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Showing content with the highest reputation on 2025-09-08 in all areas

  1. https://en.m.wikipedia.org/wiki/Trench_warfare Trenches, moats and traps are not the same thing. https://en.m.wikipedia.org/wiki/Moat Moats are obstacles. https://en.m.wikipedia.org/wiki/Trou_de_loup
    1 point
  2. Okay, so I figured it out (kinda) my current way is: First, copy the file that you want to wander into templates/gaia. Otherwise, your trainable units will wander and be uncontrollable. Then, edit the file like this: 1: Change the template at the top of the file to templates_units_fauna_wild_aggressive. 2: Add the movement speeds, armor, damage, generic names, health, vision, and all the other stats of the unit that the original template was defining. 3: Add to the Classes: Human and Organic. Add to the VisibleClasses: Melee. 4: Add what wowgetoffyourcellphone posted above, right above your Promotion data. Add Loot and ResourceGatherer disable=“”. If you want the unit to be nonviolent, make the template be templates_units_fauna_wild_passive. Also, make sure you say wild and not hunt, or food can be gathered from downed AI soldiers.
    1 point
  3. ...doesn't exist. It makes no sense to skip on any economic upgrade, as they are now. No choice this-or-that. It's just pointless not to get them, the question is only when. And, as a rule, we actually know when to get the most important upgrades. - Woodcutting Level 1 - either before or after Barracks. No question here, this is a must. - Farming Level 1 - After clicking to Town phase, or just before if you really need faster farming before Town phase. - Woodcutting Level 2 - Immediately after getting to Town phase. - Farming Level 2 - Immediately after getting to Town phase. - Metal Mining Level 1 - As soon as you put your first metal miners to work. - Stone Mining Level 1 - As soon as you put your first stone miners to work. - Metal Mining Level 2 - Just after Stone Mining Level 1. - Woodcutting Level 3 - Immediately after getting to the City phase. - Farming Level 3 - Do I even need to say it? Etc., etc... In short, economic upgrades in this game are there just to be there. Everyone gets them, it makes no sense not to, or you will fall behind. I believe that getting rid of the pair-techs was a wrong choice. And we absolutely don't need so many levels of economic upgrades in a game where booming is essentially the same thing as making military.
    1 point
  4. Add something like this to the unit template: <UnitAI> <DefaultStance>violent</DefaultStance> <RoamDistance>8.0</RoamDistance> <RoamTimeMin>2000</RoamTimeMin> <RoamTimeMax>8000</RoamTimeMax> <FeedTimeMin>15000</FeedTimeMin> <FeedTimeMax>60000</FeedTimeMax> <Formations disable=""/> </UnitAI>
    1 point
  5. Ironically enough, trenches/ditches were definitely used by the ancients in pitched battles and during sieges.
    1 point
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