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Showing content with the highest reputation on 2014-05-05 in all areas

  1. This idea just sprung to mind, How about we give traders their own population, increased by markets and docks, of course, but also have the possibility of building merchant tents in order to increase the amount of traders you can train. The aesthetic of an important trade city will be more apparent when merchant stalls are lined up along the streets, and it would be more beneficial to colonize for expansion for both farmland and urban development, perhaps a maximum radius for tents from a market.
    3 points
  2. Sounds like a good idea.
    2 points
  3. Here are the files Fixed in the Snekkja folder (All of Nieks comments) Previous in the Mods folder Blend File Included. I won't touch it anymore. If you want to tweak feel free EDIT : The Skei and the long drakkar are missing rows and I won't do the animation 24hours of pain... is too much per boat. I'll add the missing rows tweak a few things and then upload them here. Only one missing is the drakkar (drekkar ?) Final.7z
    1 point
  4. Which AI, I think the AI has evolved since that time back for alpha 15. Or did you use Alpha 16 Testversion? Also ever met Petra AI?
    1 point
  5. I thought it's the bump effect. Then the above perhaps could take some of that bumpiness too? I like all variants. We have plenty of shield textures now. Just have to get all our your creations ingame.
    1 point
  6. I'm sorry. It seems the SVN version I used for the creation of this map is already outdated. Once I have time I will examine the XML differences.
    1 point
  7. I like where you are leading us. You give our units the group-self-conciousness we need for a more realistic feel.
    1 point
  8. New video Do you want something else on the viking ship ?
    1 point
  9. We didn't make the final pull yet. So I think you're in time. But we just noticed that ICU (https://en.wikipedia.org/wiki/International_Components_for_Unicode) doesn't know Gaelic (marking your file as invalid). Guess we'll have to find something for that (ICU also doesn't recognise Latin, but that issue was not urgent we thought).
    1 point
  10. That works. I have disabled all, and i can see the water again. Thank you. May be i should test wich effect is responsible for that...
    1 point
  11. Can you disable fancy water effects (in the game settings)? I remember some effects caused the water to disappear on some graphics cards.
    1 point
  12. Artistic freedom not to paint the full size. The pics I posted are based off actual Romaioi ships found at the bottom of the Black Sea And it doesn't let me use image tags for whatever reason, but I would've used them if I could've used them.
    1 point
  13. That's my IB mod. I've already made several improvements to the Sassanid faction.
    1 point
  14. LordGood, can you explain why it would be more beneficial to colonize for expansion? (I do not fully get that)
    1 point
  15. Even more concise: '1': [() => "< - START: " + sequence + " - >"], '2': [T.launch("g.grainpicker", 44, 44), "launching 2 grainpickers"], '10': [() => "please wait a moment"], '22': [T.destroy(216), "destroying field"], '30': [T.destroy(223, 224, 225), "destroying female units"], '44': [() => "ACTION"], '50': [T.launch("g.grainpicker", 44, 44, 44, 44, 44), "launching 5 grainpickers"], '210': [() => "< - FINIS: " + sequence + " - >"],The groups have a slightly different behaviour now, they first order one unit and the remaining four together with the field.
    1 point
  16. https://github.com/noiv/Hannibal
    1 point
  17. Good discussion. Though, Alpha123 and I are going to do a major rebalance for Alpha 17 (soon after Alpha 16 is released). This rebalance will address many of the concerns raised here and hopefully prepare the units for the inclusion of real formation fighting and things like charging and flanking. The huge emphasis on ranged units will be alleviated and cavalry will be more interesting. Hard counters, like Swordsmen 2x vs. Spearmen and the like will be reduced or eliminated in some cases and we will rely more on mechanics like cost, speed, attack vs. armor, flanking, etc.
    1 point
  18. Garrisoning 5 spearmen on each ram. In case you cannot move other spearmen quicker than enemy cavalry to defend the rams, you can always pop out the garrisoned spearmen to avoid losing your siege.
    1 point
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