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Showing content with the highest reputation on 2017-07-01 in all areas

  1. Norse Longhouse 2 roofs variants Screenshots Aotextures Blender file >>Norse longhouse [Finalizado].blend<<
    5 points
  2. I said 'Other', because what is needed are improvements. Keep it manual, but some improvements, like minimap notifications, etc. can really help. Using the target marker patch in DE, for instance, has already improved scouting for me.
    4 points
  3. The fences @wackyserious proposed using the same fence of the house (the fence is a separated mesh as prop) Variants
    2 points
  4. I sincerely think you guys should change this to something like 2048. Why? Because the water levels at that height reflect the skybox poorly. Also, you don't need that much depth, usually. You want the height more, again, usually.
    2 points
  5. You don't usually have to pay much attention to the scout. Just select it and then shift-click repeatedly on the map so it follows a path to explore around your base. The reason auto-scouting would be nice is that on maps with a lot of impassable terrain such as mountains, your waypoints will make the scout backtrack a lot. Auto-scouting would make mountain maps as easy to explore as open maps.
    2 points
  6. The best games I played were in a16. On hotkeys, I would like something editable, that we could customized, as in other rts.
    2 points
  7. Maybe the screenshot or video can be taken with a smartphone if it's not visible on a screenshot. It must be a driver bug. Also could try to disable GLSL and other graphics options.
    2 points
  8. Carolingian Abbey Based on real life structure "Lorsch Abbey" Ao baked 3.3-3.7k tris (Trees and props added for better presentation) Screenshots Textures BLEND FILE >>>Lorsch Abbey [Finalizado].blend<<<
    1 point
  9. Hotkey or toggle to select heavily wounded units from a group. Whether units having 75% HP and below or maybe 50%HP and below can be selected.
    1 point
  10. In nex version formations without buged? For the new Concursare type training Concursare consisted of a mass attack, in apparent disorder. In a moment, before being under the scope of the Roman projectiles, a signal was given to him and the Iberian army stopped and began to retire, giving the impression that they left the field of battle. This attack-retreat sequence was repeated over and over, throughout the day, for several days. Every apparent revocation of the Iberians was followed by an attempt to persecute the Roman legionnaires, while trying to maintain the formation. It often happened that the Romans lost their nerves and discipline, broke the formation and rushed wildly in the pursuit of the Iberians. Then another signal sounded, the Iberians regrouped quickly and mounted a counterattack, charging at full speed by the legionaries, who lost the formation and although they were better equipped than the Iberians, were less agile in the close combat
    1 point
  11. Well, yes, from a modding standpoint.
    1 point
  12. @elexis It's here,my friend! http://uploaded.net/file/i68rqtny BTW: I installed the latest video card driver. BTW2: You can do such a test: zoom in to the camera and rotate the camera and move forward with the camera lens, which will appear in the diagonal or drag.
    1 point
  13. What the editor supports is just sensible choices, if you really want to go somewhere were you might run into limitations (be that performance, memory, or just the code not designed to handle more than a certain size (though I would consider crashes that don't tell you that you are doing something unsupported bugs)) you can. Open the editor, save the blank map, delete the .pmp file, open the .xml file in an editor, add something like <Terrain patches="25" texture="blue" priority="0" height="16384"/> under the Scenario tag, save. Load it again. You might want to play with the patches parameter, but at least using 50 works (in the sense of you possibly eventually seeing a result, though editing terrain is very slow, and that map is huge enough that at the zoom level where you can see the whole map you'll likely not see much of any unit). (Might also be that we should only do certain recalculations in atlas after some modification finished instead of all the time.) Also since it seems relevant you might want to take a look at some of the old campaign demo scenario maps, though those are just mockups.
    1 point
  14. Bienvenido! ¿Que tienes en mente para tu mod, y que dudas tienes para aclararlas y ayudarte?
    1 point
  15. Idle_02 (video file): This one uses parts of the idle_01. Probably it does not differ much from idle_01 to warrant it a place in the pack. Idle_03 will allow to make an animation most suitable for the third slot (a mix of 1 and 3 with a different idle pose). More options for developers to choose from, I suppose. I should warn about an issue with this kind of idle animations. Its size. For example baked idle_01 is approximately 1.8 MB. stanislas69, I will upload the file. If I understood you correctly and that is what you asked for. Off-topic.
    1 point
  16. Ideal bell system: The bell should only work on women. I normally do not want to garrison the soldiers using the bell. I want to direct the soldiers manually. Consider that soldiers do more damage outside of towers/fort/CC than they do inside. The main purpose of garrisoning soldiers when the enemy attacks is to prevent capture, and this should be done on a case by case basis if the enemy is trying to capture. The market should also have a bell that works on all your traders anywhere and makes them garrison in your own or allied buildings. There should be a hotkey to ring/un-ring the bell (once CC is selected) so you can respond quicker to raids. The bell should reserve spots for units so it won't try to garrison 30 units into a 20 garrison limit building. This would reduce the impact of raids because women would more quickly find safety instead of milling around getting slaughtered. If you select women and manually garrison them in the CC or houses without ringing the bell, the "safe" bell should put them back to work. This would reduce the impact of raids because it lets you manually garrison just the women that are in immediately danger, and easily put them back to work afterwards. A smaller-radius bell should also exist on the storehouse. This would let you garrison just your woodcutters. No alert status on units! This would greatly simplify the implementation and prevent bugs. Just two bells, "alert" and "safe," that you can ring at any time. When the "alert" bell is rung, all women in range try to garrison, and remember their previous task. If a woman is working and you select her and tell her to garrison or move (without using the bell), she will also remember her previous task. When the "safe" bell is rung, all women in range that are garrisoned (or garrisoning, walking, or idle) will ungarrison and return to their previous task, like the back to work command. Not enough garrison spots: have them try to garrison somewhere. That at least gets them moving which makes them less of a target. If some units die on their way to a building, no orders change. See (7) above: no alert status. The bell is rung as a one time event that gives a garrison order to the affected units, it doesn't have any lasting effect after that. See how it simplifies things? The reserved spots are only calculated when you ring the bell, and forgotten after that. So, units continue with their orders. You could ring the bell a second time to recalculate the bell order.
    1 point
  17. Well, I must be one of the few who would not want to see lots of new things. I'd like to see optimizations in lag (multicores) and mainly in pathfinder. Ony two new things that I would like to see: 1- Counter system 2- Hotkeys for buildings
    1 point
  18. 1 point
  19. I had a patch somewhere for unit capturing but it's broken currently. It instantly capture.
    1 point
  20. @Grugnas: don't mislead (structure / mechanical) capture and animal conversion (TBD).
    1 point
  21. Some progress. Also, @wowgetoffyourcellphone will be incorporating my textures to his overhaul mod, Delenda Est
    1 point
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