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Showing content with the highest reputation on 2014-08-22 in all areas

  1. Byzantines This topic is used for discussing the civilization of the Byzantines. Relating tasks go in the appropriate subforum. A brief description: The Byzantine Empire, known contemporaneously as the (Eastern) Roman Empire, was the predominantly Greek continuation of the Roman Empire during Late Antiquity and the Middle Ages. Christian in nature, it was perennially at war with the Muslims, Flourishing during the reign of the Macedonian emperors, its demise was the consequence of attacks by Seljuk Turks, Crusaders, and Ottoman Turks.
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  2. First off i would like to say i love this game also love the map editor simply amazing. Figured id make a map for the contest hope its somewhat acceptable =). The map can be 4 players because it is a skirmish map it is a Large map wich probably disqualifies me enjoy anyways . Also the file might be called New mountain in the editor that is what its called in mine.
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  3. I did the math somewhere, making 5 vills at a time is actually better in the long run. You should pretty much always make batches of 5, don't sweat it.
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  4. Don't know if I'm allowed too but here is my Map. Made on SVN tested with and without mods. (4) Forest Battle.7z
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  5. That one isn't even in the map file you posted. I did the other replacements as you outlined, the changed xml is attached. Also you have a civ assigned for player 2.Northern Highlands (2v2).xml
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  6. Well, there is, but it's not necessarily easy =) As the objects are defined in the XML file it should be possible to open up the file in a text editor and do a find-and-replace. Unless you want to go through each and every entry (which kind of makes it pointless to do this way anyway, but still) it's only really useful if you really want to change every bush of a certain kind from actor to entity, but I assume that's what you want? Now take the following with a grain of salt as I'm not an expert in these things + I haven't tried it, but here's an example from the Azure Coast map: Say you want to replace all "bush_medit_underbrush" with "flora_bush_badlands", then you would do a search for: <Template>actor|props/flora/bush_medit_underbrush.xml</Template>and replace (Or rather "replace all" so you don't have to manually go through each occurence, though it's usually a good thing to do a normal replace first just so you know that everything works - it's not too nice to realize after having replaced three different things hundreds of times that you missed a ">" on the first one or something. In either case it's a good idea to create a copy of the XML file before you edit it, just to be on the safe side ) that with: <Template>gaia/flora_bush_badlands</Template><Player>0</Player>Unless I'm missing something that process should work
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  7. As an attempt to rerail the thread a little, and also cuz suggested by Stanislas69, here again the changelog of the balancing branch, so its easier to discuss certain points and have an overview (I added a little, sure I forgot something, may scythe check this ?): Changelog - Differences from SVN--------------------------------Units- Cavalry have been made weaker to pierce damage, but more resilient against hack.- Rams can now attack all units. In compensation, all organic units get a default of 3 Crush armor.- Ballistas and Onager have a much longer range and vision.- Ballistas deal much more damage.- Healers now cost only food since metal is quite rare.- Elephants now are significantly stronger but more expensive.- The basic formations have been disabled for the time being (with a surprising performance benefit).- Female Citizens train much faster.- Elite Iberian Skirmishers have been nerfed.- All units attack faster.- Slingers deal both crush and pierce damage.- All hard bonuses have been taken out.- Swordsmen cost less metal, but cost a little wood.- Seleucides have ranged infantry in phase1- Walkspeed for all units increased- Gathering capacities decreased because of new techs, starts now with 10 - Mauryan spearman now cost 50food/50wood instead of 50food/40woodStructures- All structures are now weaker against crush and hack damage.- Civic Centers have a better garrison multiplier in an attempt to combat 2v1 rushes. (arrow rate increased from 3arrows/s to 5 arrows/s, also arrow range +50%)- Walls and Wall Towers take significantly longer to build. (Walls 10-30 seconds, walltowers 120s)- Significantly nerfed the Roman Entrenched Army Camp.- Farms have increased HP and more armor against hack and pierce attacks.Technologies- Some technologies have been made expensive (wip)- Some pair technologies have been unpaired.- Added a powerful tech to the wonder. (increases pop max +50, costs 1000 wood/stone/metal)- Phasing now increases health to all citizen soldiers.
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