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Showing content with the highest reputation on 2022-11-13 in all areas
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2 points
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If he couldn't connect to your original game yet without changing anything could connect to your new game, it looks like at the very least he didn't have the community mod. we'll never find out exactly. but since I have to change these mods very often, I think it's more likely that I mixed it up then I wasn't aware of how important it was either (for we/you/us/.. ) I thought I'd lose anyway, then we don't have to do it so precisely. next i will do2 points
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Finished another map. These maps are just a little bit random. Much of the structure around the base will always look the same. Just the trees and textures will always be random. For the structures more remote from the base the degree of randomness increases. Maps will look different with different maps-sizes and numbers of players. The idea is to have a map like those in starcraft, with a conversant terrain. But for all kind of sizes and numbers of players. Like always, the map has a lot of ramps. So can make very good use of chokepoints. The small map for two players is really fun. moravia.zipmoravia.zip moravia.zip2 points
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yes, that tech is a civ bonus, so it is an innate quality of the sparta civ. I think it makes sense as an economic limitation (especially considering their availability in p1). It also distinguishes Sparta from other civs' champion spearmen: very powerful unit, but especially early on, it inhibits the economy. I would be keen to merge this and also the unit_upgrades later, after balance changes. doubling cav pop cost seems problematic, however. I think most players would prefer a general cavalry nerf, involving their damage and health. I think what I will do for this is split up my cavalry nerf branch so that individual changes can be considered independently. (current branch -> damage change branch, health change branch, inf speed branch)1 point
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The boldest of patches: https://github.com/JustusAvramenko/delenda_est1 point
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I think both "exploits" are fine. Building a CC in enemy territory comes with risks, costs and missed opportunities. Building an CC takes time that could be spent for other purposes. Building wooden towers and upgrading them isnt problematic either IMHO.1 point
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I think the tech that reduces champion cost while increasing their population cost is especially nice. A major factor why people complain about (cavalry) champions being OP is that you can fill your population cap with units that are (over) twice as strong as citizen soldiers. Doubling their population cost could solve the issue. I am curious to see how it works out for Sparta.1 point
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I agree that it's inferior, but it hasn't been tweaked yet. The samples are just from an initial experiment. I don't really know how much it can be improved. Also.. I didn't know there were already existing waterfall actors... that's good to know!1 point
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Anything you can do in JS you can do in the console. It does not accept bash.1 point
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I believe it just means you cannot charge us if you distribute the software. But the GPL2+ definitely allows for commercial use. Now the real question is do we have GPL3 code, e.g in libraries, because those have an extra clause that might not be compatible. The TIVO clause.1 point
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This is @borg-'s patch made into a git branch. https://gitlab.com/real_tabasco_sauce/0-a-d-community-mod-unit-specific-upgrades/-/compare/main...sparta?from_project_id=36954588&straight=false I didn't include the "two kings" part because there were issues with regicide, and I also think 1 hero at a time should be held constant for all civs. Certainly some adjustments will need to be made, particularly costs of different units and technologies. The overall idea is to give the spartans a unique champion unit, one strongly tied to their culture. So for this reason they cost 2 pop, 1/2 resources, and are available p1 from the syssition. Such a bold patch would likely not be agreed upon as a patch for a27, but my thoughts are that an open-minded crowd using the community mod would give it a try.1 point
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Yeah true. But even then the framework should allow for an easy expansion/ addition of more data if a map needs it, so I think the best route would be to make the biome a class and give it methods to allow updating / mix n match between biomes. Just need to find the time to do it ... I would not define heights within the biomes as it is extremely different between all the maps.1 point
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Another option would be to increase build time of the wood tower. Yes, I agree this shouldn't be possible.1 point
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I would like to mention that swordcavalry do purely hack damage, and javelin cavalry start in p1 with 3 hack armor. I think the best way to counter them in p1 is with a few extra spearmen on the woodline and a few javelin cavalry to do damage and lead the swordcavalry to the spearmen; also it is notable that most civs have this setup. I saw @Boudica do this very effectively early in the alpha, but I have not tried this myself, nor have I come across the swordcav rush. The best course of action would be to add a pierce armor to spearcav and subtract one from swordcav. Also we can look to Unit Specific Upgrades from @real_tabasco_sauce as a method of diversification of units and finer balancing.1 point
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Its too highpoly for pyrogenesis (so requires some modifying, which damages the quality) and doesn't have a texture, and with proper scale should be much larger than anything else. But I did a picture with low-polyfied-uglified-textureless-scaled-down-version Thanks for the idea/link in any case1 point
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