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Showing content with the highest reputation on 2016-07-29 in all areas
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Go ahead, though that doesn't mean I'll do anything. One thing though, call me Stan, or Stanislas if you must, not Stanislav.2 points
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This mod is inspired by my idea to provide multiple techs to upgrade war elephants. So far I didn't receive negative feedback for this idea, but please leave any comments because I hope some or all content can be included in the game. The icons are placeholders and we would need proper ones made by the art department. related ticket: #4116 IRC discussion: 26/07/16 from 14:00 onwards mod-folder: download link will follow soon diff-file: download link will follow soon (doesn't take the mod.json into account) SVN version: r18565 Known bugs in my current version: Capture component for Indian melee war elephants, but not North African ones. Both shouldn't be able to capture. Pig and elephant fear auras don't work. For some civs/buildings the GUI panel is too small to display all available techs. Units The Melee War Elephant template has been split into two templates for the Indian and North African species. Historically, Indian elephants were significantly bigger and stronger than North African elephants. Additionally, they could be tamed more easily and were less susceptible to run amok during battles. The crush damage component has been reduced as elephants usually weren't used for siege. Defenders would easily pick of the mounted soldiers and throw hot pitch on the elephant as soon as it hit the wall. Hack damage has been increased for compensation. Additionally, cavalry got a 50% attack reduction against melee war elephants because horses were turned off by the smell of elephants. Indian Melee War Elephant 800 HP, 5 hack armour, 10 pierce armour, 20 crush armour 40 Hack damage, 120 Crush damage 400 food, 400 metal, 40 s train time, 6 population trained by: Mauryans, Persians, Seleucids North African Melee War Elephant 600 HP, 5 hack armour, 10 pierce armour, 20 crush armour 30 Hack damage, 90 Crush damage 250 food, 250 metal, 40 s train time, 4 population trained by: Carthaginians, Ptolemies Cavalry 50% damage reduction against enemy melee war elephants. Auras Pig aura effect: 80% damage reduction for enemy war elephants within 30 m range. explanation: The pig's sqeaking extremely frightened elephants. It is reported that pigs were covered with oil, set in flames and then driven towards enemy elephants to even increase the effect. Elephant aura effect: 10% damage reduction for enemy citizen soldiers within 30 m range. explanation: The main purpose of war elephants was to disrupt formations and to frighten enemies solely by their size. Especially people which hadn't seen elephants before often fled by the sight of the animal even before the battle began. Technologies Tusk spikes description: It is reported that in the Battle of Jhelum King Porus fitted brass plates to the tusks of his war elephants which were covered with sharp iron spikes. Therefore the animals could easily impale their enemies and helped Porus to inflict one of the greatest losses to the army of Alexander the Great. effect: +50% hack damage, +20% metal cost cost: 1000 metal, 40 s research time civ: Mauryans phase: City Caparison description: Caparisons were cloth coverings providing a simple protection for the skin of war elephants. effect: +1 hack and pierce armour cost: 500 food, 40 s research time civ: Carthaginians, Mauryans, Persians, Ptolemies, Seleucids phase: City Plate Armour description: Some war elephants were armoured with chain mails and metal plates so they were much less vulnerable to ranged attacks. However, the lower parts of the trunk and the legs typically remained unconvered. effect: +3 pierce armour, +1 hack armour, -10% speed cost: 500 wood, 1000 metal, 60 s research time civ: Carthaginians, Mauryans, Persians, Ptolemies, Seleucids phase: City required tech: Caparison Mahout description: From a young age and throughout their lives, mahouts were bonded to an assigned elephant which they trained and rode. They had special tools available to control their animal and could even kill it quickly if it panicked in battle. effect: +10% speed, +50% trample damage, +10% train time cost: 500 food, 40 s research time civ: Carthaginians, Mauryans, Persians, Ptolemies, Seleucids phase: City Howdah description: Indian and big North African war elephants were strong enough to carry a tower on their back from which archers, slingers and javelin throwers could fight enemies from a distance. effect: +30 pierce damage, -10% speed cost: 1000 wood, 500 metal, 60 s research time civ: Carthaginians, Mauryans, Persians, Ptolemies, Seleucids phase: City required tech: Mahout1 point
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Basically the Insula is the "house" for the Principate Romans. It cost 250 and 100 , and gives 25 . It covers 2x as much ground as a Republican Roman house, being 2 Republican Roman houses wide (but same depth, so the footprint is a rectangle). Here, show the footprint: The 2 story part of Market looks very mich like how a Insula can look. Here is great reference: Need at least 3 variation.1 point
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I forgot one more critique, stan. I am not sure, but I think a lot of the seams may not be welded. There is a lot of aliasing happening wih your building when I zoom in and out or pan camera. (More aliasing on the seams than the other Roman building).1 point
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3 thing: I would like for the corral feature to be implement already. Sheesh. I had it working in my mod at one time and changes have ruin it maybe a year ago (?), but it work just as describe (sheep show up in corral and they give trickle food). There was only 1 problem that the entities still wandered (while the actor stayed in the corral, ,lol), but that could have been fixed by just not making sheep and goats wander (chicken should still wander but they don't count). I never figured out how to stop sheeps from wandering. Some kind of unitAI setting maybe. But the sheep garrisoning in corral feature should work very well and just fine with just some minor code to the UnitAI.js to allow animal garrisoning (and then disable wandering). Trickle is accomplish with a garrison aura. Second, sheep (and goat and cattle and whatever) capturing should be implemented. MAKE IT JUST LIKE AOE, OMG. Very simple in concept, don't overthink it.Just do it exactly like AOE. I know the code could be tricky, but the concepy it simple and straightforward as gameplay. Third, fattening I think can be like AOE (happen over time regardless), or do like AOE3 and task them to gather around corral - they fatten - they move away from corral to show player they are done.1 point
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A game sounds like a fun thing to do (teehee, see what I did here?) but we won't allow spamming, especially for a little game. We will also be really strict and refuse any kind of aggressive or disrespectful attitude. The title of that thread is especially bad (not descriptive and possibly disdainful) so you should change it by editing your first post. You should give an example if you want the game to start.1 point
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Yeah that's a rake it's main function was to scrape seed rows before the plough was invented secondary function was for weeding the immature crops,while the fork was a lifting and digging tool. Enjoy the Choice1 point
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http://www.planetfigure.com/threads/ancient-roman-harvester-vallus.74021/ mostly accurate1 point
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Hi guys , I took to 100%, for now, the Italian translation, so hand in hand that you updated SVN I come back. I want, when I have more time, to review some synonyms used to better contextualize. Carry the above ,in Italian, here below to allow search engines, who read the threads, to update for Italians interested in the game. 0 A. D. in Italiano Salve ragazzi, ho portato al 100% , per ora, la traduzione italiana, così a mano a mano che voi aggiornate sull'SVN io vengo dietro. Voglio, quando avrò più tempo, rivedere alcuni sinonimi utilizzati per poter meglio contestualizzarli. Greetings to all1 point
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Had to tweak the alpha of rome struct a bit. 1. Open broken texture in blender 2. Export it from blender to jpg to get the alpha details back 3. Import it in Gimp, load the broken texture. 4. Use the alphaMap of the broken texture as selection 5. Color to Alpha, on the jpg one, (Don't forget to add alpha channel) 6. Add a white 2% transparency layer below everything 7. Hide all the layers except the jpg one and the white one 8. Export to png 9. Done !1 point