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Showing content with the highest reputation on 2018-03-29 in all areas

  1. Yay the Kokiri buildings are done:
    3 points
  2. hola saludos de mexico , este grupo supongo que es de mongolia el otro dia los vi en la tele y me gustaron mucho esta cancion en especial tiene un muy buen ritmo
    2 points
  3. I have designed an op map imo 1.How can I place units Where can I find the xml file and can i share it here, to play it in lobby with you?
    1 point
  4. Look at the victory condition messages at the top. First line glitches away if there are too many of them. @s0600204 maybe?
    1 point
  5. I didn't get the error with updated svn. Either this map can't be played in nomad or gaia refuses to kill empty cc in sand. And without siege the game goes forever and the lag is too much. inflag.zip
    1 point
  6. @Servo Like you mean Elite units are different from advanced and do not keep the props ? It's always been the case.
    1 point
  7. What is unrealistic @Lion.Kanzen? To fire volleys of projectile on a couple of enemy/and or ally melee units and not being killed (with friendly fire) at the same time? If the projectile spread damage will be implimented which is real, all opposing melee units would be killed and only an unrealistic commander would order such command. In game you will see that more ranged units are being used and more often the projectiles are mostly aimed at the nearest enemy units (mostly melee) that are within the ranged units LOS and when those units are killed then the ranged versus range battle occur. If a player decides to engage on range to range fight the player/s have to micro units to do it which would take many fast clicks to win the battle but with so many spammed units it’s hard. With the dancing technique and if the player don’t pay much attention the fast clicker will always be in the advantage. I know it’s hard to program this but I’m sure the battle is more realistic. I think for now the spread damage to any units should be implemented so that the player/s can be cautious as to when to use their ranged units.
    1 point
  8. I suggest AI range units should be programmed to not fire on enemy units that are within ally/friendly melee units range. This will make range units versus range units in the battlefield. And melee to melee too. This will also eliminate some micro on the range units.
    1 point
  9. speaking of parthian tactics i was thinking on see what i can do with the new horse mesh as it is now "0 textures no skeleton" and make something with the actual horse textures and put it a skeleton for make this pose for a screenshot so it can work as tech icon
    1 point
  10. I happen to notice that when units are promoted to elite the helmets are not the same. Some have Hoplite like and some are just plain helmets. I was playing Macedon and the melee cavalry, foot skirmisher (haven't tried the cavalry skirmisher), and archers behave the same way. I had 11 slingers but there was no difference. They look nice though. My opponent Seleucid archers behave the same thing.
    0 points
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