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1 minute ago, Gurken Khan said:

@Stan`Looks beautiful. Sad thing is, with so much detail it's clearly visible that there are no ways of accessing the walls and towers...

Yeah, maybe one day we will have navmeshes when @wraitii is finished with the pathfinder, so we can have bridges, and we can also reuse the celt sloped walls :) 

 

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26 minutes ago, Gurken Khan said:

@Stan`Looking forward to that. :)

Another detail: the top floors of those towers are made from stones? So the whole tower up to that height would have to be massive?

Well they did make massive walls :)

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13 minutes ago, Stan` said:

Well they did make massive walls :)

If they're massive I guess it's fine. Obviously I don't know much about those walls, and naively I expected the towers to be 'hollow', housing some stairs or ladders and then the platforms or floors above ground level would probably have to be wooden.

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2 hours ago, Stan` said:

screenshot0051.png

I really wish we could make wall towers upgradeable (for instance, all wall "towers" just start as connectors and then the player can upgrade them to arrow towers or ballista towers or whatever). It's possible (I've done it with the Roman wall towers because you gave me the un-roofed model), but there is one main problem: the upgraded tower can no longer be used as a wall connector or end point. If we could make the game be able to recognize more than one template as a possible wall connector/joint, then that would be grand. It would allow for upgradeable wall towers and even pave the way for walls to be able to connect to fortresses.

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6 hours ago, wowgetoffyourcellphone said:

the upgraded tower can no longer be used as a wall connector or end point. 

Even if it inherits from the wall tower template ?

6 hours ago, wowgetoffyourcellphone said:

walls to be able to connect to fortresses.

In the dwarves mod (unreleased tm) I made the fortress around the long wall piece. You can upgrade the wall into a fortress for a fee. I need to change the foot print code and manage to offset the obstruction and it would work :)

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8 minutes ago, Stan` said:

What if you add them to the wallset ?

<?xml version="1.0" encoding="utf-8"?>
<Entity parent="template_wallset">
  <Identity>
    <Civ>athen</Civ>
    <SpecificName>Teîkhos</SpecificName>
    <History>All Hellenic cities were surrounded by stone walls for protection against enemy raids. Some of these fortifications, like the Athenian Long Walls, for example, were massive structures.</History>
  </Identity>
  <WallSet>
    <Templates>
      <Tower>structures/athen_wall_tower</Tower>
      <Gate>structures/athen_wall_gate</Gate>
      <WallLong>structures/athen_wall_long</WallLong>
      <WallMedium>structures/athen_wall_medium</WallMedium>
      <WallShort>structures/athen_wall_short</WallShort>
    </Templates>
    <MaxTowerOverlap>0.90</MaxTowerOverlap>
    <MinTowerOverlap>0.05</MinTowerOverlap>
  </WallSet>
</Entity>

You can only specify one specific template for the "Tower." If you upgrade the tower to a new template, then it no longer acts as a wall connector because this new template has not been specified as a Tower in the Wallset template. Maybe extend the code to allow a list of templates there?

Edited by wowgetoffyourcellphone

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3 hours ago, wackyserious said:

City building while in-game testing the new Macedonian textures.

052819 - Ancient Greek City.jpg

So Athenians keep the original greek textures? 

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1 hour ago, av93 said:

So Athenians keep the original greek textures? 

No, I mean the new Macedonian unit textures. Sorry for the confusion. :)

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3 minutes ago, ffffffff said:

is this your stanpoint?

Depends, will you fix your patch that has been reviewed ? :P

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5 minutes ago, ffffffff said:

probably this has not been done because it awaits something bigger. eae

Like what ? :) 

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4 hours ago, wackyserious said:

Some sort of ancient trade expo/convention, based on what I can see. MercCon456BC. #SomewhereInGaul :)

I'm sure is Massalia.

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