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Showing content with the highest reputation on 2017-12-22 in all areas
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Whoah, that's a hell of a pull request! I've been reading through it and pulled it! Many thanks for your work @elexis!2 points
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We don't add backwards compatibility. If we would do it in general, our codebase would get an order of magnitude greater for little benefit. You will not be able to replay these replays anyway, so you might delete them or archive them elsewhere if you don't want to see the replay menu being unfriendly towards deprecated svn replays.2 points
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I think Roman legionaries deserve a more unique stance, no? They're so iconic, just like their military rigour and discipline. Plus they're easily the most identifiable unit anyway, I think.2 points
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Hello! Firstly, I am not a native English speaker so I can make mistakes. Secondly, can you add to block enemy workers from build anything in range of my units or something like that? In most rts I can see similar function. It's very anoying when my friends on my back build a wall/towers close to me in his castle/city or in mountain terrain and killing all my units . Also unit movment it's quite bugged in large numbers, especially in formations.1 point
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@elexis I tested the latest SVN20674, when I entered the replay list and selected a replay, there was a warning message: WARNING: JavaScript warning: gui/common/gamedescription.js line 178 reference to undefined property playerData.AIBehavior WARNING: JavaScript warning: gui/common/gamedescription.js line 178 reference to undefined property playerData.AIBehavior1 point
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Well besides the difficulty one can select a behavior (names are currently random, balanced, aggressive and defensive). It is only the first very basic prototype, so don't get too excited. It mostly influences the number of attacks and expansion. But the infrastructure is here and it could be extended each time the AI strategy is extended.1 point
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Been testing out the Patreon subscriber early download for the Zoras and Gorons. First of all, ZORAAAAAAAA!!!!! Seriously, the mage tower defenses backed by canons and heavy shock troops was hilarious. The Gorons would come hobbling to my defense zones and get demolished. Secondly, the game feels much more dynamic with multiple factions to choose from. I played a round in Hyrule field with Hylians v Gerudo v Gorons v Zoras. The various styles of unit trees and architecture made it more of a challenge. Gorons surrounded me on all sides and deployed a series of bomb towers to go after my outermost buildings and resource gatherers, then Gerudo's sent archers to seize my Armos facility and Hylian trebuchets crushed my attempt to expand. Took me a while but with the aid of mage cannons my little Zora minions broke out of the stranglehold and slowly but surely dominated Hyrule. Nephalim says the mod will be public in a few weeks. Or anyone could kick in a couple dollars a month on patreon to get access now. Most enjoyable.1 point
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That isn't testudo. Is anti cavalry tactic. http://norbertodebuenosaires.blogspot.com/2015/05/formaciones-tacticas-del-imperio-romano.html https://www.romanarmytalk.com/rat/archive/index.php/thread-2172-2.html http://rtw.heavengames.com/cgi-bin/forums/display.cgi?action=ct&f=1,1314,7860,all1 point
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That's something I've considered as well (it works great in Cossacks), however, it would also involve a farming overhaul etc., which is why I don't intend to try out human food consumption, or mercenary silver consumption, not yet at least. Interesting. It is no longer the case though. I tested it out earlier and checked it again now: when I have -10 food I can't train a female, and the tooltip states “Insufficient resources: 60 food”. Also, the AI is able to keep its food stock positive, at least in yesterday's test game.1 point
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http://arthistorysummerize.info/egyptian-sculpture/1 point
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Impressive. but I don't feel so much Egyptian or Nubian. I mean the details.1 point
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Joining gameboys request, @niektb can you read terra_magna/pull/7 and if you agree with it press the button so that your guys random maps are working? (Or anyone else feeling assigned to that task?)1 point
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That is the point. The point is to easily identify the unit type at a glance, and semi-uniform animations are supposed to help that happen.1 point
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More like this, they are marching yet they are not ready for action stance but a mix between Ready/Rest.1 point
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I tried this once with making unit consume food, and when it goes negative you can afford everything. It's like infinite resources or something.* *It was a long while ago, so this may have changed.1 point
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Then we have this, and the sheath for the gladius with the prop point in the sheath for carry resources animations. I know the actual gameplay for the citizen soldier's are don't have any military props while working but for me it breaks inmersión the skyrim like weapons poping up from no where at least in a sheath we know he stored the sword in the sheath and then retrieve it.1 point
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0abc updated, changes include amongst other things: corrals can be deleted again (there was a typo: "2x4" instead of "4x2") all technology research times are multiplied by 1.5 (to make the game slower paced) all unit training times are multiplied by 2.0 (to encourage keeping your units alive) all military buildings each consume 1 food per 5 seconds (to make barracks spamming more costly) this negative resource trickle rate can result in getting a negative food stockpile (I think it's interesting enough to try it out, although I might change it later) changed silver trickle rates: wonders: 2 silver per 1 second (and no other resources) palaces: 1 silver per 1 second catafalques: 1 silver per 2 seconds more structure auras: 15 m from houses: females +1 crush, hack, and pierce armour 20 m from corrals: workers +15% food.meat gather rate 30 m from farmsteads: workers +10% food.grain gather rate 40 m from storehouses: workers +5% wood.tree gather rate 60 m from rotary mills: workers +20% food.grain gather rate 100 m, 75 m, 50 m, 25 m from centres: civic structures +10% capture points, workers +5% build speed, -5% resource gather speed, +1% movement speed these bonuses combine (so if a worker is within 25 m of a centre, i.e. practically adjacent, it builds at 121.55% and gathers at 81.45%) but do not stack (a worker within 100 m of three centres gets the 100 m aura only once) finally separated builders from workers: females can gather, but can no longer build citizen soldiers can both gather and build mercenary soldiers can no longer gather, but can build champion soldiers can neither gather, nor build many other tweaks I did longer ago and have partially forgotten by now Have a look at the 0abc-readme.pdf for more detailed information.1 point
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When I click on the links: Sorry, there is a problem The page you are trying to access is not available for your account. Error code: 2C171/11 point
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I actually think this is a decent, simple solution. Houses are indeed important, but also very weak, so it does make it more realistic, like you say. Have you checked out Delenda Est mechanics? farms can be built in neutral territory, and there's a gather rate penalty or something if you do build them inside your territory. The solution? Seems very logical that farmstead improves the performance of fields, no? I like this, why didn't I think of that, lol1 point
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Constructing walls is difficult, and the AI isn't able to cope with this either. Not just people (human players can do what they like), the problem is that the AI has this behaviour as well. As for why, it's because it's the most sensible thing to do under the current mechanics. Which is something I don't like either. I tried out a building restriction in my mod, 0abc, e.g. farms at least 75 m from centres; however, structure distance is calculated from object centre to object centre, and shuttle distance is edge to edge, thus perhaps 40 m. More importantly, the AI continues to build farms as close to centres as possible (which looks even weirder), so I'll probably revert this construction restriction (I don't want to penalize the AI). Apparently the ugly "farms around centres" behaviour is hard coded in Petra. Another idea I have is using auras instead, e.g.: 50 m from centres: structures +20% capture points, workers -20% gather rates 100 m from centres: structures +10% capture points, workers -10% gather rates farmsteads and storehouses might get a slight gather bonus aura (cf. rotary mill) The AI seems to be aware of diminishing returns, so maybe it can also take auras into account, and decide to build farms around farmsteads instead of centres. [...] I was thinking that the CC could be programmed to only be able to store a nominal amount of each resource, like max 200 of every resource. [...] It seems you're talking about two different things. On the one hand, there is 5000 metal and 5000 stone within walking distance of your starting centre on about every map. Moving mines further away to or beyond the edge of your initial territory would be a great improvement. On the other hand, the suggestion to have maximum resource capacities, which worked great in Caesar III and Stronghold. This is an interesting idea to explore (e.g. no buildings mean you can not gather any resources; centres increase every resource capacity by 500 each; small houses increase food capacity by 100 and wood by 50, big houses double that; granaries food by 1000; storehouses wood, stone, metal by 300 each; etc.), although it would mean significantly more micro-management, which is not necessarily an improvement.1 point
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In some games the trees reappear if the buildings get destroyed, although that might be an immersion breaker.1 point
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Surely that's your own territory you are spoiling since you can't build buildings in enemy territory.1 point
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I'm not sure destroying tree is a good idea. That looks like a good multiplayer exploit where you spam enemy territory trees with buildings to destroy resources.1 point
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That. Furthermore I'm working on a patch that lets you adjust the batch size in game by scrolling with the mouse wheel.1 point
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usually 6 batch is more efficient than 5 but having a batch size of 2 is just more flexible in most situations because you can go up to 4 or 6 and such. Some top players even switch batch size depending on how many resources do they have ( 6 at start then 3 or 4 depending on the situation ) which is the MOST efficient way to invest your resources ( pop cap permitting )1 point
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It's not well advertised and I still don't really know how to do this (never done it before). If one person sets it up in his menu, does it apply to all players in MP games, or only the person that set it up like that?1 point
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I agree with Sundata, that city building ends up often in too mechanic-practical ways. Multiplayer games escalate pretty fast, there's no time left to build a city with walls (even wooden one). I think some reasons are because of the unit system: every citizen soldiers can be used as full soldier, you don't need really walls for protection from enemy soldiers. Walls won't help much a more "peaceful" developing city anyway. Nowadays in fights you got the winning majority or you loose (even against AI). City building can have really low priority, expensive walls can be destroyed by masses of unorganized citizen soldiers in no time, without siege machine.. Houses are much cheaper, fast built, useful and don't cost too much. Don't understand me wrong, i like the concept of citizen soldiers, but it feels a bit overwhelming in some situations. (probably we could do a group of players for more roleplay focused city-building ) My wish/opinion on formations : every formation should need a minimum size of units, time to form, later the peoples are in a locked group with bonus/malus depending on unit and formation (speed, charge, defence, turtle, range, cap, .. , citizen can't gather in group but fight, .. ). This could bring in a counter-system "light" and open ways to divide citizen soldiers more into phases when they work like women without normal weapons, or fight as organized groups. Citizen only gain ability to fight effective in formations. Champions would just benefit by formations themself. Walls would gain influence, they give time to prepare citizen for an organized defence of a city. Non-combatant population could be made an important factor to increase the number of locked groups, to increase the possible amount of militarized citizen, unless you build champions. If you want big armies, you need a big city, enough ressources to afford professional soldiers or special resarch? Good idea. Now we can build dropsites and do research (faster gathering, ..), because CC alone isn't helpful over time (ressources deplete in area). Why not a similar system for to store ressources? If i want to store more food, i need some sort of ancient granary, or other storehouses for different material? (Question: can worker be made to stop gathering ressources if store full?) I would like this This thread pretty escalated to a collection of different ideas1 point
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Yes, yes, yes... This would make units behave much more logically/naturally. Right now they are all indeed berserkers, lol! This Berserker attitude often messes up my stealthy tactics, and "non-agression policy" in my early game. "But just put your units in defensive/passive/ stand ground": no thanks, those stances are 1 way ticket to getting slaughtered. I like my soldiers to defend each other no matter what, not be picked of one by one or be kited to death... But that doesn't mean they should chase uncatchable enemies across the map when I leave them alone for half a minute.. "If you don't like fighting in early game, use ceasefire": no thanks, it's very gratifying to see your enemies slaughter each-other while you try to maintain peace. Peace should be earned Yes please... A total disregard for town aesthetics is currently the way to go if you want to win a MP match. Building a town with a logical/natural layout is totally penalised right now.. In fact, experienced online players ridicule noobs for their "sim-cities".. When a logical town layout invites ridicule, that should be a red light. yes please, I'm trying to make a map according to these considerations. I like a lot of those mechanics from DE. They're much more logical/immersive. I was thinking that the CC could be programmed to only be able to store a nominal amount of each resource, like max 200 of every resource. Then the CC can still be used in very early game, or emergencies or when setting up a new territory, but the moment you want to train 5 units at a time, or build barracks, you're going to have set up storehouse and farm to store more resources. When CC is full, you'd get a message like: "CC stores are full, build a storehouse to store more resources or a farmstead to store more food" Would be so nice. We really need this, I think. Having 100% of dedicated eco units being women makes me cringe. "But, but, what about citizen soldiers?" people watch too many movies, I think... 300 was a really terrible movie people... Absolutely terrible... Really bad... Even propagandistic... Read about Helots, and realise every single civ in the game had a similar civilian plebeian population. Warrior cultures where all the men are fighters don't exist outside of hunter gatherer communities... It's a Western romanticism that doesn't have any place in a historical game, imo... Even Celts had a huge non-combatent civilian population... Uhu..1 point
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I've been wanting to bring this up for a while, but there are so many little details that could be changed, that I want discus them in a single post/list. Anyway, for now: It's really awkward that you're able to start construction on a building within range of enemy units/buildings. It's kind of an immersion breaker, and borderline cheating, in my book. Tower-creeping is so, ugh.. Basically taking advantage of a less than ideal game mechanic, I think. Both, building a tower/fortress on your enemies' border within range of your enemies' buildings/units as well as starting construction on new structures when you're base is already overrun is just, ugh... Like sending 30 guys to rebuild a destroyed CC when the enemy army is still in your base??? Ugh... Sorry for all the ughs There are many of these "micro-cheats" that take advantage of less than ideal game-mechanics and pathfinder issues, like using 1 soldier to lure an entire army in to a kill box. Or pressing the halt button every couple of seconds while in combat, so that all the soldiers are reassigned to the most nearby target (this should happen automatically). It looks horrendous to see an entire army cut to pieces because they obsessively chased a single unit, passing an entire army that's systematically cutting them down. There's a lot of this weird advantage taking. For example: Supposedly pro-players don't use walls. Nonsense! All these so called pro-players are building "house"walls" instead. What in the actual "explicative". Why would a row of houses stop an army? You just go through the backdoor, and exit through the front. Or crawl through the windows. O just kick through the wattle and daub or mudbrick house walls. But it's a little ridiculous that civilian housing provides an effective wall. Just use the actual walls... You know... Plus house walls look really ugly... Ugly like building farms around the CC (an illogical AoE convention), for easy garrisonability of women and skimping out on wood by not building a farmstead (which really should be a pre-requisite for building farms, or even gathering food in general. Why is the CC used as a storage yard, when a storehouse is one of the earliest structures you need to build anyway??)... I derive no pleasure from defeating an enemy like this, and "pro-players" destroy "noobs", because the noobs don't know about these "faulty" mechanics. How is that fun? A lot of the "pro-players" depend on the ignorance of their opponents to win... This is supposed to be a strategy game, not a take-advantage-of-mechanics-that-new-players-can't-possibly-know-about game, because this stuff is not clearly written down anywhere. That's cheating, i.m.o... At least, their should be a strategy and tactical guide that explains the mechanics that should be looked out for, like: diminishing farm returns, embedding women with your workers, and the effect of experience on gather rates, garrisoning ships with siege and units so they actually become effective, never using formation when fighting, the effectiveness of kiting, the amazing efficiency with which women can take out battering rams... Those kind of things... Ideally, you should have easy access to this info in game, like a question mark button with each unit/building that brings up a pop-up message explaining all the specifics about that unit/building.1 point