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By Adriano0ad · Posted
Here's the translation: Hello, friends! I'm excited to share more updates about my mod, Worldrising. This time, I've made significant progress on the Japan map, which I'm developing with great care to bring an immersive and authentic experience. My goal is to create specific missions for this map, making gameplay even more strategic and engaging. Additionally, I'm exploring the possibility of implementing cutscenes to add depth and highlight important game moments. If anyone has experience or tips on creating cutscenes in mods, I'd be grateful! I've also created new structures, reworked units and buildings, and adjusted various parameters to balance gameplay. I've implemented technologies and upgrades tied to structures and units. For example, when advancing to the 2nd Era (Polished Stone Era), villagers are automatically updated and gain access to new constructions. Existing buildings, like houses, also evolve through technologies. I've created many new props and textures and refined some existing ones. Check out some images below and share your comments, suggestions, or tips! Challenges I'm still facing: Structure animation: Gatehouse animations appear lying down in-game, while they're upright in Blender. I've tried repositioning the wall, but the animation ended up inverted... It's a problem I haven't solved yet. Animal animation: They still have the same animation issue. Thanks for your support, and see you next time! -
Some screenshots from the 4 player FFA test match on Latium RM. I was playing Romans, while AI players were Hellenes, Carthaginians and Persians. All 3 mustered huge armies, with the Persians launching around a dozen mass attacks on everyone, with every unit in their arsenal, by the end of the game. In the end, it was me against the Persians. They continued to send huge waves of "trash" units even after all Metal was gone. I'd say that the test was successful.
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That doesn't warrant ignoring the instructions how to report violations: Violations have to be reported privately to one of the lobby moderators. So please do that in future. To quote comments I made earlier in this thread:
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Red - Romans and Spartans Blue - Athenians and Britons Light blue/Azure - Seleucids Green - Persians and Gauls Purple - Persians as well Yellow - Carthaginians, Iberians, and Hans Orange - Mauryans
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By Classic-Burger · Posted
I am mostly focused on basic implemention of component/functions. I was thinking of a game of rock, paper, scissors. The Priest = Religión and Myths etc. The Philosopher= Rational and metaphysical thought and elemental natural social. Then Politician= Aristotelianism, platonism, despotism, republic oligarchs, democracy and tyrants. The politician defeats the philosopher and converts through bribery. Politician is defeated by Religion, Priest handles more masses than the politician, the conversion with villagers through myth and faith. The philosopher defeats the religious by conventionalizing myth and metaphysics and convinces through oratory but it is a defeat. Priest>Politician>Philosopher Priest uses faith. Politician uses metal. Philosopher uses oratory. These are the types of control (mind and ideas) through discourse and influence. Conquest without struggle. It's an idea for fighting between units that convert. Priest bonus vs support units ( villagers and slaves). Politician Bonus vs Elite & Champion military. Philosopher bonus vs Citizen Soldier B & A, merchants. It's an idea... -
By Classic-Burger · Posted
https://gitlab.com/ClassicBurger99/Convertsyst0ad -
New bugfix release. - AI bugfixes, mostly Carthage. - Reduced the range of melee Cavalry. - Nerfed Persian Chariot Archers and reduced their cost. Previously, they were comparable to Brythonic Champion Chariots. Opening post updated.
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