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Showing content with the highest reputation on 2020-12-14 in all areas
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Dec 6th, 2020 - 21946P-release Dec 13th, 2020 Feedback from a Arch Linux Gamer & AOE2 Gamer A) Interface Scale should set to 200% by default on 4k displays. B) Interface Scale should be a User-Controlled setting inside the Settings dialog C) Camera Controls are confusing. A shortcut screen would be helpful showing common hotkeys. C1) The default camera tilt in my perference is too low to the ground. I prefer a higher angle and more zoomed out than default. D) Not being able to build two of the same building within X range of eachother is annoying and feels too restrictive. Like video games that prevent you from jumping to your death with invisbible walls I think this is a misfeature. As a King if I want to make dumb decisions I should be able to. It decreases the fun E) I would love to have a togglable "grid" so I could easily space buildings instead of have everything analog. Builders with OCD might agree having a optional grid might feel better. F) It was difficult to figure out how to load units into ships or even if the ships had the capability at all. I would suggest a more prominant or explanitory icon or putting the Load & Unload controls on the ship themselves aswell. If this feature exists and escaped my notice then I think it needs to be retought. G) The menu textures are a big uniform and could be a little less flat and more exciting -- suggest using scans of rugged crumbled up paper with watermarks, etc... possibly H) I was unable to get the game from Archlinux main repo working, I had to use FlatHub & Flatpak. Even still there were errors. I think this is because the AMD MESA support just needs to be improved and fixed. [I'm playing on AMD VEGA 64] I) I completed a playthrough of a Island map, buildings felt a little massive. I know it's difficult to balance sizing trying to keep a "real life" aspect ratio while making it feel RTS-like. If I was dev I would look at a 10-20% reduction in size. J) The ships also felt massive. Their pathing was very erratic and they were unable to easily navigate water chokes on the island map easily. With 2 or 3 ships they would frequently get stuck. One of my ships kept on denying my orders to stay put in my territory and would automatically return to battle. J1) I think the ships are too big. It's kindof cool for the design but it seems like their footprint needs improvement. K) Pivot turning radius feels weird. Ships, Units, etc... will rotate without moving in a unnatural way -- DOTA 2 is a good example of how turning radius and movement feels natural. The unit only turns as it moves. L) All the hotkeys need a setting screen -- I know a lot of AoE2 players age 40+ that would love to play this game and are not going to be able to edit a TXT .cfg file like I can. M) A more triumphant VICTORY! screen would be great. N) I wasn't expecting to evolve a gate from a castle wall. I think this mechanic will be contraversial as players play. Also the free-range wall placement I'm not into. I would prefer Isometric guides. O) The building Animations are very nice. P) The initial play and initial units feel a little more fleshed out. Q) It might just be me but it felt like Metal was too difficult to find on my map -- I needed much more than I could find for upgrades and ended up having to cheat to get some more -- I am glad cheats are enabled by default, that was a good choice for beta.2 points
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Hello there! When I tried to submit my patch to https://code.wildfiregames.com/, I ran into a file size limit (current limit is 2M). In my patch, I update premake5 from alpha13 to alpha15 (v5.0.0-alpha15). Ticket - https://trac.wildfiregames.com/ticket/5869 premake5_patch_0ad.tar.gz1 point
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Kinojo and Jiayuguan are recent reconstructions, not ruined at all1 point
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you're a godsend genava, its a pain in the ass to find examples for any of these but Ive found it fascinating 7 days to die used to let players build castles out of compacted earth but they since removed the feature, but it got me exploring these fortifications lol1 point
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Yes, rammed earth is known by a variety of terms, taipa is the Portuguese name, hāngtǔ the Chinese. Paul A. Jaquin, Charles E. Augarde, Christopher M. Gerrard “Chronological Description of the Spatial Development of Rammed Earth Techniques” International Journal of Architectural Heritage 2.4 (2008) 377–400 https://doi.org/10.1080/15583050801958826 is an overview describing usage around the world. Note that there are two independent traditions, one originating in Northern China and another in the Near East; apparently the Phoenicians and Carthaginians introduced the technique to the Western Mediterranean. An important difference is that the Phoenicians already used wooden formwork, which allowed for narrower and straighter walls, whereas in China formwork was known but “a ‘true’ rammed earth technique was first developed” only after the Han dynasty. [EDIT] Apparently @Genava55 found the same article while I was writing this. Basically, ancient Chinese city walls belong to type 2.1 point
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hi, please report the player in this thread and read 1st post for information.1 point
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Just increase the number of your posts without attachments you just ran into our newbie barrier or @feneur could give you pass with his admin wand. Enjoy the Choice1 point
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unpatched.mp4 Hotkey editor coming in A24 https://code.wildfiregames.com/D2814 A24 will have some snapping features. It's not the grid you want but it might make things a little easier https://videos.pair2jeux.tube/videos/watch/b365c36a-4e90-452c-8ce5-433d1c7b5451 Art and creative commons materials are welcome. Can you be more specific? What's going on, what error messages do you get? You computer specs see https://trac.wildfiregames.com/wiki/GameDataPaths for where to find the system_info.txt file1 point
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Well it's mostly that we somehow wanted standardization, and we're adding unique walls much bigger than everything else for the Hans. And while I get your point, I felt like using a wonder as an example for a wall to be be big was kind of a strawman argument. Sorry for the vocabulary technicality I feel like that this part of the current han texture could be used for the walls. But that doesn't change that I fail to see how to make the wall look nice ...1 point
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--> https://code.wildfiregames.com/D3219 Committed: r24387 (update of the premake5 files) r24388 (patching our build scripts on *nix systems)1 point
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Hello @user1, My name: DeepBSNTV I'd like to report a rage quitter here as well His name is Lubacca98. Please find the replay, can you please rate this game ? Thanks ! commands.txt metadata.json1 point
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It would seem that the Terra Magna/ROTE Han building set is primary based on these sources already, with some artistic license of course. You're absolutely right about the defensive walls.1 point
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Tag @user1 Please state your lobby username and the lobby username of the offending player. my name: weirdJokes username of offending player: Gladiator_7050 He just quit without resigning. However, in that case i'm not 100% sure. The message was not "Host quit game" but something like "unknown reason: server error". Though, it was not possible at all to continue the match, which I would have wished. commands.txt1 point
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There are several statues of this kind in Southern Gaul, close to the Mediterranean Sea. This is due to the influence of the Iberians and of the Etruscans, maybe because of the Elisyces described by Herodotus. However, they cannot be more recent than the 5th century BC, after that the La Tène culture overwhelm the region. They could be incorporated as mercenaries or regional units but that's all. This is not really Gallic, their Celtic character is not sure, this is why I don't rely a lot on the material found in Entremont and Roquepertuse that much. Those are local particularities. https://musee-fenaille.rodezagglo.fr/wp-content/uploads/2017/02/dossier-de-presse-celtes-final-web.pdf1 point