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  1. looks weird unit.I mean looks from othervtimeframe. this is very nice.
    4 points
  2. 4 points
  3. I share my 1v2 and 1v3 wins : Feldfeld (2012) vs DoctorOrgans (1825) and Aristol (1754) 2019-06-06_0009.zip Feldfeld (2012) vs Dunedan (1767) and Issh (1377) 2019-06-10_0004.zip Feldfeld (2012) vs Just_Xnr (1343), F3DAYN (1356) and KeepRaiding (1352) 2019-06-12_0005.zip Feldfeld (2012) vs Just_Xnr (1343), F3DAYN (1366) and Nico1111 (1207) 2019-06-12_0007.zip All replays : 1 vs many.zip
    3 points
  4. The software license relates to redistributing possibly modified copies, the implicit or explicit usage rules enforced by moderators determine what conduct is permissible on the service. Performing a review is not necessarily harmful but can be benefitial if it happens in an acceptable or tolerable tone. In this specific case, there is the question as to which parts of the mod borg- would not disagree with to have in a24 of Wildfire Games. There were some thoughts by online players and even WFG staff members to adopt some of his work (that ought to be the task description if one has a review queue I suppose). From my side hard-counters were a thought I had that should be explored to make the gameplay less linear. borg- did explore that, it's his full right to do so to take it into any way he imagines, and good that he did explore things in general. Also good that he tested it with other human players. The real problem is the interaction between the developer that may have the thought to adopt some of the work and borg- exploring more things before getting one thing into a24 at a time, if he wants to take something into a24. borg- also repeated to me multiple times that multiple changes combined are necessary to actually test this. So I suppose it's really, well, a distributed problem. It's also my problem because I mentioned that I had some interest in seeing that patch, or the explanation of the conditions to having patches submitted for review to Wildfire Games. And the problem of others too who didn't provide borg- the feedback that he could use to become even better at what he is doing. All of that was called review work back in the day. Considering and testing the game with AI players is one of the areas subject to a review. So that particularly isn't bad to have done and reported. The question is really the one about dedication. Should this mod be reviewed for Wildfire Games or not for the purpose of adopting parts of it for Wildfire Games? Then it would meet the primary objectives of the organization, if the tone is acceptable or tolerable. If there is no wish to have the mod reviewed by Wildfire Games, then the claimed purposes of the thread would be less relevant. The discussion usually would take place on Phabricator, where a specific coherent feature would be taken out of the mod and analyzed for their impact on the game. If this discussion would be on Phabricator, there at least wouldn't be a discussion as to whether a review of the features makes sense or not. If I had finalized some dedication to a software repository decision we'd also have a different discussion. @Loki1950 say the line!
    3 points
  5. Artificial islands older than Stonehenge stump scientists+ A study of crannogs in Scotland's Outer Hebrides reveals some were built more than 3,000 years earlier than previously thought. But what purpose did they serve? When it comes to studying Neolithic Britain (4,000-2,500 B.C.), a bit of archaeological mystery is to be expected. Since Neolithic farmers existed long before written language made its way to the British Isles, the only records of their lives are the things they left behind. And while they did leave us a lot of monuments that took, well, monumental effort to build—think Stonehenge or the stone circles of Orkney—the cultural practices and deeper intentions behind these sites are largely unknown. Now it looks like there may potentially be a whole new type of Neolithic monument for archaeologists to scratch their heads over: crannogs. Artificial islands commonly known as crannogs dot hundreds of Scottish and Irish lakes and waterways. Until now, researchers thought most were built when people in the Iron Age (800-43 B.C.) created stone causeways and dwellings in the middle of bodies of water. But a new paper published today in the journal Antiquity suggests that at least some of Scotland’s nearly 600 crannogs are much, much older—nearly three thousand years older—putting them firmly in the Neolithic era. What’s more, the artifacts that help push back the date of the crannogs into the far deeper past may also point to a kind of behavior not previously suspected in this prehistoric period. https://www.nationalgeographic.com/culture/2019/06/neolithic-island-older-than-stonehenge-crannog-scotland/ https://www.cambridge.org/core/journals/antiquity/article/neolithic-crannogs-rethinking-settlement-monumentality-and-deposition-in-the-outer-hebrides-and-beyond/41A5D2F1C5E678B9EABB50BB17F7990E/core-reader
    3 points
  6. I'm trying my own test buildings but I fail with building templates so I will trying a one can be civil only but is quite different from others. be me, I'm very oudated making buildings templates or mods (non related to art) Chracteristics. expand territory as civic centre. but I need test the radius from myselft must be some quite little than a colony. little hp and capture points. farm bonus - add a bonus to each farm around some building can be placed around how assign icon to be builder by villager or citizen? add tech to this building. restriction limit between them. a little health radius to heal nearby units. restrict their numbers at last 15. give bonus to gather to quarries and mines after research. how related to art file, I mean 3D appearance?
    2 points
  7. Are you on git yet? It would help make it easier for contributors to keep up. (I'm at work, so I forget if the mod is on git yet or not)
    2 points
  8. Done! For the next version: Slow Tower, maybe Mines if I manage to implement. I made it a separate mod, so now I will have the freedom to mess up with all units, etc. That will help to try to fix the lag with the big waves (+100 as borg said is lagging and crashing the game).
    2 points
  9. They do, it's called basic_glow.xml, and recently added is basic_glow_norm.xml. See the my last post in the "your screenshots". The effects are faint though. Glow is controlled by the alpha channel of the spec map. @vladislavbelov Said he will allow for player_glow.xml and player_glow_norm.xml, which are not currently supported.
    2 points
  10. The developers should have stayed with the gritty look, smoother graphics makes it look more cartoony, IMO.
    2 points
  11. El Alien me llevara tienpo pero...
    2 points
  12. 2 points
  13. meh, I like my modded age2 graphics better Great to see the vanilla byzantines aren't sharing the middle eastern set anymore
    2 points
  14. I might have something for the former.
    2 points
  15. What if... what if... at the start of the match, similar to Hyrule Conquest, you choose a hero to lead your civ. That hero gives you different choices at each phase up.
    2 points
  16. @borg- here is. I'm developing the concept of poverty and rural for those can't live near of civic center city. concept from Pharaoh and Caesar city builders. instead let them build in neutral territory they can populate a neighborhood around a water supply.
    2 points
  17. you can use the civic center template as a base the hp of a template is in <Health> <Max>3000</Max> <SpawnEntityOnDeath>decay|rubble/rubble_stone_6x6</SpawnEntityOnDeath> </Health> for adding to a villager build panel you need to add this in the template <Builder> <Entities datatype="tokens"> structures/{civ}_your_building </Entities> </Builder> for the tech you need find this lines <ProductionQueue> <BatchTimeModifier>0.8</BatchTimeModifier> <Entities datatype="tokens"> units/{civ}_support_female_citizen </Entities> <Technologies datatype="tokens"> phase_town_{civ} phase_city_{civ} unlock_spies spy_counter </Technologies> </ProductionQueue> the bonus and the health radius are auras and added like this </Armour> <Auras datatype="tokens"> structures/wonder_pop_1 structures/wonder_pop_2 </Auras> <BuildRestrictions> the 3d model is set here <VisualActor> <Actor>structures/{civ}/your_actor.xml</Actor> <FoundationActor>structures/fndn_6x6.xml</FoundationActor> </VisualActor> I do not remember where is the max number of entites
    2 points
  18. I'd like to give to the Persians a small special building called "Yakhchāl" or "Ice House" in English. 3 model variations would be nice. Build limit of 5. Adds +5% health to all units with an aura. They would get 1 as their special starting structure. Persian units could have a -20% train time buff (or have extra training techs to this effect), but a -10% health debuff. Building Yakchals would mitigate this and adds a nice cultural touch.
    1 point
  19. You have not seen anything yet! :v
    1 point
  20. @wraitii Would be interesting to test unitmotion changes on this maybe ?
    1 point
  21. I ask here not to do so many post with my small questions. How to do so that you can build a certain building near another? In other words, it can only be built if it is near the building in question
    1 point
  22. version 0.5.0 Added: Should be possible to easily add new shortcuts from buildings not listed (even not from vanilla) Fix: Some building name typo. Buildings you want without shortcut should be set as "unused".
    1 point
  23. This is quite easy to capture, since garrison off. I think the radious may be smaller, so there are more than 4 farms. Maybe 35 should be better.
    1 point
  24. @Hannibal_Barca
    1 point
  25. mmmmm. I love me some AOM. Also, this system reminds me of Anlgo-American states and Balkan states in the AOE III MOD Wars of Liberty. They implemented a similar system.
    1 point
  26. yes, that is one advantages of that system. custom the army.
    1 point
  27. Looks cool man. A couple requests? Some of the uv mapping looks stretched. Also, the models were exported at a negative altitude. Can reset them to 0? (changing the altitude using the template causes the foundation to float, lol; better to just re-export the models) Also, at the top needs to be a hole to allow hot air to escape. It would be nice if they had custom textures, but that may be asking too much! lol. Thanks for your work so far. Adding these to the Persians gives additional cultural flair! Loving it!
    1 point
  28. if 0 ad had emissive materials could be used as player color
    1 point
  29. @wraitii Today, I tested SVN22372 and found a problem: when soldiers and women farmers went to slaughter chickens and get food back to the city hall, they did not put down their food, they stood in front of the city hall, and there was no action.
    1 point
  30. es un humano con cola y una cabeza de styracosaurus. tmb sus proporciones son como las del Deinonychus.
    1 point
  31. https://www.facebook.com/HellenicArmors/ http://www.hellenicarmors.gr/armor/great-alexander-linothorax-2nd-version/
    1 point
  32. lol, I just mentioned these windmills in another topic: I tried looking it up and sadly they seem to belong to a different time-frame than our game
    1 point
  33. I suppose you can create an aura and assign it to a special tower. The effect looks like: { "value": "UnitMotion/WalkSpeed", "multiply": 0.5 } I don't remember, did we add an effect after death or not. The mine could destroy itself and give damage for all near enemies.
    1 point
  34. Nice.. Wouldn't it make more sense to function as a special building that increases productivity from farms (food can be stored longer, less waste, more net food surplus)? And how about an option to upgrade them with bâdgir (Persian windcatcher/windtower): I think @LordGood was actually interested in the windtowers. Persian windmills are also quite interesting, but I'm not sure exactly how far back they date.
    1 point
  35. I agree, choosing a hero at the start idea, will definitely be a nice gameplay addition
    1 point
  36. It's possible, but incredibly mundane. Don't like extra nice UI elements?
    1 point
  37. Man, this whole discussion brings me back ;P I remember I tried to make a reformed Seleucid roster a few years ago, but most of the new units I suggested went into the Ptolemaic roster XD. This. I agree 2e4% ! I want to use Silver Shield Pikes with Kataphracts. But, I do like the idea of choosing the Silver Shield Swords over the Silver Shield Pikes, because that was a choice that the Seleucids actually made, and it creates an interesting dynamic and slight uncertainty playing against the Seleucids. Now, quote me if I'm wrong, but the verrrry basic vision behind the Seleucids is that they are a cavalry-based faction. This is in conjunction with the strength of their main rival, the Ptolemaics, who are infantry based. This comparison is made on the battle of Raphia I believe, where Ptolemaic infantry (miraculously) beat the Seleucid infantry, but the Seleucid cavalry was sooo effective in that fight, that Raphia was studied by cavalry commanders up into the Napoleonic Wars.
    1 point
  38. is more big... is a reservoir, but nice description. a water tank made by stone. this will supply quarries, mines and farming. http://www.romanaqueducts.info/webteksten/waterinantiquity.htm
    1 point
  39. @wraitii I tested the latest SVN22368 and found a problem: when I was testing the maritime map, sharks and fin whales in the sea were not free to swim and still.
    1 point
  40. how i can add water? (later I'll improve the look and textures.)
    1 point
  41. As they would say in my country Se la mamaron
    1 point
  42. Mauryan elephants can build, which is super weird if you ask me. They can't initiate a construction, but they can build it. I think like free ptolemaic houses and starting walls for the Iberians, it's one of those civ specific things that doesn't make a lot of sense to me. Having the elephant boost construction speed when other units are already building seems really cool and even intuitive, but the elephant building by itself is weird.
    1 point
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