Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2026-06-02 in Posts

  1. The Yayoi culture is beginning to come to life in World Rising!!! I’m working on many different aspects of the civilization, creating clothing, armor, weapons, cultural objects, and many other details to bring even more identity, immersion, and historical authenticity to the game. More updates coming soon!!!!
    3 points
  2. Proposal for city-states: - citizen soldiers have better gathering and combat stats (not sure which ones to improve), but are more expensive. City-states had limited manpower compared to larger polities, but they had higher civic spirit. - population cap is reduced by 10%. Similar thinking as above. - additional civic centers cost 50% higher. City-states did not expand like empires. All proposed city-states already have the theater to expand original area. Note: all of this is a nightmare to balance but worth a try in a mod
    2 points
  3. I mean,historically forts were where many last stands and guerilla warfare happened. I think they should be root.
    2 points
  4. I actually got the idea watching a game and remembering abt your mod having it.
    2 points
  5. Well, they may be initially nomads. Also hunting could have a little bonus (they might therefore have two or three scout cavalry at the beginning instead of one) and farming could be available only later after technologies have been researched? Not sure this woudl be changing much in the long run but it could nudge players towards a little different initial strategy.
    1 point
  6. My take: City-states: Athenians, Spartans, Thebans Hellenistic Empires: Macedonians, Seleucids, Ptolemies Eastern Empires: Persians, Mauryans, Han Republics: Romans, Carthaginians Tribal societies: Britons, Gauls, Iberians, Germans I cannot place Kushites though...
    1 point
  7. @Stan` I can do shorts, or trailers. But I'm open to trying out whatever you guys need.
    1 point
  8. I agree civs should be grouped somehow at some point, or things will become unwieldy, and it would be nice if they share some common important characteristics. That’s also why I supported the Confederacies idea for tribes, and proposed the Leagues one for the Greeks.
    1 point
  9. A recommendation: why dont you we have groups of different civs like city-states, empires, tribal societies, pastoral nomads etc which have common attributes within the group and are differentiated with civs from another group? Example: city-states have lower available manpower i.e. population, but each citizen is more motivated i.e. better stats in economy and/or fighting. Empires have more manpower i.e. population but citizens are subjects i.e. worse states. Pastoral nomads have lower building or tech prerequisites. Trival societied have cheaper but less sturdy buildings etc.
    1 point
  10. Yes, its something I was talking to steven about the other day.. Was probably going to do Han next... but so many other little things trying to clean up. Also what would it bring to the table/how would it elevate them. PM me some ideas and we can definitely start planning at least one of them. Just keep in mind we are trying to focus on 500 BCE to 100 CE... so if the empire phase didn't occur until after that, probably not worth it. But Pretty sure Han started before then.
    1 point
  11. I'm not going to say you shouldn't report spam posts, but I will say that generally it's not difficult to see which threads are spam threads, so it's not a big deal if they aren't reported. We are grateful for all posts in other topics though, they are harder to find when e.g. looking through the new posts page.
    1 point
  12. If we are going for historical accuracy, should other civs have empire phase (like Persians, Macedonians, Han, and others)
    1 point
  13. 1 point
  14. I’m bringing more news about the World Rising project! All natural resources have now been created and fully implemented into the game! In addition, the first map has been completed and finalized! Check out some images of the new natural resources that will be part of the game world! The next step will be bringing the new animals to life through animations, as well as creating the second Japan-themed map — there will be 3 Japanese-themed maps in total. The project keeps moving forward step by step, always focused on quality, immersion, visual authenticity, and optimization. More updates coming soon!
    1 point
  15. In this video, I'll be showing you the weapon swapping system for heroes. videoarmas.mp4
    1 point
  16. Olá pessoal! Venho trazer mais um vídeo de gameplay do meu mod World Rising! Tenho trabalhado bastante no aprimoramento da destruição dos edifícios, buscando deixar tudo mais imersivo e visualmente interessante. Tenho o prazer de anunciar que a cultura Jomon está oficialmente finalizada! Todas as unidades, construções e tecnologias já foram criadas! A próxima cultura será a Yayoi, que representará a evolução direta dos Jomon, trazendo novas mudanças, tecnologias e identidade visual ao jogo. A flora japonesa também está cerca de 80% concluída, faltando apenas algumas plantas para finalizar essa etapa. Outra tarefa que pretendo começar em breve é o retrabalho das formações das unidades, trazendo novas ideias e melhorias para o combate e movimentação no campo de batalha. Em breve trarei mais novidades sobre isso! Obrigado desde já pelo apoio, e espero que gostem do vídeo!! video destruição.mp4
    1 point
  17. A quick gameplay video showing some buildings being destroyed, suffering impact, and accompanied by sound effects. videogameplay.mp4
    1 point
  18. Hello! Today I’m bringing some more updates about the development of my project World Rising. Over the past few weeks I have been studying animations extensively, and I finally managed to understand much better how they work within the engine. At first I tried to use some of the animals that already exist in the game, but I wasn’t able to adapt them successfully. Because of that, I decided to take a different approach: creating my own animals from scratch, including their skeletons and animations. Those who have been following the project already know that I am currently working on the Japanese flora before moving forward with the civilizations. Now it’s time to start developing the fauna as well. My goal is to create between 10 and 20 animals that represent different regions of the map. Among them, I also plan to include a legendary megafauna creature, inspired by animals that lived between 15,000 and 10,000 years ago. This creature would act as a kind of natural boss, providing a large amount of food when defeated by players. In addition, I have been working hard on improving the game's performance, reworking meshes, textures, and other assets to ensure players have the best possible experience during gameplay. For now, here is an image showing some of the animals I have created so far. They do not have animations yet, but they are already part of the process of building the game's ecosystem.
    1 point
  19. "Thank you everyone! I'm super excited to share some amazing updates! Stay tuned, next week brings a ton of new stuff! I'll be posting everything here, so don't miss out!"
    1 point
  20. Congratulations on the initiative and I hope to be able to play your mod soon!
    1 point
×
×
  • Create New...