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Showing content with the highest reputation on 2019-12-02 in all areas

  1. Ok, probably not going further than this, this was a pain to do and i don't remember how many times i've started from scratch because blender rotation bones bugs or clipping with the hip. And i want to look this beast already ingame. (Probably i will have to reduce attack speed for avoid having a tarzan climbing the lithobolos)
    5 points
  2. Upcoming new artillery preview: Small 2 Operator lithobololos: For those who always asked for a "Tower" Artillery, this could fit a tower (and if it doesn't tower will fit on it). Following references made this siege artillery wich is an smaller version found on a reference but not seen only one but multiple times, specially on some artistic drawings of macedonians on a river using it wich can be appreciated that isn't that big in some cases and it does in others. So the point is Split artillery in 3 Classes. Light Artillery: Oxybeles/Polybolos/Scorpion. Fast shooting light artillery, good agaisn't infantry. 1 - 2 operators. (Yes the plan for modders (not main game) could be upgrade wall towers into roofles towers for small artillery). Med Artillery: Lithobolos, Roman Ballista Medium size ideally for ambushes were the artillery is faster to move carried in a wagon as usual but with shorter range and smaller stone projectiles. 2 - 3 Operators Heavy Artillery: Roman Heavy ballista, Carthage Heavy Lithobolos, Reinforced Heavy lithobolos. Ideally for besiege towns from a long range, Expensive specially on wood, acquirable only by some factions, stronger, slower than a Ram and if its possible it should be good to have a Tech to unlock them,. 4 - 6 operators This could make artillery a 3 phase gameplay being workshop available at 2nd phase unlocking only light artillery, Med artillery and Ram at 3rd Phase and Research about some kind of education recquired by the greeks and romans of that era wich allowed them to do this possible). This is only my thought, this isn't a gameplay choice im placing above all other decisions. But thats my plan, Hopefully maybe someone add it to a mod or maybe it reaches main game. Some references i have for my plan:
    2 points
  3. More like taping over a light switch so it doesn’t shock anyone but ok I get the picture
    2 points
  4. Lithobolos_light attacking ranged animation:
    2 points
  5. I've been thinking we could try uploading more of the replays. There have been many good games that are about to be forgotten. Sometimes it's hard to decide why a game should be considered special to upload, but it results in uploading none. If it goes on like this, ValihrAnt might run out of good games to comment on YouTube, and he might switch to some mediocre games, which would be sad. I'm not trying to claim that these two games are somewhat very special, but we don't play with original game settings much anymore. These two games are very low-pop games, which has the advantage of both little lag and highlighting of the team coordination. The player named TDB might not be the best experienced, but he showed a great intention to coordinate. Cesar did pretty well too, which he explained by the lack of lag, preventing extra brain lag. It doesn't happen often to be satisfied with the team coordination and not go all face palm about it. The second game ends a bit earlier because a player dropped, but we concluded that it was over at that point. 50-pop-3v3.zip
    1 point
  6. Heavy stonethrowers look and sound awesome!
    1 point
  7. @borg- I tag you here so you read my proposal at the first post talking about a new artillery gameplay. I wonder if its reasonable what i have proposed and if its possible make huge ballista/lithobolos being build on battlefield instead of carrying it on a chariot. Gameplay speaking i need to split artillery in different clases. Boltshooter: Scorpion, Polybolos, Oxybeles. Good for killing infantry, this artillery should be able to be killed with arrows and slings and shouldn't be capturable, so you should use them for skirmishes and protect them as well. Stonethrower: Sling ammunation medium lithobolos/ballista. This should work well for fast siege deploy and ambushes with a decent range (Range should be about the same of a tower). Should also be killed by arrows and slings but this time allow to be captured. Heavy Stonethrower: Huge Rock thrower specially for siege towns from the distance. If its accepted that should be built on the battlefield whitout rotation i would do some meshes of the ballista being built. However this should require about half time of a Fortress. Why that? Well, you build a fortress with a full manpower and resources. If you are building a siege weapon on a battlefield that means time isn't your friend here being enemies able to see you will give them the chance to send the cavalry and destroy your ballista before its finished. The range of this one should be more than a tower. But this will have a decent amount of min range to give a chance of infantry and cavalry to destroy it before getting hited if they get closer. Stat speaking: I need to increase repeat time of stonethrower from 5000 to at least 7000-8000 in order to avoid visual glitches of siege artillery being shot faster. For Heavy stonethrower since it could be a new template this one should be around 10000 being slow but buffing the range and crush damage. Boltshooter will see if it doesn't shoot faster when i've done the first new light artillery.
    1 point
  8. Muy bien @Alexandermb lo unico que me incomoda es ese traje con capa.
    1 point
  9. jc is always playing replays XDDDDDDDDDDDDDDDDDDDDDD is it replay? or wutXD
    1 point
  10. I don't think so, it's a bit like hiding a bug under the rug
    1 point
  11. It has been reported to @wraitii sometime ago I think, no fix yet.
    1 point
  12. Progress update on heavy lithobolos: I have in mind 5 crew for this, 4 pulling the levers and 1 moving the sling wood plank and placing the boulder projectile.
    1 point
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