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Showing content with the highest reputation on 2019-12-10 in all areas
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Well, siege artillery is finally done. I only need to do the different projectiles meshes and actors to finish. Giant artillery will be kept in case @borg- include that in the next changes for buildable artillery on the battlefield as proposed. Med ballista has the same size of the current artillery. Except for roman ballista wich has more lenght but less width.5 points
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I loved the fact that in the settlers 5 you could see unit training. It's actually possible to do it with little code and some animations. I'd rather not priorize that though2 points
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Hello, I report quitting the game by player Basiliskos, almost at the end, when the game was 100% won. @user1 @Hannibal_Barca Best regards, HerrZ commands.txt1 point
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Thank you. Autociv v0.13.5 installed following post #1 instructions. Took a few seconds, F4 shows hotkeys beautifully1 point
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Fair enough. Quite the contrary, I believe that providing more visual information is exactly the point. Same reason animations at barracks would be cool, so that if you invade an enemy territory, you can identify the high profile targets from the duds. In real life, barracks full of soldiers would be a more important target than an empty building. Scouting would be rewarded in more ways than one, as would keeping enemy scouts out. Also, it would look fantastic and immersive1 point
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Nah... Perhaps if the building is under attack, the blacksmiths just goes back inside.1 point
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The only issue is you wouldn't be able to kill him which might look a bit more strange if you are under attack1 point
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Thanks; to be frank I was worrying the issue to be my $%# level at English or you having a gazillion RAM not getting the frustration to loose an epic match the moment OS memory fills up. Btw am using the official package and have not meet such issue with other software yet. « Shouldn't » yeah, but I've seen other posts mentioning memory (leaks) up to over 2GB (or the Windows© builds going wrong at 2 GB RAM). I've went over that oftenly, though, you're right, maybe in more than 45' but I play super slowly when learning. Therefore sharing a system conf (dynamic swap files automatically created if needed then removed) that fixes the "memory takes" (here at least) without "downloading" more RAM he he EDIT: Here's the kind of load I'm dealing with (upon a 2-3 hours game tonight). Only happens here, really? $ sudo ps_mem Private + Shared = RAM used Program ... 16.3 MiB + 16.8 MiB = 33.1 MiB WebKitNetworkProcess 22.4 MiB + 23.4 MiB = 45.8 MiB WebKitWebProcess 17.8 MiB + 33.8 MiB = 51.5 MiB Xorg 25.6 MiB + 39.5 MiB = 65.0 MiB vimb 7.1 GiB + 7.1 GiB = 14.2 GiB pyrogenesis --------------------------------- 14.5 GiB ================================= $ top -b -n1 top - 06:26:15 up 1 day, 11:09, 2 users, load average: 1,22, 6,95, 6,48 Tasks: 195 total, 1 running, 194 sleeping, 0 stopped, 0 zombie %Cpu(s): 8,5/2,1 11[ ] GiB Mem : 89,0/7,7 [ ] GiB Swap: 75,2/3,5 [ ] PID USER PR NI VIRT RES %CPU %MEM TIME+ S COMMAND 498003 kozaki 7 0 9228,7m 4,8g 6,2 61,6 307:11.59 S pyrogenesis ps_mem shows some of the used memory twice in the case of pyrogenesis ('Private + Shared' memory); I've left only the top 5 running applications using the most memory. top says that 89% of the available 7.7 GB RAM is used as well as 75% of the 3.5 GB (dynamically created) swap. Also says pyrogenesis uses 9228 MB of memory.1 point
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Many trees were lost during the making of this replay. roland_borg.zip1 point
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gg wp and thanks Roland :) @sphyrth you mean « [Roland's] Advanced Micro + Strategy > [Borg] Super Clicks Per Second Micro »? If so I agree :) Though behind in numbers Roland was *ready* at 16' with at least 2 blacksmith upgrades over Borg for about a couple of minutes and 2 battles I think. Gave Roand an excellent KD of 120 vs 70 at ~18' Then Borg took that back to about 210 to 240, but he lost sooo many key buildings in the process. Archers civs' hard to handle man! Alistair also commented, /me liked to watch both as they show different views on this super intense match between two top players :)1 point
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Might want to tweak the top texture with brigther colors on wood to match yours.1 point
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After 5 Days of cleaning, animating, moving, deleting, searching, bug finding... It is done! Hopefully theres nothing much to be done later but it may be something i've missed. Clearly tweaking the whole cavalry isn't a small thing, those are thousands of actors + a lot of animations. Variants used by capes for cavalry: You can copy this variants and replace the ones in your cavalry actors in order to match the new ones whitout too much trouble. You can also use Notepad++ Search tool for replace in batch all actors whitout too much trouble like i've did, otherwise if i would have done it 1 by 1 it would had too me weeks to finish: Red: Old variant example. Blue: Replacement copying the variant. For horses this are the new variants:1 point
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I finally managed to defeat 3 different AIs on the Lybian Oasis (4) map. Using hit-and-run tactics with nothing but cavalry skirmishers, I was lucky to defeat the computer opponents quickly so that they could not overwhelm me. The success of this approach depends on the civilisation of the enemies: The slow hoplites of the Seleucids are easy prey, but Kushite archers or the slingers of the Britons are dangerous. But the worst thing that can happen is the enemy getting siege engines, because those are nearly indestructible for javelineers. I played with the Mauryans because their mobile dropsites make it easy for the cavalry skirmishers to hunt anywhere on the map. AI weaknesses I've noticed repeatedly: * Often, whole AI armies will commit suicide by trying to capture Civic Centres which are far too strong for them. * When players begin to capture buildings, the AI reliably sends large numbers of units to defend them. Even Civic Centres are emptied for this purpose, which makes it much easier to capture them afterwards. * A temple can be a death trap because once players garrison all of their units inside it, the AI will focus on capturing it. Players can then un-garrison most most of their units and defeat the enemy army one-by-one, regardless of its strength. * Sometimes enemy units which are hit approach, but then withdraw and approach again, never able to strike back. This is obviously a bug. metadata.json commands.txt1 point
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Map Mainland Size Normal Team 1 - Hannibal_Barca (-_-) (athen) - Palaiologos (1421) (iber) - Rauls (1747) (brit) - Tauriel (1587) (brit) Team 2 - andy_beauty (gaul) - camelius (1600) (ptol) - aow (spart) - MacWolf (1665) (brit) I haven't much to say about this match, except that camelius's build was a textbook example of a complete build with rushing and booming according to the constraints of the occasion. Rushed with 10 camels at min 3 on impacting mostly Rauls but also Palaiologos and Hannibal. Didn't lose a single camel with 33 kills, which would not be exceptional if not for the fact that was also able to achieve p3 at 160 pop by 11:40. This allowed to rushing 4 catas on Rauls, damaged by previous rush on 110 pop. Overall this should be a replay to be studied by any player who wants to master ptolemies. commands.txt metadata.json1 point