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Showing content with the highest reputation on 2022-11-14 in all areas
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A bunch of dead Roman soldiers (minus the blood) Strewn inside this ambush site: You can see the sides are up on ramparts/ridges/hills: And then we could have hanged men from the 2 trees in back. The ground texture for the site can be cobbled together directly from the game's terrains textures, as you see there. All of this fits exactly within the Hanging Gardens of Babylon footprint, which is the target max footprint for a Wonder in the game.3 points
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I talked with @superflytom today and he might comment one or more matches2 points
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Considering the importance of bodies of water for their religion; they could have a sort of religious building that is built on shallows. Maybe a function where you sacrifice units, metal or coin for glory. Or just make it a bonus/tech (Something like you can gather glory at docks or docks can heal)2 points
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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
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I am releasing Technology Tree. Anyone who wants can integrate it to his mod, or use this mod as dependency if files are not conflicting. Compatible with all mods not changing gui/reference/common/load, helper and mainmenu.xml. (should be all mods which are out, not sure about fgod) With DE works if this mod is the last one, but you loose something from mainmenu (not sure what). You can explore all technology trees, which are researched from structures. If you select technology, which is paired, the second choice will be displayed on the right. Supersedes are considered as requirements. Phase is set as minimum from all buildings that can research it and then max from needed technologies and phase given by buildings. By clicking on structure, the row with starting technologies (they have no requirement which is from this building) is refreshed based on that structure. You can choose any technology by clicking on it. You move in tree by clicking on requirements, paired technologies or unlocks. If some unit has some technology as requirement, it will be displayed under that technology ( you can click on that unit to open traditional viewer).1 point
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I gave a final deadline extension for this Wednesday! So you will know your next opponent Wednesday evening at latest.1 point
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Ofc, and sorry for abusing your thread. Maybe, @Stan`, @Silier or @vladislavbelov would have an idea why the AI is talking to the dead?1 point
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The deadline has passed and one match has not been played so I am looking to give a deadline extension.1 point
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this works for Linux users (tested in kUbunutu). TTS (speaks text) for mod-developer: in the mod use: Engine.ConfigDB_WriteValueToFile("user", "AudioTTS.speak", "hello speak this 15", "config/user.cfg"); in the AutoKey-Script: https://gitlab.com/-/ide/project/sl5net/0ad_tts_for_mods/tree/main/-/0ad_TTS_userCfg/ it reads every 0.5 seconds the modified time of your user.cfg if changed it searches line AudioTTS.speak and speak it (its maybe the fist and it needs not search long time)1 point
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@user1 Offender: Solsyah Quit rated game without resigning. Please check. commands.txt metadata.json1 point
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@user1 Offender: lolope Quit without reason. In summary game, we can notice that, I would absolutely win the battle. Please check. metadata.json commands.txt1 point
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-Siguiendo las referencias de @Obskiuras , hice los techos más claros : Referencias Suevas; (Hechos por @Obskiuras) Cambio en los techos Suevos; (Si luego alguien quiere cambiar la tonalidad de los techos ,no me opondré) ¿Qué opinan? @wowgetoffyourcellphone @Lopess @Stan` @Ultimate Aurelian @Mr.lie @real_tabasco_sauce @Carltonus Disculpen las molestias*1 point
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Buenos días tardes; -Por recomendación de @Obskiuras , aquí les presento los edificios uno a uno para visualizarlos mejor; ------Edificios comunes; (21) 1.Centro cívico----------------------(¿?) 2.casas----------------------(¿?) 3.Almacén----------------------(¿?) 4.Alquería----------------------(¿?) 5.Huerto----------------------(¿?) X 6.Corral----------------------(¿?) 7.Puerto----------------------(¿?) 8.Cuartel----------------------(¿?) 9.Establo----------------------(¿?) 10.Taller de asedio-------------(¿?) 11.Herrería----------------------(¿?) 12.Templo----------------------(¿?) 13.Mercado----------------------(¿?) 14.Torre de avanzada----------------------(¿?) (X) 15.Torre de defensa ----------------------(¿?) 16.Torre defensa pequeña----------------------(¿?) 17.Fortaleza----------------------(¿?) 18.Empalizada----------------------(¿?) (x) 19.Muralla----------------------(¿?) (Puerta de muralla); ----------------------(¿?) (torre de muralla)----------------------(¿?) 20.(Maravilla)¿Santuario?-----------------------(¿?)con estatuas ,ofrendas y sacrificios. (¿?) 21.Galería de tiro--------------------------(¿?) -----Edificios especiales o culturales; (2) 22-Gran Salón;-------------------------------------------(¿?) Catálogo Suevo completo; Disculpen las molestias*1 point
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Just stumbled upon this vid: Maybe something is appealing to you, I might check a few of them out. Ofc there are more suggestions in the comments.1 point
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1- For me, we need to absoluty change the concept of mercenaries. They can't recolt, i'm totaly agree for this point. About the cost i want have big cost like 100 for infantery and 150 for cavalery. All mercenary is rank 2 recruitment is instant, the units are not formed, we pay for their service. Limit the number of mercenary by 50 for each player (sound good or not?) One tech for recruit mercenary rank 3 in phase 3 in castle or CC. Like 500 FOOD and 500 METAL cost tech. I would also appreciate that the initial mines be less loaded in resources (5000-> 2000) so that the eco is more relocated and risky, but that's another subject but it can nerve the mercenaries a little. 2- It it true that it is frustating and make good advatnage. But i think we see that like a bonus of civ (only 2 civ have this advantage so it ok), maybe we need more balance all champions. Some seem too weak or situational. Take care to don't starndardizes all civilisations. 3- I think nop, if you look point 2. Ptol and Sélucid have good bonus with production heroe in CC. So it make a malus effect to balance the advantage of the point 2. 4 - Noboby forces the infantry to serve only as anti ram. i find the current situation satisfied. No easily accessible sword infantery that'is ok. It is charming to know that the Macedonians have this weakness.1 point
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