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Showing content with the highest reputation on 2018-01-16 in all areas

  1. Used "strings filename | grep fancy" to find which textures are not supported yet. Then located visually by enabling GLSL and using the "Replace" tool. With the strings tool I could confirm the completeness. Rotated the civic centers a bit besides the one on the bottom right. The guy near the mountains looks like he has an advantage with regards to maps, but life is historically unfair, so that's accurate enough. Also removed the civs, as skirmish maps don't specify that (at least no other map does it and it would be good to have it uniform). Added map thumbnail. Committed in rP20883. Thanks for the map!
    2 points
  2. Oh that's Philip' who made that thread
    2 points
  3. I know why. It's because I set a frequency in the death variant. As for no props I do not know. w
    1 point
  4. IMHO, there's no sense of playing without cavalry games, if the balance is well done. No cav rules are showing that there's a problem of design or balancing. If a strategy is substantially superior (then others strategies aren't really choices) and doesn't have counters. But there has been done a lot of talk in forums about the OPness of cavalry skirmishers rush, and they would be nerfed for the next alpha.
    1 point
  5. A ceasefire is enough in my opinion, and still; a storehouse and farmstead don't really cost much anyway, so I don't think it would stop rushing, only delay it to a point.
    1 point
  6. Yeah one thing left would be muzzle flashes but it could be hacked.
    1 point
  7. Roman texpack is OK in my book. Normals like to be weird but idk w/e
    1 point
  8. Pretty much all of the sound effects are from various Zelda games. This website has most of them up: http://noproblo.dayjo.org/ZeldaSounds/
    1 point
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