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Showing content with the highest reputation on 2022-09-09 in all areas

  1. It was more about people not showing up. Everyone agreed upon a time beforehand. There has been one tournament that actually was super successful (the very first one by Christmas). Ironically the tournament literally had no prizes beyond bragging rights, while tournaments offering actual cash never went anywhere. In my opinion, it's an enthusiasm thing.
    3 points
  2. That was the purported reason--you could create a thicket of extremely strong towers. I never saw it done, though. Even if it did happen, a much better solution would've been to limit how closely they could be placed next to each other. Eliminating features is just a lazy way to 'fix' something that could otherwise be properly adjusted.
    2 points
  3. Gorgeous and with fantastic sound https://www.youtube.com/c/play0ad
    2 points
  4. Palisades are built in smaller segments than stone walls. When a ram attacks a palisade, it attacks the edge of the palisade, the center of the palisade, and the other edge of the palisade. Each part of the palisade has 700 health, so an un-upgraded ram, dealing 150 crush damage, will need at least 5 hits to destroy each part of the palisade. Having destroyed a section, a tiny bottleneck of soldiers can then follow the ram through, but they are especially vulnerable to the defending army since they must squeeze through a small space. (Another trouble for the invader is that soldiers (especially ranged soldiers) get distracted fighting the palisade and do not immediately stop when enemy soldiers come into range) Stone walls are built in larger sections and of course have more health. But once the main section is destroyed there is a large gap for an army to pass through. I think palisades are too strong versus siege compared to stone walls and the main issue is that they have smaller sections that each need to be destroyed. I propose that the length of the middle section of palisade walls be extended to the same length as the stone walls.
    1 point
  5. Here is a summary of my opinions on some of the problems that have existed in the Han of Alpha 26 since the beginning of this year. 1.Han women dress similarly to men, wearing "Shen Yi"(深衣) instead of skirts. 2.The main crops of the Han Dynasty were millet and wheat rather than rice.
    1 point
  6. This needs to be printed on calendars and deep pictures on instagram
    1 point
  7. After many single player matches I cannot identify anymore bugs. Wow, congratulations to all developers! Would there be a forth release candidate, I would test it as well, but I really hope for the real release to play tons of multiplayer matches.
    1 point
  8. try whenisgood.net/ ( its much more helpful and less work to find time then the other tools
    1 point
  9. I committed the updated textures just now.
    1 point
  10. I remade the officer helmet earlier, but this will have to wait until A27, it didn't made the cut for this alpha.
    1 point
  11. This was the case until modern times, but the modern commodity economy and agriculture have changed this regional difference. Because the three northeastern provinces of China also plant a lot of rice, the quality of rice produced in North China is now better than that in South China, and people in North China eat rice more than before. More, and South China also began to be more keen on various pasta.
    1 point
  12. I always like cold tropical climates and rivers.
    1 point
  13. 3.The people of the Han Dynasty did not use bamboo to build walls. If it is a temporary camp wall, it will be made of wood. If it is a permanent facility wall, a half-meter thick wall will be built with rammed earth. 4.The Han Dynasty used wood to build boats for fishing, powered by paddles and sculls, rather than bamboo rafts. 5.The "Mao"(矛) used by the Han army is about 4.5 meters long and will not be used with a shield, while the shorter "Ji"(戟) and "Sha" (铩)will.
    1 point
  14. I would like to see palisades gain effectiveness versus cavalry and lose some versus siege. Increasing the gap between posts would mean that it is easier for cavalry to get through once they break one section. If siege attacking one piece of wall did exactly the same damage to the adjacent pieces of wall, then larger sections could be opened up by the same attack. On a side note, it would be very nice if melee cavalry could get a .3x or .5x multiplier versus palisade walls.
    1 point
  15. we can do some collaborative cheap and short. for it to be successful we should all involved upload videos with the approval of the team. Ideally short, economic, with little editing and then serve as promotional material.
    1 point
  16. It's fun if you can manage to attract the right crowd. Usually overly technical stuff are only interesting to other programmers. It would be good to make a video for each audience you want to reach. One video for art development. One to the programmer audience video.. And so...
    1 point
  17. maybe with a river. The atmosphere should be changed to something fresh green with mist.
    1 point
  18. Using entityid as order is just one possibility, straight forward and easy to understand. Nothing inherent. Basically you have two types of events, those that have or might have side effects and those who don't (at least wrt simulation). The removal of a corpse for instance is a case of the latter. For events with side effects you must guarantee the same order of execution every single time, however you do it.
    1 point
  19. Another tip I discovered is you can turn on the wire settings which gives you a grid pattern over the map - it helps align things.
    1 point
  20. I am a supporter of palisades having a bonus against cav, as it would differentiate it more from stone walls. I think another another buff for walls, would be to change the effect on garrisoned troops. if it was equal or similar to that of soldiers garrisoning towers, they would be more viable and interesting IMO.
    0 points
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