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Showing content with the highest reputation on 2025-04-24 in all areas

  1. Name me one battle [the Zapotecs] had against any civilization already in the game. As i thought, there were 0.
    1 point
  2. Some units taking a relaxed bloodbath:
    1 point
  3. Don't drink and ride! Or you might ram a tree.
    1 point
  4. Good new features of A27 (please keep): 1. Save game and rehost 2. Change password 3. More available player colours 4. Fixed position mainland map 5. Patched vulnerabilities. Imperfections: 1. Atlas conflict with Wayland: the editor crashes on start or if I press a certain key combination. 2. Mainlog.html should be cleaner, imo. The log is literally millions of lines long and hundreds of megabytes in size. It is also overwritten so records are lost if I restart game. We could split it up into dedicated log files, each noting certain things then strategically replace some to save disk space. 3. The GUI pages should be completely async, especially if they are overlaying each other on the same screen. @Deicide4u If you like the older icons, you can make a mod which replaces the icons with the old ones.
    1 point
  5. Actually each player is well able to select the civs that he believes fit to the same timeframe and geographical region, together with the right biome and the correct map, thus creating a more or less historically correct setting. I just don't get the point why we should not have all this variety available to chose from. Some may consider it fun to also play in different regions with different civs. I guess the reference to "Orcs" was to name a non existing civ like "Klingons" or "Vulcans" or the like. Nobody is stopping anyone from introducing this a a mod. There were some interesting non-historical civs available in past versions (just I never played them).
    1 point
  6. Do you know this for sure or are you speculating? The only piece of content about it that I saw was a video where the demonstrator used 20 archers and a single horse (before turn rate increased), he danced the horse back and forth, but it does not give me any clues as to how it would perform in normal sized battles. My favorite idea for the concept was from @Jofursloft, he brought up the idea to have attack-ground just establish an area to attack, drawn by a corner-rectangle, and have the ranged units prioritize them. I am not sure how hard/laggy it would be to make each ranged unit target a random unit in the area, but I think using the current preference system (closest=best target) would be ok to prioritize the units inside the area.
    1 point
  7. I think literal attcak ground wpuld be always inferior to normal attack. Attack group instead is more interesting, but maybe a third option is even better: attack group on that ground. doesn't consider the targets that exit the initial area, doesn't include other units that later enter the area. Or maybe just drops the units that exit the line of sight of the shooters.
    1 point
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