clothes/Week 10 Entertainment/Month 10 Jewelry Produce: Technology Dedicated Building: 1 Level : Villa, 2 Level: Castle Please share your ideas and give me some feedback, always once i implemented further i will share all code to the community
    2 points
  4. Another aspect of the game that could use some general improvement is the look and layout of the tooltips in the game. Currently, it seems that the tooltips keep getting loaded up with extra information making them look worse and worse. I think it's time to step back and redesign their look. Here is something that could look nice for a "basic" tooltip: A "detailed" tooltip layout could follow similar designs.
    1 point
  5. So, this has been discussed in the past, but no conclusions were ever made and thus no decisions made on the design level. I think the loading screen could use some improvement, because right now it is rather static. Here is an old concept for some loading screen improvements (but is not a coherent design by any means) that I once found on the forums: Another idea I had was to have the current design with the "tips" but either have the tips rotate automatically every 10 seconds as the map loads or there can be left and right arrows that lets the player cycle/scroll through them at their leisure as they wait for the match to load. But most assuredly, I think the general aesthetics of the loading screen could definitely be improved.
    1 point
  6. Hey guys, how are u? Well, i add some structures in my patch, like stables, archery ranges and others. But i have a problem, some icons are not showing, because of the size of the interface and the amount of icons, could you help me with this? I can decrease the size of the icons, but I think this is not the best solution. I tried to make the changes in sessions/sessions but a small change create huge bugs. Tnx!!!
    1 point
  7. @Angen sure. You can find slightly more up-to-date code here; and some more information/musings here, which includes links to where the civselect screen was first proposed and a ticket (that arguably went off-topic) that also uses the code.
    1 point
  8. I have a question. I might or might not have been modelling the gaul theatron to replace the tavern, and I was wondering if I could use a hay roof on top, instead of the clothes. It would make it integrate better in the rest of the set.
    1 point
  9. This bug is caused by the pathfinding or the lack of thereof. Since units keep walking on the foundation, others can't build. Their orders keep being changed and cancelling.
    1 point
  10. Hey guys, i did it!!! with the help of some guys (Stan, Angen, bb_ and Face) we can do it, tnx again. to increase the number of icons you want, is in sessions/selection_panels_right >> <repeat count="24">, change for the number of u want. Now in sessions/selection_panels in line 214, u need change return 24 - getNumberOfRightPanelButtons(); for same value that you chose in <repeat count="24">. this is for panel construction, if you want to change another panel, the change should be in another panel obviously. I hope this helps everyone.
    1 point
  11. If I reduce my previous suggestions and try to be more simple: The Gallic roster could be like this: Heavy infantryman (spearman or swordman) - Cingetos (generic term for warrior fighting in the front line). Javelin skirmisher - Bagauda (bellicose/fighter), Talanos (support person). or Adretos (who moves fast, attacker). Slinger - Clucagretos (proto-indo-european reconstruction for slinger), Uassos (meaning servant, attested word) or Talanos (support person). Sword cavalry - Eporedos (cavalryman). Archer - Selgos (hunter) - Archers appeared only during the 1st Century BC, I suggest an unit available only in the 3rd phase but not an elite unit. Naked warrior (spearman) - Bariogaisatos (furious spearman). Fast and scary for fresh recruit (bonus against basic version of units ?) Elite infantryman (swordman) - Soldurios/Soliduros (bodyguard), Ambactos (servant, protector, retainer), Adscoros (attendant, retainer). Elite horseman (sword or lance) - Comaterecos (patrician) or Uerouicos (victorious warrior, great fighter). Anti-cavalry special unit - Epouanos (horse-killer). Gallic horsemen auxiliaries are described as being efficient anti-cavalry against the Parthians at Carrhae. Eastern Celts, Belgians and Germans share this feature it seems. The Britonic roster could be like this: Heavy infantryman (spearman or swordman) - Catucos (combatant), Batacos (combatant) or Batoros (who-hit-hard, fighter). Javelin skirmisher - Bagauda (bellicose/fighter), Talanos (support person). or Adretos (who moves fast, attacker). Slinger - Clucagretos (proto-indo-european reconstruction for slinger), Uassos (meaning servant, attested word) or Talanos (support person). Lance cavalry - Marcacos (cavalryman). Marcos is another word for the horse, more common in the island than in the continent. Light cavalry with javelins - Gaisaredos (Javelin on horse, mounted), Gaisatoredos (Javelinist on horse), Adretos (who moves fast, attacker) or Bagauda (attested for horsemen as well during the Gallo-Roman rebellion). Naked warrior (swordman) - Batoros (who-hit-hard, fighter) or Excingos (attacker, who-get-out-to-fight). The Caledonians are described as using longswords and small shield and fighting naked. Elite chariot warrior - Esseda (war chariot). The Britons use war chariots with a driver and an elite warrior, they throw javelins from it and continue the fight on foot (possibility for the unit to transport one infantryman ?) Elite noble infantryman (sword or spear) - Argos (battle champion, noble) or Donnouicos (noble warrior, noble fighter). Elite skirmisher infantryman - Caur (old-Irish for champion) or Art (old-Irish for champion and bear). A propose an Irish elite javelinist, with a historical irish shortsword. If the double weapons switch is implanted, it could be an interesting unit. Polyvalent. I removed the light cavalry from the Gallic roster to let it only for the Britons. There is actually no direct evidence for light cavalry among the Gauls, it is more a matter of supposition and interpretation. Historically probably that the javelins, the spears and the swords were used together by gallic cavalrymen. Edit: I think interesting features can enhance and deepen the gameplay, like the Bariogaisatos (previous Gaesatae) having a bonus against basic version of the units because he was historically considered scary, like the Epouanos (horse-killer) being an efficient anti-cavalry with mediocre/average stats but with a strong bonus against cavalry, like the Britonic chariot possibility to carrying an infantry unit etc. What are your thoughts?
    1 point
  12. For levy unit, there is an attested cap found on relief. It could be useful for variation in the basic versions of some unit: For the wicker shield attested in Gauls (according to Caesar), it could be useful for the javelin thrower:
    1 point
  13. For me no, I understand it is an issue then no problem. I don't have a better proposal. Your choice is discrete and not deranging.
    1 point
  14. The unit seems to be very good like this. Body paint is something mainly attested on the British Islands (Britons and Picts). There are some people suggesting it could have been used in the continent, but it is astonishing that no author noticed it or represented it if it was the case. I would suggest to use it as a distinctive feature of the Britons. Especially since there is less choice in armor and helmet on the island, you must be creative with the other things for the advanced and elite version. Gladly, they have enough prestigious shields and the body paint can vary a lot. For the Gaesatae, I suggested to name it Bariogaisatos (furious spearman) since Gaesatae is in Latin and the Gaesatae are not accounted as naked all the time (Also Viridomaros is their king). If you are looking for some additional variations, you can add a cape on some of them and a prestigious helmet. Here my previous suggestion, but yours is good like this. Generic Name: Gallic Fast Spearman Specific Name: Bariogaisatos Class: Spearman. Hacker Armament: Heavy Spear. Appearance: Garb: Naked. With a cape or not. Helmet: No helmet or Celtic helmet type Montefortino. Shield: Medium shield. With early iron umbo. Figure(s): Face would either be bearded or have a large moustache (traditional). Torc around neck. Barefoot. o History: In the popular culture, Gaesatae are the naked warriors by excellence. But contrary to the common belief, all their accounts didn't correlate with the occurrence of naked warriors. Their king Britomaros even had a splendid armor according to the Romans. Besides, another account of naked warriors exists in the history of the Galatians, without any link to the Gaesatae. Terracotta figurines are even representing naked Galatian warriors. The choice here is to represent a general naked warrior as depicted in the Greco-Roman art. Bario- is meaning furious and Gaisatos is the translation of Gaesatae, meaning “those-who-fight-with-the-Gaisa”, a polyvalent spear that can be thrown. Naked warriors were frightening for fresh recruits. Polybius describes them as having a shield too small to cover their entire body. Garrison: 1. Function: Vulnerable to missile (low armor) but enough hit-points for close-combat. High damage delivery. Fast. Unable to change the attack mode (always aggressive). Special: Damage Bonus against low experience units (basic). Edit: The helmet suggested
    1 point
  15. I think @gaiushad a similar situation in one of his mods. Maybe he can help you.
    1 point
  16. We can put the units in weathered pedestals similar to how @Enrique showcases his unit animations and mesh
    1 point
  17. What I have in mind is a movable 3D mesh of units in the game, with little trivia about them so that the audience could learn facts about the units in the game. Something like an in-game sketchfab? Like the loading screens in the TESV: Skyrim.
    1 point
  18. Is very beautiful wowgetoffyourcellphone. But as a good player, I wish see the civilization of the players.
    1 point
  19. this will help you, mainly "SUPPLY". Resources.rar
    1 point
  20. For nearly everything it does not matter whether you use svn or one of our git mirrors. So just choose what you prefer. (The only thing I know, where svn is obligatory, is committing, but that is only needed for staffs)
    1 point
  21. The ground plan of the temple is known, and "the brickwork is preserved to 7m in height, but has only been excavated in a few places". They used the inclination of the stairs as an indication of the original height. Glazed bricks in the ruble were used to provide information for the reconstruction. Sumerian architectural traditions are also well studied... Check video with a little info: https://vimeo.com/62772222 Pretty sure it's as good as it gets.
    1 point
  22. I think we're avoiding alternate history timelines. Do you have other examples of monumental Macedonian architecture, like the Philippeion, for example?
    1 point
  23. It will a PITA to extract the text from that image.
    1 point
  24. @Genava55 it's weird, yes. I think there are a lot of things from the Neolithic and Bronze Age that will remain shrouded in mystery, but might help explain some widespread phenomenon. I agree that they probably had some ritual use, not combat, per se. No need to depict it in-game, in my opinion. But still interesting. The horns on many of those horned helmets are similar to the horns of aurochs and ancient cattle breeds. The appearance of cattle herding cultures in the European Neolithic fundamentally changed things. I think it's fair to assume there were associated cattle cults. See how widespread bucrania are, for example...
    1 point
  25. So, someone has encouraged me to report every crash; I had another of these: When I accidentally started two instances of the game I got: Should that be an unhandled exception? --- Even easier: I can change the title directly on every page of this thread. FYI --- I feel like the GUI could really use some keyboard commands. For example, in the Load Game menu I'd like - to be able to use the arrow keys to navigate the list - every button to have a shortcut assigned - the most common option to be pre-selected
    1 point
  26. @Itms might have some ideas, after all it's his favourite question to answer, when we are giving talks
    1 point
  27. One of the other reasons is the amount of binary data we have ie: all the textures are .png so much that github would charge us to store it read their policy about that carefully.And with svn we can and do archive our art source files as well. Enjoy the Choice
    1 point
  28. 1 point
  29. Hi, I was in the mood to update my map, so I made some design detail changes and repaired a few mistakes. The file is attatched to the first post. A fence placed in order to make citizen feel more comfy on the cliffs of the persian town. The red sea now has sime underwater structure. And I just realized that the map on the first page is very ountdated ... it did not even contain the Kushite town. Greetings and everyone have a happy new year! mimesot
    1 point
  30. actually, slingers are perfectly mid-way between archers and skirmishers on : range, speed, and attack. That's theory. But in practice, while slingers can use their bigger range to escape quick enough inter-bumping skirmishers ; archers move just too slow to move away in time (at least on long distance) . Its seems that slingers occupy a really tiny piece of land and bump in each other very few. In my opinion, slingers should be the fastest unit moving but providing less damage than archers (which is reality quite obvious). So rather than making slingers simply a mix between archers and skirmishers ; rather make archers the best ranged ; the slingers the fastest and the skirmishers the most harmful. To summarize > Now its : (1 is the best , 2 middle, 3 the worst) skirm sling archer speed 1 2 3 range 3 2 1 attack 1 2 3 > it should be skirm sling archer speed 2 1 3 range 3 2 1 attack 1 3 2
    1 point
  31. Don't worry, it's too late now but I have committed your map description and map changes. Keeping egypt. The names like necropolis needed capitalization. A bit long, but the map deserves it. Gj.
    1 point
  32. Please, when designing these interfaces keep in mind mods that might add civilizations and factions. For example, try to design an interface that would work with 20 civilizations with 3 factions each, with some of those civilizations having instead o 3 just 1 faction, and others having 10 or more factions. The interface should be able to handle such a case. Some suggestions with this in mind: Get rid of the buttons on the left-hand side. Instead, organize the list of factions by civilization (like in http://www.kde.org/announcements/4.0/screenshots/dolphin-groups.jpg) and allow to chose a civilization. Clicking a civilization header selects all the factions of that civilization.Use smaller icons (like in http://icrontic.com/uploads/features/2013/08/WorldMap.png , maybe without text as well since we have the informative right-hand sidebar).When more than one faction is selected, add a message somewhere that explains that, when the game starts, a factions will be randomly chosen from the selected factions. This flexibility, being able to choose any set of factions regardless of the civilization to randomly get one of them, would be awesome, and you could still do it on a civilization basis as explained. Replace the Random All button with a Select All button on top of the list of factions.The informative panel shouw show information about the faction that you are currently hovering, or the last faction that you were hovering if your are not hovering any faction at all.We would need a cool vertical scrollbar when the list of factions does not fit the screen.
    1 point
  33. I like the Pavlovian reaction of those 3 .. auto-congratulates each other with smileys even if they don't really get the point. Lazy minds and poor personalities ; facebook generation. Boudica, sorry to say that but it's better u just keep "liking" the post of 2 others to avoid wasting your time and mine.. i said i really don't care if this is better or not as the idea in the first place was a joke : making score based on 1 player... (even the name eae is a joke) But i feel i have to answer simply to avoid people to get me wrong. nope .. that makes only 2 cases my friend .. not an infinite number of cases. ( exemples : 10-0 and 0-10 or 7-0 and 0-7 or .. etc) And those 2 cases can be labelled as +Inf and -Inf .. just like there are with the kd ratio. Am I wrong or unclear ? - it's symmetrical and centred on 0.. .. i give you a simple example : ln(0/10) = -Inf , ln(3/7) = -0,8473 , ln(5/5) = 0 , ln(7/3) = 0,8473 ; ln(10/0) = +Inf .. I hope its clear now. - I was just saying in first place that taking ffm as the benchmark could be a better idea to avoid having like 99% similar score whatever the formula taken; then i precise that taking the "ln" scale softens the distribution of values (to avoid the massing effect). But im agree with you to say that it will be hard to interpret. @PhyZic the fnny fact is : I teach math and i create a video game ; while you mostly spec games of others and write crap on this forum. I have probably more respect for a "Retard" than something like you @ the forum admins : the least, it's not to delete the answer of someone being insulted. Personally, I won't answer on this topic anymore as it's going nowhere
    0 points
  34. well, i wrote " most " to say i want to avoid the extreme case in which 1 of the player has 0 wins (thus avoid 0 and DIV/0) . I should have been more clear. Yes; its better formula as its centred on 0 and has symmetrical shape. But seriously, idc if its better or not.
    0 points
  35. 1 indeed, statistically speaking, that score would be poorly distributed (massed around 0 and some few values above). 2 what would happen if a player wins more than half of his games vs borg ? Feldfeld, Val, Aristol .. ? 1 game is enough is to be 100% He would be the new benchmark ? 3 this score is calibrated vs 1 player and not all of them. So the gaming style matters and borg can decide to improve your score or even refuse to play vs you To stick to your idea, better take a well rounded player like ffm as benchmark and make this ln (Number Wins / Number Fails) So it will gravitate around 0 for those with same level than ffm ; positive for those who won most games ; negative for those who lost most and no DIV/0 or infinite problems. The score distribution will look better
    0 points
  36. A well-known noob can enter into the balance of the teams. Bun an unknown newbie , might be a noob but also unreliable (leave game, play simcity, .. etc) during the game and make it gg after 10 mins of gaming only. Coz on high level of gaming, 1army suicide or 1 minute delay in helping can be fatal for the whole team. So the advice i can give you is to help allies and never resign/quit too quickly . Play lot of games to be well-known by others whatever your level is. It takes some time.
    0 points
  37. . Yes, i play Sparta just because they look cool. But if i want to increase my probability of winning in a 1v1 , i play Celts. Why ? Because with Sparta, unless i success basic rush (which is counter by some slingers) i barely reach P3 while the brits/gauls/ptols have already Castle + Hero and some siege (-10% pop) Against Ptol, its possible to resist the very hard 1 wave attack and wait enemy to have no more metal .. but with gauls/brits .. their eco are just too good for sparta to resist endless spam of hyper-mobile slingers + stronger celts eco (farm bonus, cheap barracks) over sparta eco (-10% eco and extra building to get hero). Sparta has to rely on late P3 to push back with all upgrades .. but often its already too late ; slingers are walking all around, retreating at will with no casualties (while spartan units are stucked by obstacles) , destroying towers .. and Sparta rams are counter by fast sword cavs .. slingers are massively used coz they are just too easy to use ... and often reach <<< veteran grade and finally are even able to destroy CC alone. Also, when you see stats of units, the slinger is just situated midway between archers and skirmishers .. but seriously .. how can a little stone can make more damage than an arrow or a javelin ? I would suggest the devs to make slingers the fastest infantery (more than skirmishers) but also, the less shielded and less harmful. n.b : i just discover recently that SParta has +10% building time and Celts -20% .. thats huge gap
    0 points
  38. And for Liberrty and Mortak, sorry borg, it was not the case either . Better you review your sense of judgement and evaluation coz it has more to do with hate than objectivity
    0 points
  39. Boudica (I won last 1v1) Valihrant (won last mainland but lost 2 navals) borg (lost) Phyzic (1 game long time ago - and now refuses to play with me now) camelius ( 3 - 3 ) chrstgtr (I won last 1v1 ) Feldfeld (lost) RolandSC2 (I won last 1v1) Emperior (refuses to play with me 1v1) faction02 (I won last 1v1) so .. as u can see, your list is a joke spiced with usual hate. And when i say "won last" it doesnt mean i won 1 game , but just shows that taking last result is enough to dismiss false statments. I ask a list of 10 players confirmed better on all type of maps. And i can say that theres is only 3 players i confirm are better than me. Im not saying other players are inferior to me, i m modestly just saying that those 7 other players cannot be classified as better than me.
    0 points
  40. I never ever pretend to be TOP3, i just pointed out to jc's-haters that they can't give me 10 names of players better than me. I can just give 3 names with certitude. And sorry to insist, but yes, as far as i remember, i won most games. Maybe its just a feeling ?? Glad, you still have all the replays, it's not my case as i switched many times my OS as it's well known. ofc, we can play 20 games to figure out if my claims are fantasy or not.
    0 points
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