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Showing content with the highest reputation on 2016-01-05 in all areas

  1. Oh dear, just click on 'more reply options' and attach your zip there. If you ever need to make such huge posts, please put some stuff (like the templates) in spoilers. That makes it a lot more readable
    2 points
  2. Maybe, but I fail to see the point to drop things that work and do not cause any additional work. (And to gain access to properly supported APIs we'd also have to drop support for Windows Vista (and maybe some early versions of Windows 7)) Doubt it.
    1 point
  3. Haha your right, i am:P haha i guess this typing mistake happens more often:P But you were right. that was my problem!! thanks:) You people got me all psyched! Thanks all!
    1 point
  4. Hehe, you happen to be a Dutchy? You called your simulation folder 'simulatie' instead of 'simulation'. Also I would rename the mod name in mod.json (to avoid ambigu names), like: testmod_1.zip
    1 point
  5. Image from the BBC website. Probably a Roman occupation period fort or walled town, occupied by Anglo-Saxons. More images and information about Anglo-Saxons @BBC website http://www.bbc.co.uk/schools/primaryhistory/anglo_saxons/anglo-saxon_life/
    1 point
  6. Ability system is a planned feature right? I hope it will be added to the current workload and be included in the next alpha release. It can buff the current gameplay, specially at this period, where some of the long time players have started to become less contented with the game. During the past months, most of the topics that were discussed here was about, how to tweak the current gameplay, whether economically or gameplay combat mechanics.. I'm thinking of something similar to the ability system of Battle Realms and Warcraft (as what was also suggested in trac), units from both games became special because of the associated ability on them. Aside from counters, units can also be useful because of their ability. Some examples, -Auto-cast upon enemy detection or manual shield/defend ability (this is where the armor bonus becomes active) Battle ready animation should still be different from defend animation. (i.e. battle ready anim. is more like a taunting anim.) -Temporary invulnerability (for for frenzied fighters like naked warriors and berserkers) -Critical strike and stun bonus with downed or stunned animation (Makes combat even better, charge attacks may cause an enemy unit to fall down or become disoriented, also works well with animals like wolves or dogs -More unit conditions like, disease infected or burning or affected with cowardice (Just like in Warcraft where, an UI indicator displays a certain spell or condition which affects the unit) -Throwing weapons with a certain cool down period -Active ability battle cry (Can stack with passive attack/defense bonus)
    1 point
  7. 2) I don't think siege are OP in this alpha. It is so easy to capture. if you were able to capture 7 rams without any resistance, it is normal that you destroy your enemy base, not OP. 3) At what timing did you have 50/70 men? Against AI, try to follow the following rule: 100 pop at 8min, 130 pop at 10min, 200 pop at 15min then do champions. Trust me you won't lose again vs medium AI with this population.
    1 point
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