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Showing content with the highest reputation on 2018-03-16 in all areas

  1. The tower wasn't for use against foot soldiers, it was for matching the archers advantage on the walls they'd be attacking in order to prevent crew harassment not tanks, a glorified chisel with a tower at most
    3 points
  2. Case noted Player confronted and given 1 last chance before ban
    2 points
  3. I think @Sundiata and I are in league on this one. I think the presence of your battering ram near the enemy base should be an "Oh shizz!" moment for the enemy player. More specifically, I'd like to see walls really reworked extensively for next alpha and make them work better/more interestingly/more strategically. Then, you'd have a dedicated and realistic purpose for battering rams: it's the anti-wall unit, with a bonus vs. gates. Then, the discussion evolves into one about how walls work and how to counter them.
    2 points
  4. 2 points
  5. Hello, I see in the rules on the right hand side of the lobby it says players are forbidden from leaving a game in 1v1 without first resigning. Makes total sense and I agree with the rule. I hosted a 2v2 game this morning and when the game was nearly over (it was a tight game but I think me and my partner had the edge) my computer crashed and the game obviously ended as a result. I just want to make sure I'm not going to get into trouble for this! It doesn't look like I can contact any of the mod's directly in the lobby? (this would be a good feature to add later on) Thank all, no-one
    1 point
  6. 1 point
  7. I still have the last few workshops to commit, which includes the greek workshop
    1 point
  8. Is the mace workshop model still missing? (Just asking, cause it is currently the only workshop A23 would need ;))
    1 point
  9. siege rams shouldn't be able to attack organic units. This would give more flexibility to the current attack system specially for organic units. If buildings would have enough attack sustain, they could incentive the attackers to garrison the rams.
    1 point
  10. Actually I think we should have entities that can't move without being garrisoned by x number of units. I wonder how hard it'd be to implement as a component. @bb_ any idea ?
    1 point
  11. Historically speaking, battering rams were used almost exclusively to bring down gates (sometimes walls). They are now used to bring down pretty much any structure in game which makes them very unrealistic. Yes, I get it, gameplay... I'm just clarifying something about how compromises in historicity for gameplay's sake can actually negatively affect gameplay in some respects (rampaging rams). Buildings were brought down by infantry units, not battering rams. Infantry units would set buildings on fire, or pull down supporting columns with ropes or hack through supporting walls, or even disassemble structures block by block, by hand, using only simple tools. Rams are actually very easy to destroy or capture outright... Any unaccompanied ram caught out in the open by enemy infantry should realistically be captured or destroyed with relative ease. Rams were never used in melee combat, and rams killing units or horses is super-awkward and annoying. Rams were not hermetically sealed from the outside world, making the people operating it invulnerable or something. Quite the opposite... You would NOT want to be one of the dudes they assign to the ram (on account of the high chance of death). Rams were normally built on the spot, and usually only 1, or just a few at the time, accompanied by a battalion, but not armies of battering rams going in solo. This is obviously not how ancient warfare worked. Ancient battles can easily last several hours or even days, and sieges can last weeks/months/years... If you translate those times to in-game time, where battles can last a few minutes, battering rams should go down in a matter of seconds if not properly protected. I'm not saying that everything about battering rams in game needs to change, I'm just saying that history can't be used as a justification for current battering ram-mechanics, because it's so far off from how they were actually used.
    1 point
  12. Hey snatched can you do what it tells you and upload the relevant files here on this forum ? We might be able to pinpoint your problem and maybe solve it. In the meantime try disabling Glsl and postprocessing. Also make sure you have an enabled soundcard.
    1 point
  13. Wooooo I finally finished those cinematics, that took me way too long: Now I can start getting the Kokiri and Gohma into the engine.
    1 point
  14. Hi everyone ! I'm back from holidays and I just added minor changes to the background : -> replaced the celtic cross with a pictish stone -> added a bit of motion to the Terrain layer
    1 point
  15. Just make icons in-line with the rest of the hero portraits in the game, bruh.
    1 point
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