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Showing content with the highest reputation on 2015-05-16 in Posts

  1. You do know that there is a +1 button on each post? Also full-quoting the previous post is something you should avoid.
    3 points
  2. Thanks for the feedback! I'm going to make a few small changes again soon after I get the first batch of concept art ready. As for the lack of native/fubing/citizen cavalry: reason I propose only one right now is coz I think there should be a strong incentive to train auxiliary units, and coz the role overlap with said auxiliary unit I feel are too strong. Also according to Li Jing's Manual Qi Bing's were used to chase down routing enemies (I didn't read it myself but used the abridged translation/summary from this guy called Yun in this link: http://www.chinahistoryforum.com/topic/774-tang-military-system/), which is partly why I used that name for a light cavalry unit. I did some guessing for many units because the sources were never very specific regarding equipment. If you find it inappropriate I'll change it. BTW, Concept art is coming very soon:
    1 point
  3. No tengo idea, eso nadie te lo puede contestar, el equipo cambia (WFG )y las desiciones cambian.
    1 point
  4. Just remembered I came across this webpage a while ago: http://thomaschen.freewebspace.com/catalog.html It shows what's supposedly an excavated Song dynasty zhanmadao along with a stone mural depiction (or at least what the author believes is).
    1 point
  5. From the moment you enter the "actor" part of the game, it isn't synced again. Like the calculation of the spear position only happens when it's actually visible on your screen and has to be rendered. Having a prop position that should always be calculated will slow down the game. No matter how good you make the actual code to do it. Maybe direction checks would be possible for entire formations (as there aren't that many formations in-game at once), but not on a per-unit base.
    1 point
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