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Showing content with the highest reputation on 2026-04-16 in all areas

  1. Based on the work of @Duileoga & @Lopess
    2 points
  2. Hi all, I finally want to share the results of a project I've been working on for some time and abandoned several times in between. So here it is, the royal kurgan, a burial mound for a wonder for the scythians. Two main difficulties: (1) somehow make look interesting, what in references is just a bare hill and make it look built by humans (2) let an organic building blend in with the surrounding topography. Concerning (1): It might look too busy, there might be better options for prop placement, player color is difficult to add, maybe too many different/ not fitting stone colours, maybe add flora? Concerning (2): The underground part consumes a lot of tris, but the gravel stones blend in nicely with the ground also on uneven terrain. I don't know if it goes deep enough though. Further references: Some CC0 models I used: Feel free to test from the zip I added and let me know. I also added 7 different steles and two stone heaps of different sizes: This is how it would look without the reddish stones: What is left to do: Choosing the final layout; maybe some colour adjustments; deleting all those hidden faces from the stones on the inside, tthen bake ao; checking on naming conventions, actor files and materials. Also the foundation is just prototype. Edit: I played around with the colours a little bit, turns out that adding some warmth to the gravel base helps a lot, so the contrast between the grey and the reddish stones isn't that harsh. @wowgetoffyourcellphone do you think you could work from here? My skills with colours and picture editing are very limited. 862891456_kurgan0_28.1.zip
    1 point
  3. I did a game where the ai bot was Spartan, they didn't do like anything, they only trained 7 people. It was like a 30 min game at 2x speed. Also, in Macedonian, this unit didn't garrison when I raised the alarm
    1 point
  4. Borg's Team South vs Hakuna's Team North
    1 point
  5. Just wait until devs have time to fix it
    1 point
  6. The order flow will be very similar to what you have for foundations when you already have the resources : You select a bunch of units : the builders. Select the building from construction panel and place it. Once you'll have enough resources, the preview will become normal foundation and builders will be called in to build it. Since they're called with pushorderfront, they will actually also go back to previous task (e.g. farming) once done building. So it's almost the same to how it's done with vanilla construction Still need to refine some details, but I make this kind of features trying to introduce neither technicalities nor arbitrary behaviors that's not user-defined... Although it's sometimes unavoidable to make some design choices.
    1 point
  7. Who starts building, and when? Since having idle workers is not a good thing, did you code it such that workers have queued tasks that are done when resources are available? (I know I could test it myself, but I've barely played these last weeks).
    1 point
  8. Cute little update : I. Handicap setting Now possible to set a handicap just like petra has, for player. Type : /handicap PlayerName Difficulty Example : /handicap Atrik Easy For SP or MP where others have ModernGUI too (will OOS if not). II. New leaderboard section You can now read kills scored by classes of units in this leaderboard section. Very useful as observer. Reminder the kill counter only initialize when actively in the game. Rejoining game will only display kills from when you joined. III. New queue system It is now supported to queue units globally directly in the selection panel. You can queue the units before having the resources, and the production will begin as soon as it can, across owned production buildings. Works also with techs. You also have a hotkey massproduce (same default as vanilla masstribtue; massbarter etc, being Ctrl), for techs, it will research all techs of the chain. You can also queue constructions. Units have this new construction queue and will start building as soon as you can afford the building. Items in queues can be promoted to priority item (Gold color in queue panel). This will have as effect that other items in global queue will not consume resources that the priority item is awaiting. This global queue system is enabled by activating EcoPanels setting. Otherwise the panel is unchanged. Hoping to get feedback on this proposed new system! I personally enjoyed it a lot this past few days while testing it and I think it's amazing, It gives the feeling of serene control I like most when playing. Have fun!
    1 point
  9. I'd be banned as well ... Let's guess the server admins are already notified.
    1 point
  10. The template is at binaries/data/mods/public/art/terrains/biome-aegean-anatolian/aegean_grass_dirt_01.xml and the base (color) texture at binaries/data/mods/public/art/terrains/types/aegean_anatolia/grass_dirt_01.png
    1 point
  11. I disagree completely with this. Techs are very imprortant to the game, and imo they should be cheaper so they can be researched earlier in the game, when they actually matter. Also, quickly clicking on a tech to queue it does not in any way slow down my economy and training, since most of the time you can just sit back and wait for units to be trained (and using rally points makes this even easier). The game should have lots more techs, or at least every civ should have unique techs rather than renamed versions of the same tech. This would go a long way in making each civ feel unique btw.
    1 point
  12. wip @Genava55 Do you by chance have further references for that wagon in this picture?
    1 point
  13. WITNESS: IMMORTAL HEALERS settings: mauryan ally, athenian ally with hippocrates made, german me with all temple upgrades (not hard to do if u have mauryan ally) REMOVES THE HEALER CHAMP METAL COST AND TRAINING TIME BY HALF. YOU CAN CAPTURE A CC WITH JUST 30-40 HEALERS AND THEY WILL BE IMMORTAL AS F! IMAGINE THIS WITH A BRITONIC ALLY TOO (-20% HEALER COST) ITS BROKEN AF They did not die to 40 spear cav, or 30 sword cav (done separately) and they only lost 2-5 healers I think in both the tests. Even against Seleucid champion pikes they do not die and killed them with their AURA (lol) credits to @diagonalo for helping me test with him
    1 point
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