Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2016-04-11 in all areas

  1. Hi guys. In my mod I make mercenary camps work. They are indestructible (a few bugs but that's different story), can be capture by all players, the right mercenary are available to the right player. So far so good.Everything wprk BEAUTIFULLY. Now, I would like to have some mercenary camp technologies, some unique to different civs who capture them. I tried out two test technology. I put them in the merc camp building and capture the building. { "genericName": "Test Romans", "specificName": "Teste Romani", "description": "Test tech for merc camps.", "cost": {"food": , "wood": , "stone": , "metal": 250}, "requirements": {"all": [{"tech": "phase_town"}, {"civ": "rome"}]}, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "sibylline_books.png", "researchTime": 40, "tooltip": "All units +20% vision range.", "modifications": [{"value": "Vision/Range", "multiply": 1.25}], "affects": ["Unit"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } { "genericName": "Test Athenians", "specificName": "Teste Graeci", "description": "Test tech for merc camps.", "cost": {"food": , "wood": , "stone": , "metal": 250}, "requirements": {"all": [{"tech": "phase_town"}, {"civ": "athen"}]}, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "helmet_corinthian_crest_2.png", "researchTime": 40, "tooltip": "All units +20% vision range.", "modifications": [{"value": "Vision/Range", "multiply": 1.25}], "affects": ["Unit"], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } You can see one are to show up if the ROME civ or the ATHEN civ capture the mercenary camp, but they don't show up when captured by either player. Is something I to do to make this work? Thanks.
    1 point
  2. Gonna be honest about this one I totally forgot
    1 point
  3. May be we can bring more if only focus in a single development. And some social media exposing.
    1 point
  4. @sanderd17: It's a bit of a manpower issue, we don't have enough members to also check and package the translations...
    1 point
  5. Hi all, This is my new downloadable and playable update for the map. I completely threw everything around and aimed for more realism in structure and texture. The big question mark happened when i flattened the old version of the mountain/volcano. It litterally transformed into a question mark because of the cliff texture that was still there, it was just connected all the way through. I kinda liked it because the island is a mystery itself so i kept it in and made a dot for the question mark . Based on niektb suggestions i changed it the way it was (cheers for the feedback once again!). Now lets have a look at some screenshots and afterwards ill explain some things; Both players start with an ally controlled by a bot that does nothing and only has a dock. He can be very useful for trading. I tested the docking area's at both starting points. Also checked if the position of the CC on starting position 1 would give issues, it should work perfectly on all civilizations. I also took the largest ship i could find (the one that supports 10 catapults?), and checked if he could leave the bay area on starting position 1 without getting stuck. Which works perfectly. Position 2 has obviously more space so that's no issue. You start with a wall tower on the island where your allies dock is located, so you can keep an eye and have a small early game defense, which you can garrison ofcourse for more firepower. There should be enough, but not too much resources on the map for each player. To have the upper hand you will have to checkmate your opponent, may it be player or bot. Though i haven't had time to test this all the way through just yet. It should be fine though. To either dominate the sea or the hill should give you alot of advantages. e.g. King of the sea More than enough flanking options are available from the sea, not to mention that resources are in the water. Besides that, you can capture your enemies dock to disable his trading advantage and expand yours. King of the hill This is a immensely strong defense position with ofcourse the ability to expand. Besides that, you have additional resources available close to the fort. Ultimately, dominating both should lead you to a win easily and humiliate your opponent. Below is the updated and for now official map discription; The game is set-up properly upon choosing the scenario. This is also defined ingame at the lobby screen. Since i don't know how to make it a skirmish map, I've created the scenario for each civilization which is defined in the file name, but also ingame in the mapnames. Choose your favourite civilization and play it like a skirmish map. However if you want to battle a friend, you need to do a slight modification in atlas to give him the wanted Civ. The starting position is always 1 when playing solo, unless edited else in atlas. That's it! (finally) I hope to hear some feedback and i will continue to improve this map where needed. Peace! - Grapjas
    1 point
  6. @niektb, you can reuse a lot of the tools we use to translate the game. If you're interested, do let us know.
    1 point
  7. Hello to you too! Thank you for your input and feedback! I'm working on the map as we speak. It's going to be improved quite a bit, and won't even be recognizable from what it is now (except for the island's shape). It's far more accurate and im working on making textures flow with one another and to make it more fitting with the actual island. I guess i was too eager to share it A little more info about this island though. The island does still have quite some tree's left (even some over 50ft tall), so i guess earlier it was pretty dense. Though that is just my speculation. But you're right, it might be too dense right now and ill work with it to get a better outcome. As for the volcano's, they aren't the shiny exploding ones from the movies. They look more like mountains or huge hills and one is even a crater, and there is a small one which they claim that is dead for while. At least that is what they assume, Because the Moai's are made from that (dead) volcano by the natives at that time (who knows excactly when ). However, i did want to make the biggest mountain a shiny (movie'ish) volcano, but couldnt get good results. For balancing sake, i blocked the path with tree's and put a gaia army up there so people (or Petra AI) can't just rush up there the second the game started and therefore the thrill would be kinda gone. However, this will completely change in V2. I definitely appreciate your feedback on this map and will work with the points you mentioned. If you want some sneak peaks on how it looks now click the spoiler's below and let me know if im on the right path. Keep in mind that im still currently working on it though. Don't mind the density of the tree's just yet, i will fix this later on with your advise. Volcano Rano Kau Volcano Puakatike Volcano Rano Raraku Overview of the map; Alot of work has been done but still alot of work needs to happen. Polishing will probably the most difficult task. As you can see im working with textures and try to see which matches best not only for the map itself, but also with the textures around. But i will add more variety. The things i have changed so far are mainly the 3 Volcanos mentioned above, but i have also optimized the envoiremental settings to my likings and added more decals like stones and grass etc etc. I do have a few questions though. Are there ways to delete decals? There seems to be no way to select them. Also as seen on the pictures above, the shores are foamy, is there a way i can achieve that? EDIT; Forgot to say, those maps look amazing.
    1 point
  8. Also - kind of related to damage and damage mitigation - priests shouldn't be healers. Considering the backwards state of battlefield medicine at the time, there was very little a priest or doctor could really do to help a wounded soldier. Priests should instead have a morale-boosting effect like a hero aura. Temple technologies should decrease training costs of troops, because of religious propaganda ("Athena is on our side, so join the army today!").
    1 point
  9. This kind of towers/ turrets would be nice with a courtyard in the middle using your Hellenistic architecture style
    1 point
×
×
  • Create New...