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Don't know exactly what you mean, but before the actual launch there is a phase with release candidates which include all accepted changes even before the RCs you can test the development version you can test every patch by applying it to your version3 points
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I could understand if you were disappointed by the fact that this topic does not discuss mercenary cavalry. You have made a few valid points that merc cav would deserve a cost of 95 metal. Though the essential question is: how much advantage merc cav deserve to get to compensate that they require phase 2? I think increasing the cost to 90 metal is a step in the right direction and with 95 metal you might hurt them to much.2 points
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I am just trying to copy this from https://www.moddb.com/mods/hyrule-conquest/news/in-the-deep-woods A look at the new Korok units being added to the Kokiri. Posted by The_Undying_Nephalim on Apr 26th, 2022 It's been nearly a month since the last release of Hyrule Conquest came out, and the feedback has been pretty great. Pretty soon some more new features are going to start showing up (Minor Factions!), but there's still a few small changes that were not completed in time for the last release. While most of the factions currently in the game only have minor changes to account for the new node system, a handful of them are somewhat incomplete since the transition. Several factions will have slightly changed rosters of units, and today we'll talk about the first, the Kokiri. If you've checked on the latest release, you might have noticed that the Mudmen building was replaced by the suspiciously named Korok Colony. This should have been a hint as to what was coming... "Ya-ha-ha!" Back in the olden days of Hyrule Total War, there were plans of a Korok faction being added into the game. However, due to engine limitations each faction had about 8 unit types... where's with no limitations that's been bumped up to a whopping 20 unit types for each faction. While I could really push into OC territory to make the Korok roster have 20 full units, I felt it was probably more appropriate to simply combine a smaller Korok roster with the Kokiri, considering the two cultures have extremely blatant connections both in Nintendo's official canon and the canon of this mod. That being said, the current Mudmen units are being removed from the Kokiri and replaced with a selection of Koroks. Down the road when we finally add Navies into the game, much of the Kokiri's navy will also be composed of Korok designs. So lets take a look at all the new Korok units that will show up in the next release: Korok Explorer A small Korok that serves as the Kokiri's Scout unit, replacing the previous version of the Explorer. They are Camouflaged and can detect enemies that are Stealthed. In addition, they can switch into a flying mode to cover much more ground, but they lose their ability to attack and spot invisible units while airborne. Korok Walker A larger variation of Korok that wanders around with a spear. They will be completely immune to any kind of poison effects, but otherwise function as an average spearman. If the Korok Walker is slain in battle, its corpse will grow into a small tree that will heal nearby Kokiri units. Korok Leafer A small Korok carrying a giant Deku Leaf around. This Infantry unit deals very little actual damage, but the large gust from its attack will Knockback multiple enemies and stun them. The Kokiri are very much lacking in units with Knockback (they currently only have one in the Deku Tree), and Knockback is usually only present on units of Large size, so to have such a small and low-cost unit with that ability will be very handy for any Kokiri player. Korok Mantlet Replacing the Mudmen Mantlet, this unit will function exactly the same as it did... it's just carried around by a pair of Koroks now. When Battalion attachments have been added as a feature to the game, these units can be attached to any Battalion to dramatically boost their protection against non-magic projectiles. Deku Sprout This new unit will serve as the Unique Unit of one of the new Korok Heroes. A feisty Deku Sprout mounted by a Korok rider. They are armed with a spear and shield, making them excellent for intercepting enemy cavalry and resistant to arrow fire. They can also plant themselves into the ground to become invisible and improve their health regeneration rate. Naturally since the Mudmen are being replaced by Koroks, the Mudman hero is being replaced by a Korok hero. In addition, there have been several other changes to the Kokiri Heroes in general. Makar - Riding on the Sprout of the Great Deku Tree, Makar will be replacing the Mudmen hero in the next release. Naturally his focus is on improving Korok units. Focus: Koroks Unique Unit: Deku Sprouts (Spear armed Cavalry unit mounted by a Korok. Can plant itself into the ground to gain Stealth and regenerate faster.) Unique Tech: Minutekids, Slingshotters, and Grove Watchers gain a chance of transforming into a Korok when slain in battle. Hero Bonus: Deku Trees gain a chance to spawn a Deku Sprout when they are slain. Mido - In addition to a new Korok hero, Mido will be replacing Gulley as a tier 3 Kokiri Hero. Much like Gulley, he will ride on a Mountain Deer and improve Cavalry units. Focus: Cavalry Unique Unit: Stag Chariot (Light and fast chariot with a pair of Slingshotters riding.) Unique Tech: Improves the speed of all Cavalry units. Hero Bonus: Kokiri Chiefs are mounted on Deer and count as Cavalry. The four other Kokiri Heroes are all returning, with updated models and slightly tweaked abilities to make them fit in better with the node system: Know It All Brothers Focus: Infantry Unique Tech: Upgrades Kokiri Minutekids with Deku Spears. Hero Bonus: All Melee Infantry move 10% faster. Hero Bonus: Kokiri Minutekids can replenish their Battalions anywhere. Fado-la Focus: Economy Unique Tech: Gather rate of all Fruit (includes Berry Farms) is increased by 50%. All bases can now gather from twice as many bushes as well. Hero Bonus: Minutekids and Slingshotters have a small chance to gain extra Rupees from all loot. Hero Bonus: Community Houses all provide +1 additional Population. Fado-ti Focus: Support Unique Unit: Fiddler (Support unit that improves the speed of attached Battalion. ) Unique Tech: All Walls and Towers now deal passive damage to melee attackers. Hero Bonus: Fairgrounds all spawn a free Fiddler when complete. Fairgrounds will replace Fiddler for free if slain in battle. Saria Focus: Magic Damage and Magic Defense Unique Unit: Enchantress (Kokiri Mage that deflects ranged attacks when attached to a Battalion.) Unique Tech: Emerald Archers, Settlements, and Outposts are armed with Fairy Bows , gain 25% additional attack range, and deal magic damage in addition to their normal Pierce damage. Hero Bonus: Starts game with the Guardian Fairies tech researched. That about covers it for the Kokiri changes. One of the other factions that got a big overhaul in the last version was the Gohma, an overhaul that is still incomplete. Next time we'll take a look at their new Heroes and Units so stay tuned.2 points
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How should people find the discussion about speer CAV and contribute to it when it is hidden under the topic "Why mercenary cavalry is OP?"? I mean more or less everything in the game is related to each other. I think an own topic will help people find this discussion easier. The discussion about speer CAV is also very specific and is valid for CS, MERC and champs. Everything related to the OP-ness and the price of the MERC would suit this topic very well. Anyway, I appreciate that there is already an balancing proposal and I would be keen to test it for team games. Do you know if there is a testing phase with all patches before the actual launch?2 points
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I bet. it's a terrible idea, players would hate each other for picking romans.2 points
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Dont forget that there are also merc cavs which are also spearcav (carth, ptol, sele). They might be less dangerous than jav merc cav even though they are melee troops while the jav arent.2 points
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Legacy, when rams were still able to attack units. Yeah, sounds interesting. Not really compound upgrade, but just merge, like two High Templars in Star Craft (I) combine to an Archon. Interesting thought exercise it is.2 points
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I suggest that all "armed" buildings need certain conditions to resist occupation, including barracks, stables, and CCs, because once these buildings are captured, they will be used by the enemy immediately, causing great danger to the original owner, so it must be guaranteed These structures cannot be "complete" when they fall into enemy hands. I suggest that buildings can only be captured when their HP is lower than 25%. At the same time, buildings with HP lower than 25% cannot be garrisoned, so that if the player who captures a building is defeated later, he will also quickly lose the building he just acquired.2 points
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??????????????????????????????????????????? I am sorry you feel ignored, but the spear cav buff discussion is quite relevant to the topic at hand. The fact of the matter is that balance is not black and white, it depends on other units and features. There are already nerfs to merc cav and these should be tested before adding an additional 5 metal cost.2 points
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Sorry for writing off topic. But all spearcav needs +1 hack and pierce armor, also the champs. Currently spearcav champs are a much smaller thread than swordcav champs and javcav champs, even the pers / sele ones.2 points
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Yarumela was a town (un pueblo) before, my great-great-grandmother was from Comayagua.2 points
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Con razón no sabía, es reciente. --It's recent, no wonder they never taught to me it at elementary school or high school or college.--- On April 11, 2019, the mayor of the town of Yarumela and the Honduran Institute of Anthropology and History with the support of the national police of Honduras, restored structure 102 and managed to rehabilitate a good part of the site, installing signs where there is information about the history of the place. It is currently open to both national and foreign public.2 points
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Yarumela also known as El Chilcal, was one of the sites located in Honduras and based around the Middle Formative era in Mesoamerican history, occupied between 1000 BC and AD 200 by the ancestros of the Lencan culture also known as the Proto-lencan people. During its heyday at the end of the Preclassic mesoamerican period was a popular trade center, especially for precious commoditiesLocated sixty kilometres south of the Los Naranjos, the site of Yarumela yielded information that led archaeologists to believe that it was another imposing Middle Formative center. This information also led archaeologists to believe that Yarumela as a center had a focus on precious commodities. Much like the settlement found at Los Naranjos, Yarumela’s area was protected by the location in which it was found. On the eastern side, the settlement at Yarumela was protected by the Humuya River, which was a branch off of the Ulua, and on the western side it was protected by a large man-made ditch. The settlement at Yarumela was considered to be a large and prosperous trade center; archaeologists determined this from the numerous large structure mounds they found on the site as well as some of the material artifacts located there as well. Artifacts like shells, jadeite, obsidian fragments as well as exotic ceramics. Ni idea que esto estaba en Honduras. I had no idea this was in Honduras.lol.2 points
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son diferentes biomas, aún que parezca una región pequeña. Comayagua es un Valle, de los pocos que Honduras tiene. Es normal que no tengas referencias. Se descubrió en 2019, lo que significa que hay más por descubrir. Y que mi información histórica de mi país ahora es algo obsoleta.(época precolonial) Siempre este territorio se ha visto como frontera con poco desarrollo cultural.1 point
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The Seleucid idea sounds like something out of a single-player campaign.1 point
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Proudly annoucing an update to StarGUI! Download link here: yildiz.zip New features: Replaced rampantly-growing tree models with a modified cypress tree. The density of forests are made visible without completely destroying their aesthetic. The dark green cypress trees have 200 or more wood, whereas the grey ones are bushes with 75 or 50 wood. Removed the decroational trees from the Seleucid, Spartan and Carthaginian civic centres to avoid confusion. Now they look very clean and tidy! Amplified audio for projectiles and weapons. Amplified attack alerts - you won't suffer too much from a sneaky attack anymore.1 point
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You have to remove the crush damage of the slinger and maceman together, otherwise just lowering the soldier's defense against crush damage will affect the balance.1 point
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Catapults can be turreted on walls, one just needs to give the catapult the "Turretable" component. As of the turret mechanic issues, there is the issue that turreting a unit on another unit makes that you'll need to task the turret to attack something specific if you don't want it to have its own will. The supporting unit likely has no attack of its own so there is some order descrepancy. ;(1 point
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The place is considered the oldest human settlement discovered in Honduras, since it is estimated that it was occupied between 3000 B.C. and 200 A.D. According to his research, the archaeologist Joesink Mandebille (1986) affirmed that the abandonment of the area was perhaps due to the loss of crops and subsequent famine due to a rain of ash from the eruption of a volcano in El Salvador. Eventually the monarchical system fell, giving way to the cacicazgo, a system of government that still prevails in some regions of the country. Findings All that has been found to date by anthropologists of North American origin is believed to be vestiges of the base of the Lenca culture found by the conquistadors in 1537. Among the main objects of incalculable value found in the sector are some clay whistles that were used to call animals, seals to decorate fabrics, figures to represent royalty, funeral offerings, vessels to store seeds and food, as well as objects of personal decoration. According to local guides of the Archaeological Museum of Comayagua, during the formative period from 1,000 BC to 250 AD at the site known as El Chilcal in Yarumela, La Paz, an indigenous society developed that founded the political capital and was the seat of a prominent chiefdom. This seems to have been around 400 years BC. C. and continued until almost the beginning of the classic period, that is, around the year 250 of our era. Research conducted by anthropologists and authorities of the Honduran Institute of Anthropology and History (IHAH) confirm that the mounds of the main group of Yarumela are almost five times larger than those built in any of the secondary centers contemporary to it. It is also noteworthy that the mounds were scattered at intervals of 5 to 10 kilometers along the mountainous fringe of the Comayagua valley. The archaeological site found in Yarumela is dominated by the so-called structure 101, known by the inhabitants of the sector as Cerrito de David, which is about 20 meters high. Within this area there is a 9 meter high central plaza, another structure on the banks of the Humuya River and four three meter high mounds. In addition, in less evident groupings and scattered throughout the site, there are ten mounds and several destroyed platforms, which means that the proto-Lenca sites were extensive.1 point
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It looks like the places I have shown you in photos. Chilcal is not in Comayagua, it is in the neighboring province; La Paz. Comayagua can be seen from the archaeological site view.( In the video)1 point
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A video about Sula Valley. According to this researcher in Cerro Palenque the canoes unloaded before traveling and entering the sea.1 point
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they already were. They train at rank 2 which makes them stronger than regular CS cav.1 point
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My aunt spoke with her friend, an expert in Latin American History (University of Florida) Laura Gálvez. This screenshot is from a magazine of female personalities from UNAH.(Honduran University). She told me that if I wanted to know more I should go to ask Institute of Anthropology and History from Honduras in our old down town(historic old city). this is the former presidential palace now it is a museum. Said she was an old man from United States of America Who came to make the discovery of that settlement Lenca.1 point
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I haven't found anything related to that but maybe you need something extra in the civ.jsons1 point
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I am not satisfied with this change. As I wrote before I think 95 ME cost would do fine. Changing other stats is a balance option but it might have side effects. Now MERC CAV and CS CAV is different ... When people abuse your topic for other content it looks like they did not understand you...1 point
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The complementary names "Valladolid" or "Country of the Higueras" were those that the Spaniards gave it, but it kept the original name of the place, which is purely indigenous. Some differ in its etymology, but most agree that it is composed of «koma» (which in Lenca dialect means Huge amount of land) and «Jawa», (that means water) its true meaning being «abundant land of water». During the Pre-Columbian era the valley in which the city is located was populated by Lenca people, a Mesomaerican native culture that still prevails in Honduras. Archaeological remains such as Yarumela show that these natives have populated the valley since approximately 1,000 B.C. The flat topography and subtropical climate helped these natives to prosper and built its own societies and towns, most of its economic activities were the control of trade routes that connected the Caribbean sea to the Pacific Ocean. During the colonization of the American continent the Spaniard conquistadors founded a rich valley with different Lencan towns, most of them well organized with a high social stratification. these natives were the ones that gave a well-done resistance during the conquest of Honduras.1 point
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*could be made If the multiplier for CS spear cav is boosted to 2, should that also happen for the champion spear cavalry? Furthermore I think the hack armor could be nice as I deem spear cavalry to weak against infantry swordsmen.1 point
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Ideally it would be good to see some kind of wall buff for A26 already rather than A27.1 point
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A sensible player would work with that and try to channel the opponent into crossfire and other disadvantageous situations. If you want to encourage players to think beyond P3 = Ram= victory then you need to give them more options and better ones. That is reasonable1 point
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Thanks for the quick reply! So you mean nomad mode can't be played on DE at all? Or is there something that I can do?1 point
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Consider the same case for women: if they were isolated when the civic centre alarm is raised, they would head towards the closest house and stop at where the passability class is 'ships'. Same should apply for soldiers: they stand at the beach if they can't reach their barracks. It is only necessary to raise alert for soldiers in early game when you are losing against an early push but do not want to sacrifice all of your soldiers. By the time you are able to reach an isolated island, you are most likely able to immediately withdraw your units back to your ship, or, win the fight. So the extreme case isn't a big problem. I am personally for this retreat bell, because in my early days of playing, the AI often push at minute 8:00 and kill all of my infantry units. If such an alarm bell was added, it would make defending against early AI pushes much easier. It would also reduce the deadliness of Carthaginian mercenary cavalry because the defending soldiers can escape to safety easily as well.1 point
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Hi guys! Need some help here. I'm playing 0ad on M1 Mac with Delenda Est, and so far I've been enjoying it very much. It's just that whenever I try to play the Nomad mode (by toggling the Nomad option), the game will fail to load. A window will pop up, saying "Error generating random map. Check application log for details," and there'll be a few lines on the interface as below:- [34.996] error: JavaScript error: maps/random/rmgen-common/player.jsline471 [34.996] error: Script value conversion check failed v.isString() || v.isNumber() || v.isBoolean() (got type undefimed) [34.996] error: placePlayersNomad@maps/random/rmgen-common/player.js:471:12 [34.996] error: @maps/random/red_sea.js: 353:18 [34.996] error: CMapGeneratorWorker:: Run: Failed to Load RMS 'maps/random/red_sea.js' I did some trial and error, so I'm pretty sure that this only happens when I toggle the Nomad option. I tried to uninstall, then reinstall both the game and the mod (I'm a complete noob when it comes to computers), but it didn't work. Then I tried switching to the newly released ARM native test build for M1 Mac, but it didn't work either. I tried Googling for solutions, but there aren't any. Am I the only person having this issue here? Huge thanks to anyone who can help me with this problem =)1 point
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Shouldn't be that hard to implement this feature, code wise. I would do it like alre suggests, a button you can click when you select your men. With the code you would get all entities of the e.g. Barracks class and store it to a variable. Calculate in a loop which one is closest and order them to garrison to it or just stand near it (which they automatically do if the building is full). You can also send them to the next barrack if full but that might work out against you if you don't pay attention and have multiple bases. wHy NoT Do iT YoUrSeLf?! Because i don't necessarily want this feature I'd say go to phab and make a patch for it and if you don't know how to this wiki is a start. In regards to unreachable terrain, i'm not sure if there is a function in place already to check that. IIRC theres not and units will go back and forth trying to reach that terrain. Haven't played in a bit though.1 point
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In our eyes, the confrontation between infantry and cavalry is the firepower of the infantry against the mobility of the cavalry. Melee infantry is relatively passive against cavalry, cavalry can choose whether to attack infantry, but infantry usually cannot. Infantry with long weapons and shields can better resist cavalry attacks, but this resistance is because cavalry cannot kill them well, not because they can kill cavalry well. Because the melee infantry generally did not dare to take the risk of spreading out and chasing the cavalry. On the other hand, an archer is equivalent to a pikeman holding a 100-meter-long pike to the cavalry. Even if the cavalry wants to charge the archer, he must ensure that he is not destroyed by the arrow rain first. In this process, the cavalry is passive. Because if the cavalry doesn't rush to the pikeman, the pike can't poke it, and the cavalry has the option to leave the battle at any time. But even if the cavalry did not approach the archer, the arrows would still fly towards him. Projection weapons such as bows and arrows are compressing the cavalry's range of activities with their range, which weakens the cavalry's greatest tactical advantage, that is, the choice of contact or no contact, and the power to contact when and where. Of course, the premise of this advantage is that the firepower must be dense enough for infantry archers to do it. The nomads sometimes let the cavalry maneuver near the enemy, and then dismount to shoot arrows. This mobile infantry archer on horseback further compresses the flexibility advantage of the cavalry. Therefore, the archers are not unilaterally restrained by the cavalry, but a dynamic confrontation relationship of mutual restraint. The cavalry should take advantage of their mobility and approach the archers unexpectedly and quickly, while the archers should give full play to their range to compress the cavalry's battlefield activity space and prevent the cavalry from approaching. The change I propose is actually to simulate this dynamic confrontation in reality.1 point
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