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Showing content with the highest reputation on 2016-02-26 in all areas

  1. Ah, yeah. Did mostly think of the "changing everything to the non-destructible/capturable/auto-resource-generating" way =) Doing special buildings for special game modes should definitely be a possible addition for e.g. a "King of the Hill" (non-destrucible/capturable building, hold it for a predetermined amount of time to win) game mode
    2 points
  2. Guys, I have successfully modded siege weapons to be able to be build in the field by soldier! Behavior isn't 100% satisfactory, but is 95% of the way to what I think want to be. The only thing is that the Onagers swivel (this is right word?) too fast. I think they should swivel slower to face their target. Other than that, my new Field Artillery tech work wonderful! Right now, the tech, Field Artillery, is only enabled for the Principate Romans. I will enable them for other catapult civs eventually. Research Ballistics at Fortress. This both unlock ranged siege weapons and unlock Field Artillery tech at Fortress. Research Field Artillery to allow Principate Roman infantry soldiers to build stationary Onagers in Neutral, and Enemy territory. So very good to siege cities! I think I will make stationary Onager catapult the field artillery for the Principate Romans, and then allow Heavy Ballista, a packable, moving siege weapon, for building at Fortress. Right now the field Onager cost more and take longer to build than Onager at Fortress. They also still cost housing. Another change I make is to have the Flaming Munitions tech swap actor of the Onager to make the stone go to flaming only after researching the tech. This reminds me of Age of Mythology how they did this and make a visual understanding of the effects. Guys this make me happy that these thing is achievable with the current engine.
    1 point
  3. To modders, devs and community in general: capturing + (invincible) buildings that autoproduce resources = new gamemodes, in a Dawn of War, Company of Heroes, etc style!
    1 point
  4. One word: Ptolmies. Though ruled by greeks, they are the reigning Egyptian Civilization.
    1 point
  5. The houses can be... I don't see the problem with that.
    1 point
  6. Could you please describe your thoughts a little bit closer? Sounds a bit too different from the normal gameplay to easily be done as just a new game mode (would probably require different balancing etc), but it's certainly a thing that would be cool for a mod
    1 point
  7. Really, i don't much care about natural animations just as long as the units aren't gliding across the field walking into people and magically killing them.
    1 point
  8. i know yall don't think the graphical upgrade will affect performance much, but do you think maybe you could set it up so the upgraded models are only used if a general graphics setting is set to medium or high? Thing is, I already don't like 300 unit limits even tho my game lags like mad at 100, so absolutely anything that would take a bit off of that helps.
    1 point
  9. I suggest you take a look at the timespan 0 A.D. covers. Crusaders come over 1000 years later. You're free to create a mod for it off course!
    1 point
  10. on the carthaginian set (havent versioned the farms to lose the carts on them just yet)
    1 point
  11. 1 point
  12. You're gonna hate me, but I don't really like them... They look very cluttered and not beautiful at all, as the title of this thread is supposed to suggest. I really like the uniform nature of the current ones.
    1 point
  13. needs be more bigger to separate the tree from each other. That why I was talk about a farm to plant bushes and trees.
    1 point
  14. uh, farm fields look a little awkward with trees growing out of them
    1 point
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