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  1. Today
  2. What I would like is that autoqueue is not stopped if I run out of resources, it would be nice if it were just paused until resources are available. Same as with population limit, it just pauses production until population cap is available.
  3. I tested it now more and good news is its is half way working, it allows even mixed units, good, Thanks for tip much better than nothing I will test later more in detail, looks like in some moment it will stop produce and never will start produce again even if resources are already again available.
  4. First of all I would like to thank you for the good work that was done in the creation of the game, we installed and tried the game over a local network for two and it worked smoothly :) And now the fundamental question: for years we have been struggling with the fact that you have to constantly click too much economy in RTS games, and then the game is more simcity than a realtime strategy or realtime tactics game. In doing so, here is one simple solution: The option to (turn on/off) to check that enough resources to produce a unit are evaluated just before the unit production starts, not when player clicking 20 units into the (future) production queue. Together with the option to turn on an infinite unit production plan (or large quantities) if I have sufficient resource extraction I don't have to deal with micro production and can enjoy strategic and tactical battles elsewhere on the map. Please would it be possible to implement this in some simple way ? (No need to even implement production priorities, it is quite sufficient to take the next unit in the order, evaluate if there are resources and start production or stop and do another check in the next second or 10 seconds). Thanks a lot for answer. SKAcz
  5. Mod updated(0.2.0). Added description and video to the first post.
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  8. From what I could see it is like a conical volcano shape, With a detail that can vary, making a Dome or simply open like a chimney.
  9. According to Ai, royal yurts should be larger and made of the best materials and with expensive details, that is, fabrics and props.
  10. @wowgetoffyourcellphone can a structure have both terrain hugging elements (like a wheat field) and a model? If so, the dock could just be a smallish yurt with the skeleton of a boat next to it, a fire, and a rope ladder used to slide boats into the water. The rope ladder could just behave the same way as farms so that it doesn't hover over the shore.
  11. I think all but the royal yurt and maybe the scythian version of the ovoo would need models. I think the royal yurt could just be a more decorated version of the current yurt (house), maybe using more luxurious prop points as well. The ovoo would be more complicated. Overall, the structure would be similar to the xiongnu one but made of stacked wood. Also, I don't know if the flags were used by the scythians like the xiongnu have on their ovoo. And then in general, we have a problem where the yurt fabric for scythians and xiongnu looks very similar across the board like @Lion.Kanzen said. Maybe a move to use more hides or skins for one civ, maybe xiongnu, could help.
  12. We need new textures. Something that differentiates the Scythians cultures and the Xiongnu culture. -The dock does not even have a conceptual design. The same goes for the stable.
  13. @Genava55 Great, thanks! My plan is to create 5 or 6 steles (2 potato heads, 2 deer stones, 1-2 babas). @wowgetoffyourcellphone When all meshes are ready and I have a final UV layout I'm gonna bake it again. I need to tweak the normal strength again. On the first one the stone texture normals are too strong and the highpoly normal is too weak. I added ambient occlusion to my material setup, no idea why it didn't bake that, but I'll find a way to add shadow. When everything is baked I could add some moss/ weathering effects/ bird @#$% with texturepaint. When all is done I plan to use them for the kurgan wonder that I'm already working on. @real_tabasco_sauce Are there models that would only need existing textures? I could try to make a mesh then
  14. This stone baba is from the Scythian period so no issue. The deer stone pillar is a bit older vut it is fine, it was still used by the Scythians even if they didn't build it. For the sake of diversity we can let it pass through.
  15. I'd bake some subtle shadows into the texture at least, give the illusion of a little more detail. Also remember that the stele we see today are very weathered. In their prime, their details woukd be easier to see. I wonder if there is evidence of paint.
  16. I'm not convinced at all. Manor Lords looks incredible for many reasons, but in terms of combat strategy, this video doesn't really say anything interesting to me.
  17. the game is better at lower pop imho.
  18. these look really cool. If you need other ideas, we will also need a Scythian dock, a Scythian version of an ovoo, nomads stable, and a 'royal yurt' (other discussion):
  19. Shader effects 0 vs shader effects 10. It's not really a beauty. 842 model tris in atlas, 421 in blender, hope that is not too many @Genava55 @Ultimate Aurelian Should I make a stone baba and steles from the deer stones culture or would that be ahistorical?
  20. What I think makes the Seleucid cavalry so interesting is that they were, unlike other Hellenistic kingdoms, forced by external enemies to develop a strong cavalry force. And this necessity aggravated even more after loosing (and becoming enemies with) some of their own important cavalry suppliers, regions like Parthia and Bactria. This even led to a tendency to neglect infantry which turned out fatal in some battles. In the above text, I was focusing on the composition of Seleucid cavalry. Its role and importance probably deserve its own text. You worded it pretty well, if you're fine with it, I'm gonna use the passages you wrote, I couldn't write it better.
  21. It's true, it is open source and I am not a dev. So it is easy for me to complain about the poor performance in team games, even though I myself cannot put in the work to fix it. Nevertheless, I have been asking myself recently: should I really be playing a game this laggy in 2024? Time out of one's day is lost in games where actual time is significantly longer (2x, for example) than game time. WAY more than the unit rebalances or new units, I look forward to performance improvements like Vulcan. I also heard a27 will bring a way for the host to check if a player is causing lag due too just having a slow computer. So the host can choose not let that player in 4v4 games for example. That is annoying. Probably what you are running into is the fact that a maximum of 200 units can be selected at a time. 2 things can help mitigate this now: Hold alt while dragging the mouse to select military units only. Holding alt + y while dragging the mouse to select will select NON-military units only. Or, Play games with a lower pop limit. A bit of self critique: Some of the performance issues can be mitigated by choosing different options. We DON'T HAVE to play 4v4 200 pop team games. I think 3v3 is pretty interesting, actually. We can play lower pop limit games (albeit this effects the defensive structure vs unit balance). Just because we have the freedom to choose grander options doesn't mean that it's the best choice.
  22. On the battlefield, the Seleucid cavalry arm was often the most successful in the army, often driving off the enemy cavalry in order to turn and make devastating flanking and rear charges into the enemy center.
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