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Showing content with the highest reputation on 2018-11-23 in all areas

  1. That doesn't make much sense to me since the information is somewhat important to decide whether or not to unlock it
    2 points
  2. I have finished Lanayru's buildings:
    2 points
  3. From personal experience with A23 and reading all the forum posts I can, I'd like to summarize my own suggestions/features that could be of interest for the next release. I'd try to be as synthetic as possible, but of course we can develop this ideas further if there is interest/discussion. Siege engines Battering rams. Actually I find even sword cavs to have problems while chasing a retreating rams, lets not even talk about walking soldiers Should have a lower base speed. Garrison units inside rams should increase the speed and even damage a bit Pykes and spear soldiers should be able to damage them, to simulate the fact a ram is driven by other soldiers which will take damage from the enemy (but I think this would need to differentiate between archers and pykes/spears damage) Bolts. By far the most efficient tool to kill enemies I have seen on A23 They need to be more vulnerable, specially when chased on retreat with again another base movement speed reduction It could be nice to "garrison" units inside which could increase rate of fire and it's defenses. If this can be packed with additional animations showing the soldiers of that units, could be awesome Catapults Packing and unpacking speed should be raised, this would emphasize on the decision making when using them. Actually players can pack and unpack them soon enough to deny their opponents the possibility to retaliate when attack goes wrong Should be easier to take down, with incremental resistance with garrisoned units Siege towers. Actually have little to no use Same as battering rams, should get lower base speed and increase it with garrisoned units but walking units should be still able to catch it They should be able to capture at least certain targets (castles, cc, military colonies and towers, to not make them OP) to better define their role into the battlefield while being able to keep attacking - maybe at a slower rate when capturing War elephants They could have some extra armors in general but most important they must deal some damage around them, if possible only while walking to better simulate their use Ranged infantry units You may already know my opinion from other posts, IMO it's not about "ranged/slingers win games" but about choice. Actually there's dominant choice when composing an army: few frontline units (if any) and about 10 times those units as ranged. From this dominant choice, Bretons arise as the first choice civ: "one-size-fits-all" slingers from the beginning, faster eco, the security of being hard to be rushed and a fair possibility to be the first one to attack the enemy. Archers New feature: suppression. I will explain this later Minimal range, same idea of towers. If a unit enters this minimal range, it cannot be shot and the archer need to fall back Javelins New feature: suppression. I will explain this later Slingers New feature: suppression. I will explain this later Same health than other units maybe but definitely much less armor Lower base damage, movement speed (they carry rocks), attack speed and remove blast damage but let them be improved by techs: Clay ammunition: extends range and attack speed Casted lead ammunition: improves damage Also note Carthagians merc slingers should have a bit better stats than others, as Balearic Slingers were widely known in the ancient era for their capability. I guess this should also includes Iberians slingers, but I am not sure if that's historically accurate. Features Melee infantry block probability. Positional damage is still on developement, wouldn't be easier to add a block probability to incoming attacks meanwhile? I am probably wrong, but a similar process used from the game when deciding if an arrow hits or not, could be used to determine if a shielded unit blocks incoming damage or not Suppresion. Archers and slingers should slow enemy units to better reflect their support role in the battlefield. Spears, but specially pykes, should also slow enemy cavs to increase their utility on the battlefield. Terrain as strategic factor River crossing All units should move much slower when walking on water Siege engines should not be able to cross rivers, but need to be transported instead Trees Slows cavs, as it's harder to maneuver Protect from ranged attacks (maybe block feature related?) Elevated places. I am not sure about this, but I am pretty sure the game already takes into account if a unit is on a higher place to extend their attack range. However, it should also be taken into account to extend their vision range A LOT more. This is specially true for towers and vision towers. I am sure I left something behind, but probably it's enough to discuss for now. I hope you all enjoy the post and join a productive discussion.
    1 point
  4. 1 point
  5. Hello, and thanks for posting here. Have a look at https://code.wildfiregames.com/D1359 where a new biome was added for a map. @FeXoR and @elexis are more knowledgeable about random maps than I am.
    1 point
  6. If we implement this we will lose all people who disabled JavaScript on their browser. Also Google.
    1 point
  7. You could just make a high poly plane add a wind effect and use the cloth modifier I can probably dig an old blend file where I did that for flags. Then apply the modifier and bake ao then just multiply it on whatever texture.
    1 point
  8. That last trireme looks gorgeous by the way. As does the first one. I always love to see your newest works on the forum
    1 point
  9. I'll give it a shot Give me a little time.
    1 point
  10. If I disable IPv6 protocol in Windows, it is working... I hope you can bring a permanent fix to the problem.
    1 point
  11. merged into a single texture all already. I have some references: Also is there a way to difference sele/mace/spart from athen trireme like total war?
    1 point
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