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Showing content with the highest reputation on 2021-10-30 in Posts
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4-player version done! For 6 and 8 player versions I'll add more "highlands."4 points
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This may be because it is the only "Champion Cavalry Swordsman" in the base game. The parent template may need a small nerf. A small reduction in Pierce attack to make it less effective against units, while maintaining its effectiveness against buildings? I think as long as a unit type can't be used exclusively and requires some kind of backup, then its strength can be justified. Them cav swords again...3 points
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I am currently making a 4-player Gallic Highlands and eventually a 6-player Gallic Highlands skirmish maps. They'll be ready for A26.3 points
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@andy5995 If you look at binaries/data/mods/public/maps/random/rmgen-common/player.js:317 you will see the reason. "distance" property must be put on the "Mines" object not of each "template" type object2 points
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Are mercenary swordsmen as strong as Skiritai Commandos? I think metal is more significant than other resources, because it is harder to procure. Therefore when counting 'total resources', we should take a weighted total instead of summing them up directly, and the weight of each resource should be dependent on map. However, I do agree with you that mercenary units are significantly more cost effective than citizen units if you have enough metal.2 points
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So, I think the "temple" icon would be the Wonder. The "diamond" would be civic centers. In that image, you see an orange player civic center, a blue player civic center, and an unclaimed Gaia civic center. The gold square is metal ore, and the gray blocks are stone quarries. There will need to be some logic to prevent a bunch of overlapping stone and metal icons when the "small" mines are used on the map. So, a group of "small" metal mines are only represented by one icon; similarly a group of small stone outcrops would only be represented by one stone icon.2 points
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What I meant was, one can "test out" differing mine placement schemes by trying the skirmish maps more. Seems like folks are wedded to their current build orders with the mines plunked down next to the CC, when if you try the skirmish maps you will see that slightly tweaked build orders do not ruin the game.2 points
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Problem is, on a new random map I'm working on, I've been trying to use code like: "Mines": { "types": [ { "template": oMetalSmall }, { "template": oStoneSmall }, { "template": oStoneLarge, "distance": defaultPlayerBaseRadius() * 1.5 }, { "template": oMetalLarge, "distance": defaultPlayerBaseRadius() * 1.5 } ], } But it just ignores the distance values and places the darn mines the same distance as the two smaller ones! I sure as frack don't see why that code doesn't work. I found this code on another an existing map 224- "Chicken": { 225- "template": oGazelle, 226- "distance": 18, 227- "minGroupDistance": 2, 228- "maxGroupDistance": 4, 229- "minGroupCount": 2, 230- "maxGroupCount": 3 231- }, A distance value following a template... @Feldfeld @naniAny idea why the mines aren't getting placed where I want them to be?2 points
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Guys .. as I said earlier in this thread, I still have to figure out all the technical aspects of making a mod, so I wanted to limit the number of civilisations to focus on so they can be developed with enough attention. But if you want to help, then more civs can surely be added! Ahaha seriously tho, I keep asking around for guidance and suggestions on how getting started, so any expert advice that could help me decipher the files structure and where to put my hands is very welcome! talking to you @wowgetoffyourcellphone ahaha how you managed to make such a great mod? Is seriously amazing! Anyway about Venice.. I'm Italian soooo.. surely I would have tried to include some references from my history ahahah Honestly I was thinking more of a federation of Italian States. Something like the Lombard League that defeated the Holy Roman Empire, so that is possible to include many Italian states references, like a Genoese crossbowman, Venetian ships, mercenaries from Pisa etc..2 points
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Players should not start with 5,000 Stone and 5,000 Metal right next to their Civic Center. I understand that not all maps have that setup, but since mainland is the primary map that people play this should be implemented for mainland maps. And most maps :p. Here is why I think the change should happen: For a fair amount of games, 5,000 may be all the metal and stone a player needs for the entire game. That is too simple. Civilizations that use slingers or mercenaries (I'm looking at you, Ptolemies and Carthaginians) have the bonus of having their resource gatherers be protected by the Civic Center. This gives 2 advantages: Miners are protected from early raids Farmers are more easily protected from early raids since you can just garrison the miners in the Civic Center and then ungarrison them toward the enemy. Instead, there should be 1 small stone mine and 1 small metal mine having no more than 500 of each resource, similar to how there are a few straggler trees near the CC at the beginning of a game. Then on the outside of their starting territory should be larger mines, similar to how there are large forests for wood. The challenge of this layout would be increased difficulty of protecting farmers from raids for all civs throughout phase 2. It would favor players raiding food economy. But there are defensive structures and building-layout strategies that can be used to mitigate the danger. (Maybe cost and/or build time of palisade walls could be adjusted to support this change?) This would also make scouting important so know if your opponent is leaving their farmers vulnerable in order to boom or build military faster. Thank you for reading!1 point
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That code doesn't tell me anything, you have to track down what line of code actually places the mines then modify that distance for them, there is nothing more to it.1 point
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Okay update: I figured out how to mess into the documents and files of the game and I managed to create a customized civ!! Yuhuu!! I know it sounds risible, but for me it was quite a milestone to understand the system Now comes the fun part: all the meshes / textures / props needed to populate such civ ahaha! Let's go!1 point
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For the whole time I thought it was only a placeholder for the UI for developers or early demos and that they would have changed it in the final. I was wrong yeah, it does seem like a placeholder. Or at least that's the impression of the effort they put in it.1 point
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Venetians are the successors of both Romans and Byzantines, on their military expeditions they looted various sites with priceless treasures. https://futurevenetian.co.za/1204-venice-sacks-constantinople-in-own-crusade/ https://en.m.wikipedia.org/wiki/Alexandrian_Crusade The history of the Italian states, full of controversy and scandals, is fascinating.1 point
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In my opinion, the Skiritai Commandos of the Spartans are the 'best' units, for the following reasons: They do not cost ridiculous amounts of resources like elephants so that you are always able to afford quite a few of them. They are significantly stronger in attack than other citizen-infantry and have more health than them. On top of that, they are able to work for your economic boom between battles, unlike the mercenary units. They walk as fast as archers and are more durable than pikemen. If you have a large number (more than 40) of Skiritai Commandos, you can use them as siege weapons. They are quite resistant to arrows from fortresses or towers. They do not need special buildings or expensive technology to unlock and train. You can mass produce them from barracks. In a unit vs unit battle, they will certainly lose to champion units and hero units. However, considering the cost-effectiveness, they are excellent.1 point
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You are right about the Lombards. In my opinion, they were much more striking and important, since it was the closest that Italy had to a centralized German-Roman state. And yes, the truth is that I believe that several of the small city-states could make their appearance as mercenaries since in these times they did not have something that was "theirs" as in much later times. But it would be just as interesting to plan a campaign focused on all this.1 point
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Thanks for the complete background always very interesting to have a bird-view of the complex web of relations at that time. Indeed, there were many relations between Venice and the East, especially Byzantium. And the architecture is a mark of this. But I personally didn't know all these historical details! Very appreciated. I can think that this aspect could be maybe translated with "mercenaries" in the game, so maybe could be a hint of the close relationships1 point
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If we are to add the Venetians from the 8th to the 10th century, we should take into account that the latter were a strongly Hellenized province that almost in all situations would have resorted to Byzantium for military, commercial and economic reasons. In fact Venice owed its prosperity, security and very existence to the monarchs of Constantinople. From the beginning the clergy of Venice was of Greek origin and the Venetians themselves "adopted the Greek traditions and ways" because of this, they were very often confused by the European popes and kingdoms with the Byzantines themselves. The Venetian churches were consecrated to Byzantine saints and the city itself was patronized by the Greek saint Theodore until the 9th century. The same applies to the Venetian nobility who used a Byzantine Greco-Roman political system with terms like the "Aristoi" and "Patrici" in use by Venetian nobles and governors. Almost all the most important families of the time were directly Greek or of Greek origin such as the Guistiniani, Candiani, Zancaroli, Semitecoli and the Bizzamani.1 point
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Shrines are found in many religions. As distinguished from a temple, a shrine usually houses a particular relic or cult image, which is the object of worship or veneration. A shrine may also be constructed to set apart a site which is thought to be particularly holy, as opposed to being placed for the convenience of worshipers. Shrines therefore attract the practice of pilgrimage1 point
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That is an interesting way to spell "carthaginian merc cav" But seriously best units for general winning- pikemen (when in combination with other ranged units) merc swordcav iber champ cavalry consular bodyguard the bottom three are considerably more overpowered, but they are less universal and or require an economic process to reach.1 point
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Tang tower is a placeholder, already discussed on GH issue long time ago. I much desire to get this one in the mod. Leaves only the footprint issue, so either stone tower would not be upgradable, or the big tower gets a smaller footprint to keep upgrade. The big towers are limited to 4 anyway.1 point
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In the meantime, building a lot of solar parks and wind turbines seems cool, nobody in my country seems to be really advocating to use less energy. What about insulating homes? Oh yes, if you have the money for it you can do so. Yet we fail as a nation to insulate houses that are being rented or for those people on the bottom of the social ladder.1 point
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Do note that the tower on the right was intended from the Tang Dynasty. 618-907, hence the more curved and different roofs;1 point
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Both. There is a baseline ( for 100 x you get 82 y). The more y is bought, the less you get for 100 x. Over time the exchange rate goes toward the baseline, but if players keep buying y it might never reach it again.1 point
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I suggest to keep 30 corpses at least otherwise the gameplay suffers alot (you won't know where your unit died and how many otherwise). Performance only starts getting bad when you have > 50 corpses lying around1 point
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Can confirm the bug, seems setting non English language triggers it. Will try to fix.1 point
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edit: oops wrong thread... but I concur with the OP. Having huge freebie mineral deposits right next to the starting CC is odd, in that it effectively negates any strategic choice to take minerals elsewhere on the map until the main deposits are exhausted.1 point
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Rushing metal mines sounds indeed like a natural counter to mercenary rushes. There are however many potential side effects with this kind of change. What if in a teamgame, your mines spawn on the side where is your enemy (assuming you have no extra)? It would get quite easy to tower them and you would be at a strong disadvantage. I also wonder about how strong would be agressive cc/mc with theatron to completely deny mines, compatibility with iber walls, mountains(?) ... But I would agree that trying to get a working version of mainland with this feature in addition of keeping the current one could be a great addition to the game.1 point
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@Philip the Swaggerless It is already very easy to disrupt food economy. It is common in TGs to see the barter rates show food as the most sought resource for bartering (rather than metal in a24). I agree with your idea about having bigger mines further away from cc, but I think that rather than buffing palisades, it would be better to give cavalry (the primary disruptor of food eco) a .3x counter versus palisades. This is good because it does not make palisades hard to take down given the army size advantage that comes with a large attack (larger than defending force). Another solution could be making CS men almost as good as women in farming (not sure of their current rate) so that it is not too inefficient to farm with CS men.1 point
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1) With 500 of each metal and stone you will be able only to get the P2 eco upgrades and build some barracks, nothing else. 2) If you need to go outside your territory to get other mines, how can you do it if you don't have the resources to build a civic centre? 3) If there are little mines scattered in your territory (that can be easily reached during P2 for example) these little mines have a capacity of max 10/12 men. THis is the heaven of any rush player, and the nightmare of any counter rush player (cavs are just so fast that can kill these small group easily before reinforcement can arrive). I prefer the idea of having the 5000 metal and stone mines in your territory (reachable also in P1) but not next to the cc. The main problem is that in this case you have no way to protect the fields from a possible min 8-10 cavarly rush. It's already hard to defend a cav rush in the fields with 5000 res mines, imagine to do it when your mines around the cc are exhausted even in the early game. You cannot keep 20 men idle just to defend the fields.1 point
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First of all, I would like people to approach things as age of empires 2 did. If you want to play a different map, you can bring your own and play on it. I think the distribution has some charm. It allows for some specialized builds, such as the Carthaginian one. Also, there is not enough wood near the CC, so the players need to move out anyway.1 point
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Play nomad mode Usually I need much more than 5k of each mineral.1 point