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Showing content with the highest reputation on 2018-03-27 in all areas

  1. Offtopic: in the settlers there is winter and spring, winter the water become ice and you can walk over, but if you leave someone in the ice and spring comes the unit drowns.
    3 points
  2. So why not differentiate mines into: stone, base metal (iron, copper), and precious metal (gold, silver). Then you could mine gold/silver, which would show up as coin among your resources, and can be used and acquired through more ways than one, as described by you, similarly to the way Nescio uses silver? Base metal is used as metal is used now. Stone mines would be large quarries built in to a cliff face. There were a lot of different types of mines in the ancient world, including placer mining (alluvial), pit mines and shaft mines, so there's a lot of possibilities here: On another note, I've always been in love with the idea of finally adding "brick" as a standard resource for ancient RTS games, produced by a brick maker (a structure close to water, access to clay). The majority of structures in the ancient world and by most civs in the game were largely built from mud-brick or fired brick. This way building-resources can be balanced better, be made more sensible: basic structures used mostly brick and wood. monumental or defensive structures use mostly stone and wood (and maybe some brick as well). Brick building = weak. Stone buildings = strong.
    2 points
  3. But with the "light lines" on the top it does not look flat.
    2 points
  4. There are 4 things I would like to add/change about some of the resources. You can find them in "Wow's Gameplay Proposal" thread, but I'll detail them a bit here: 1. For Metal, I would like to have a "Mine Shaft" object that has a slot next to the mine entrance. Players would "claim" the mine shaft by building a Storehouse upon this slot. Then you can task workers to the mine shaft and they'd enter the shaft and gather the metal. Like Starcraft's Vespene Gas mines the workers would emerge from the mine after a certain amount of time and deposit the metal resource at the slotted Storehouse. To claim such a Metal Mine from an enemy, simply destroy the enemy's Storehouse and building your own. The enemy workers would retreat to their player's nearest dropsite and idle, else face annihilation from you. 2. Stone Quarries would look like large open pit mines on the side of a mountain. Similar to a Mine Shaft, Stone Quarries would have a slot on which you claim the quarry by building a storehouse upon it. Your workers then start mining away in the quarry and drop off the resource at the storehouse. 3. Coin. This is the trading, bartering, and tributing resource. You can also find it in treasures and via loot [especially enemy economic units or economic buildings]. Buying and selling resources occurs in Coin, and Coin is the resource you gather via trading. You use Coin to hire mercenaries and do other things, like buy better weapons and pay your guard units [champions]. 4. Single trees are deleted by construction, while large Groves are not. With groves, you could allow barbarian or guerilla units to "garrison" within them for ambush purposes. A grove where 50% of its wood is harvested would kick out any garrisoned units.
    2 points
  5. Yeah then move the horse to the side and put the unit at the root
    1 point
  6. Btw considering the last topic of the gather meat about stabbing the air i added 2 prop points each side for the rider dismounted, will it look wrong teleporting positions or stabbing the air?
    1 point
  7. by any chance is possible to define in the "combat_approaching" function of the UnitAI component another walk type for cavalry class only (for testing) another animation name call it "walk_fast" so i can make all cavalry use the trot animation as basic animation and change into slow_gallop in combat? i would like to see how it ends since its looks very weird looking the horses troting into a battle. and what i sould do to make it work?
    1 point
  8. I'm having a look now. Sorry for the delay.
    1 point
  9. I'd be surprised if I was the only one connected or the only mod connected. I didn't ban any seigneur account, so maybe @user1 knows.
    1 point
  10. Sadly no. There is a thread about it where I made an 'Improved' version. @Alexandermb started making anims but he gave up at some point. As for Mickey he told me recently he didn't have time anymore
    1 point
  11. I think almost everything except the track and minecarts would be fine.
    1 point
  12. I would just give the trot to every cavalry, honestly. I have been using your trot mod for every cavalry in DE [locally] and it looks great. As far as cavalry spearman animations go, I would generally use an upright position for the spear whenever possible so that the spear is easily identifiable.
    1 point
  13. its possible to have a list of wich unit will use trot animation ? @wowgetoffyourcellphone Most of the horse animations are already done and the tail move smooth i want to change the carry meat animation for all using trot. Horse idle is more natural, rider is more centered, added the root bone and decal prop points for delete the double saddles in the actor files. Some idles are changed like the Javelin idle from ready stance to a relaxed one for handle the rein right hand javelin will be deleted, attacking animation is reworked for grab the javeling at the start of the attack since at the start of attack the actual animations for Archers and Javelins the arrows and javelins won't show in the first shot because they are hidden by the variant in the start. for the spearman/swordsman cavalry i'm following some references plus the ones already done for more relax/ready stances:
    1 point
  14. This is similar to what I had in mind for the Mine Shafts, yeah. This is cool too. Though, they did not have minecarts back then I'd imagine.
    1 point
  15. This are some mines on other games that i remember when i think on your ideas of mines: Sulphur mineral The Settlers Heritage of kings if IRC a structure is builded over or around it for extract it. Iron mine from Stronghold 2 another special building for extraction Imperium Civitas Marble mine R Thats what i have in mind when i read the word "Mine" a building for extraction, or just a cave or the mineral spread around a wall
    1 point
  16. Can be nice a voice acting for campaigns.. I kind of nice guy/trader ...
    1 point
  17. I do think the rocks and mine stones in the game could look a lot better, yeah.
    1 point
  18. Some off topic bit is possibly make artistically several types of mines? More attractives...
    1 point
  19. Right, I think taking cues from other games is appropriate if those features make sense together in the overall gameplay context. I think they would. In fact, to integrate these ideas better into the game, perhaps you don't build a storehouse on a slot, but rather you "capture" the storehouse that's already there, and now the Mine Shaft or Stone Quarry is yours.
    1 point
  20. The shield is flat, only the 3 middle gems are prominent like the reference, and is saved by the name brit_battersea_shield, only need to make the wood back and is good to go.
    1 point
  21. I can imagine those gameplay features thats something i realy loved from The Settlers: Heritage of kings and never saw those features again, all those changes remind me some games i played before "Dawn of War, Warcraft/Starcraft, The Settlers" all with unique gameplays with Pros and Cons, i have high hopes on Delenda Est if all those ideas reach their potential because i love all those games but none of them have the easy customization 0 AD have and you can get bored very fast if you end the campaing.
    1 point
  22. Darkness II - 1 day, 21 hours left.
    1 point
  23. A similar thing happened to him previously:
    1 point
  24. @stanislas69 HELLENISTIC THUREOPHOROI Kausia cap (Player color) Basic rank (Sleeveless and sandals) I recommend you use the m_armor mesh variant Basic rank (With sleeves and boots) Advanced and elite ranks
    1 point
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