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Showing content with the highest reputation on 2019-01-28 in all areas
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7 points
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I started working on a feature that allows sheep to gain more food over time, and make animal's food decay over time, when being left out (rotting) I was wondering if that's something you guys would like to see in the game which would have a positive impact, or if you think that's better for a mod. @borg- @wowgetoffyourcellphone @Nescio @Hannibal_Barca https://code.wildfiregames.com/D17182 points
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Hercules as of now, courtesy of Angen. He might be retexured at some point. Feel free to give some comments! We might add the Nemean Lion skin as a cape later and his weapon might be adjusted. Centaur and Minotaur have basic textures at the moment, will post a pic (or one of the other devs might post it) when they have their textures done. The mod was moved to alpha 24 svn public for development, however one can still run it on alpha 23 for the time being by changing the dependancy in the mod.json file.2 points
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I remember asking Elexis for this a long time ago. I really think it adds a bit more realism and depth to the game. I would like to see this part of the game. When you tell sheep, are you telling the animals created by stable?2 points
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Britons roster design: Britons roster: Village Spearman - Catucos (combatant) Javelin skirmisher - Adretos (who runs fast, attacker). Light cavalry with javelins - Marcacos (cavalryman). Town Slinger - Telmiuicos (slinger) Lance cavalry - Epossos (horseman, raider or "knight"). Swordsman - Batoros (who-hit-hard, fighter). The Caledonians are described as using longswords and small shield and the Picts are described fighting naked. War-Dogs - Agrocuna (battle/bloody/killer dog) City Champion chariot warrior - Esseda (war chariot). The Britons use war chariots with a driver and an elite warrior, they throw javelins from it and continue the fight on foot (possibility for the unit to transport one infantryman ?) Champion swordsman - Argos (battle champion, noble) Champion skirmisher infantryman - Caur (old-Irish for champion). I propose an Irish elite javelinist, with a historical irish shortsword. If the double weapons switch is implanted, it could be an interesting unit. Polyvalent. The Britons have unique shields. Here some conceptual designs for the shape: Small with crescent-shaped ends and intensively concave. (Salisbury votive miniature + H-shaped shield of the Medieval Pictish Ardchattan Priory stone) Small oval shape. (Salisbury votive miniature). Medium and tall with crescent-shaped ends (Salisbury votive miniature, Mill Hill shield, Bryer shield) Tall, oval shape, classical. (Chertsey Shield) Tall and narrow, rectangular-ish shape with round ends. (Witham Shield) Medium, oval but slightly 8-shaped. (Battersea shield). Small square shape. (Medieval Pictish Brough of Birsay stone) Medium rectangular shape (Antonine wall + Clonoura shield) The Britons have as well unique decorated shields bosses. Here some conceptual designs: Full bronze facing (Witham, Battersea, Chertsey shields) Round central shield boss in bronze (Wandsworth shield boss, the three shield bosses of the Polden Hill, Tal-y-Llyn shield boss). Spina shaped bronze shield boss (one from Llyn Cerrig Bach, fragments from Moel Hiraddug) Several elements, shield boss (fragments from Moel Hiraddug, Grimthorpe shield) Cross shaped shield boss (Thames Fulham shield boss) For non decorated shield bosses: Helmets for the Britons units: The Canterbury helmet, bronze, (70 - 0 BC) : The Meyrick helmet, bronze, (AD 50 - 100): Aylesford bucket (50 BC), hero helmet. The Waterloo helmet (150-50 BC), hero helmet. Here the miniatures votive shields found at Salisbury:1 point
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Hello again. Made a little mod to add hotkeys for buildings. Press Space + Key to select the desired building from the panel. Hotkeys are meant to be ordered and not set per specific building. Holding pressed Space will show what key each building has in the panel (each key can be changed in user.cfg) Pyromod file here: buildings_shortcuts.pyromod Cheers and happy playing? xd *Compatible with fgod, autociv and maybe others1 point
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Sorry, I meant, if for some reason units stopped using shields, it would be weird to have the higher ranks without shields right As long as it's helmets and shield bosses should be fine.1 point
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Updated https://code.wildfiregames.com/D1718 <ResourceSupply> <MaxAmount>200</MaxAmount> <Growth> <GrowsWhenAliveOnly/> <Rate>2</Rate> <Interval>1000</Interval> </Growth> <Decay> <DecaysWhenDeadOnly/> <Rate>1</Rate> <Interval>1000</Interval> </Decay> </ResourceSupply>1 point
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An exciting update is coming soon! With pics The modding team have been working so hard and I am grateful for that1 point
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Would be nice to have this as well - https://trac.wildfiregames.com/ticket/18991 point
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Personally, I would have preferred a Roman faction going from the Latin Wars to the Anthony's civil war. It is more interesting to have a faction that can evolute, from the Camillian army to the Cesarean army. Moreover, there aren't any strict boundaries for the Roman evolution. Nor for the culture, nor for the society, nor for the army. Things like the "Marian reforms" never existed, these are the kinds of popular beliefs spreading over the Internet. Edit: but it isn't the place to discuss this. For the ships symbols, I suggest the Janus double-face, the She-wolf with a ROMA writings and the Pegasus. There is a coin with an eagle from the thied century bc, I put it above. It could be used as well.1 point
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Apparently it is... A terribly poor choice in my opinion. The game is set from 500 BC to 1 BC, which is already aggravatingly random and constrictive. Then people started telling me that the Romans actually only depict the Republic era Romans. Why? What's the point of this? Now I'm learning that they don't even represent the republic, but the Polybian era (290 BC - 130 BC) specifically... Whaaaaaat??? Who decided this?? How does this make any sense? What's the added value? We have Vercingetorix, Cleopatra, Amanirenas, Caratacus, Boudica, Cunobeline etc, all contemporaries of Gaius Julius Caesar, or even post-dating him, but we refuse Caesar himself in game, because he post-dates the mid-republic. Pffff... This doesn't make any sense people... All it does is make referencing impossible... It honestly just sounds like someone that was trying to sound smart and people went with it. It doesn't make any sense to restrict any faction to an only 160 year sliver of it's 1000 year existence. Especially not one as iconic as the Romans... Does the actual Roman faction in game actually conform to these dates? Plus it exacerbates the historical cringe when the Romans in game meet anybody other than Carthage and Iberia (and neither of those factions are all that historical either).1 point
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I've mentioned this idea before, but it came back to mind while adding a new "desert" skyset to Delenda Est today. What if we could have a "Horizon Set" that superimposes over the sky box to make the horizon and sky look nicer? Would probably be another set of DDS files with an alpha. That way the horizon could be a set of desert mountains or rolling green hills or whatever is needed for the scenario. I made this sky set from the new Kushites menu background and I couldn't help to think it would have been easier and/or more powerful to have had the mountains as a separate set of images that I could use over any of the skies in the game. Are there any relevant tickets or patches for something like described? Any pitfalls?1 point
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Indeed. We know very little about their religions/mythologies though.1 point
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Bronze age Greek civilizations looks nothing at all like the classical Greeks we have in game.1 point
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Finally I got internet to download the mod, but sadly my wifi range doesnt reach my pc... I will test the game against the AI... I found my counter proposal, if it's there some idea that could help1 point
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@The Undying Nephalim So I downloaded the mod today to see if I could help you a bit. I ran a script of mine on it to find errors about missing stuff here is the complete list of broken stuff in there. See this file for more information broken stuff.txt Fixin it will be straightforward let me know If I can assist you. Your mod.json could be improved a bit. Here is a suggestion. The name should not contain any spaces nor special chars. The label however has no such restrictions { "name": "Hyrule", "version": "0.4.0", "label": "Hyrule Conquest 0.4", "url": "https://wildfiregames.com/forum/index.php?/topic/22638-hyrule-conquest/", "description": "A real time strategy game set withing the fantasy setting of Hyrule. Command one from over two dozen factions from the Zelda mythos.", "dependencies": ["0ad=0.0.23"], "type": "game" } I'm currently bundling the mod like we do for our releases to see how much I can reduce its size, it could make the download significantly smaller. It compresses every texture, models, animations.1 point
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There are several bronze decorated plaques and bosses for wooden shields (there are evidences of rivets) found in the British islands: Others miniature votive shields: Interpretation from the mod EBII: Various mods and origins Clonoura shield (Ireland) Pictish shields from Antonine wall: Early medieval pictish shields: Irish Iron age Torcs: https://www.claddaghdesign.com/history/all-about-torcs/1 point
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This could as well be implemented as some kind of meta-mod, that has all the other civ-mods (aristeia, millennium, etc.) as dependency.1 point