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Showing content with the highest reputation on 2026-05-03 in Posts

  1. Right now the vassals produce units too fast for testing purposes, it's good they were able to do that though even if they are too powerful right now, it shows their basic combat AI is working. As for them having their own economy and Territory, that's interesting concepts that I will play round with, maybe have them send tribute in the form of a caravan to your town centre? I think the next step at the moment is having the vassals spawn as different civs with different bonuses, one could build more villagers, one could build siege equipment and so on. Having them spawn as mini unique civs as lopess said would be a very cool idea, and opens up more strategies down the line, it's definitely something I'll look into once I get a basis up for having different civs as vassals.
    4 points
  2. Joan Francesc Oliveras Pallerols https://www.artstation.com/artwork/lGJ46o
    3 points
  3. Lopess has many small civilizations in the Endovelico mod. Could two people somehow combine them? I find many civilizations in the original game too powerful to be vassals. Also, I think vassals should have territory, perhaps the same color as the empire but with a certain separation. They should also build houses and structures, and have a small economy. I've seen many vassal attacks that are simply overwhelming, not reflecting their true potential. I've observed vassal forces often finish off opponents in battles, not the empire. Besides that, a resource tribute mechanism would be very interesting. You could set a certain percentage and a tribute schedule, and vassals would periodically pay tribute to the empire that controls them. Those are my ideas. What do you think?
    3 points
  4. That's a good question... I think they potentially would take teh same amount of dmg BUT your attackign unit would not really take any dmg because the unit is facing the wrong direction. However, I think we would REALLY need to slow down the "turn" speed or something... and that could throw other things out of walk. But I do like the strategic/historical aspect about trying to ambush, out flank etc.
    2 points
  5. It would be so cool if the Minoan priestess could wave snakes around.
    2 points
  6. This idea is very interesting; I can imagine it as an opportunity to introduce smaller "civs" who wouldn't have a chance in the main game or in a mod interacting with the main game.I can imagine other kingdoms on the Italian peninsula, or even peoples from the Nubian region, etc.This raises a question: is there a way to do this when creating a new random map, Selecting which type of vassal tribe will be present on this map will determine which units or bonuses will be available. (Select this not at the player, but at the map creator)
    2 points
  7. I'm currently working on vassals, small randomly placed settlements on the map that will auto produce their own workers to gather resources in the area as well as a small patrolling army to gaurd their own territory. The player can capture these vassals in order to have them autonomously work for them. Vassals can provide income for their owners using their workers as well as add a basic level of defense for an area with their patroling army, after they have all their workers and a defending army, they will slowly build up a small army to attack your enemies with. I find it adds some really cool and valuable points on the map to take control of. While they wont be able to defeat your enemies on their own, coordinating your attacks with theirs can add a welcome boost to your own attacks. This also makes the maps feel alot more dynamic. Edit: 02/05/2026 Added latest version of the vassals mod. -Vassal units can be selected if you want to inspect them but they ignore all commands given to them by the player. -vassals once captured project the players influence around themselves. -vassals will produce villagers to gather resources for their owner. -vassals will produce patrol armies that protect their territory. -Once a vassals patrol armies get big enough, they will instead be used by the vassal to attack your enemies. Vassals will spawn randomly, but right now they will spawn in the same specific random place on every map type for testing purposes. Vassal produces units faster than in the final version for testing purposes. Edit: 02/05/2026 Added a new version with random and much better spawning of vassals around random maps. Edit: 02/05/2026 Last edit for today, improved vassal spawning so the game will try to spawn at least one per player. Also the game will try to make sure there is pathing to at least one other player before placing a vassal in an area. Edit: 09/05/2026 - Added several types of vassals that produce their own units. - Vassals now build structures, houses provide 1 pop to their owners, the vassal will produce a barracks in order to produce their own military units. - Improved villager ai, they should no longer sometimes move back and forth and will try to get a range of resources nearby. - Villagers can now hunt nearby animals. Edit: 10/05/2026 -Vassals now produce units much slower. -Fixed a bug where vassals would stop trying to build structures if they could not find a place to place a structure on their first try. Edit: 11/05/2026 -Impoved vassal spawning to make sure they now always spawn. Vassals Mod.7z
    1 point
  8. I'm not sure if you want to do this. The major advantage of archers is their range. Because of that, you can better snipe with them, and they don't overkill as much as slingers or javelins. Don't forget their faster rate of fire, as well.
    1 point
  9. Well that's kind of what I was talking about, I don't think we (me personally with my limited experience) could make that possible. But it could still be to your advantage because you aren't getting attack.
    1 point
  10. But let's say someone has a shield, the shield doesn't help them in the back, they would have to turn around. But then, not everyone has shield. Maybe people with a shield have -1 resistance from the back?
    1 point
  11. Pathing clearance is determined in the UnitMotion component, I believe, with PassabilityClass. There are a couple of standard sizes. The bigger the passability class the more problematic the pathing performance.
    1 point
  12. Would it be too hard to make it so if units get hit from the back it does more damage? I am thinking for strategy purposes, then there would be an advantage to attacking from behind
    1 point
  13. yes, I think that's the one I have some of these functionalities are really useful for a fast and clean uv-mapping
    1 point
  14. I believe I can pull up what kind of temperate the random map is somewhere although I haven't tried yet. Having different unique vassal civs for different map types I believe is totally doable, and would be an awesome way to show off smaller civs/tribes in those regions. Technically anything can be edited even the match setup UI, but with the scale of the mod, in order to keep it compatible with other mods, having unique vassals spawn per map temperate type automatically would be the way I would go around doing it. Also just a quick update on the internal version, I have added true random placement of vassals on maps now, avoiding water and clearing trees on their spawn areas.
    1 point
  15. The next thing I will probably work on will be placement, making vassals spawn within random places around the map based on the number of players. I can fix the resource thing after they are placed by placing some extra resources around them if they don't already exist. It's going to be harder to detect where important strategic areas are in each map though. One thing I really want to do, Is make sure the base AI in the game can also use them so they are compatible for single player. I'm not sure if the enemy AI will capture neutral/enemy buildings on their own, if so, then they are already compatible, however if they do not, the other option I'm thinking of is having the vassal town centres switch sides to their attackers at low life instead of being destroyed. Edit: AI do seem to convert vassals and use them!
    1 point
  16. Update: Managed to make a food.chicken specific resource and the UnitAI component to read the specific resource type to play the chicken specific animation: For testing purpose chicken is a single gatherer only and only 10 food. UnitAI code line modified:
    1 point
  17. Working with procedural shading and curves found a way to make alpha channel rendering so we can have more decal's per civilization. Starting with the roman's wich i had the idea of giving them the city appearence with the stone roads i would like any advice to deliver unique aspect of decals per civilization for next alpha: Would like any advice or sketch for next civs and also rome ones. Still work to do.
    1 point
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