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I think its something to think about consider based on peoples comments. But for now, I would rather help you get more efficient so you can have a great eco and then a huge army and not change what most people are used to. Again unless a lot of people are like wait, this could be a lot better if we focused more on eco. For me the idea was to make eco a little stronger/quicker so you could have more small skirishers etc. I dont think every game should be lets see how can get to p3, max pop max techs first and win that way.
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If you don't think we need to change it, then we don't have to
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By guerringuerrin · Posted
There is also an alternative that might help prevent some of those suggestions from getting lost, which is creating Issues for the ones that seem more concrete, feasible, or broadly supported. -
By Alexandermb · Posted
As the mod is partially ready, i would like to finish the female head's also and leave another topic later for hero's as long as my skills allow me to do something at least a little bit different for the hero's. Missing the celtic's head with pattern's. -
By Alexandermb · Posted
To explain the Combat variant, the word "combat" is used in the Unit.Ai component as a special variant when the unit receives the order "approach enemy" or "attack and walk" the variant "combat" is forced into the entity. So as this is already implemented in the base game, the trick to use it is replace the name of the variant xml file with Combat. Replacing every actor with the combat new variant but it induces a new requirement to make every cape separated for Attack type: Swordsman Axeman Spearman ............n or either someone give the combat word another code like to give an additional prefix so we can generalize the cape's. So for modders: Just add the combat name variant if you want your entity to walk aggresively to an enemy entity instead of walking like in a field of flowers to burn a city.
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