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Showing content with the highest reputation on 2017-12-31 in all areas

  1. game 1: skirmish cavalry won the game because, despite spear cav moves faster, they can't trade skirmishers. game2: romans vs romans more interesting than first game because both had spear cavalry. BIG MISTAKE: you kept harrassing opponent wood workers instead of forcing his women on fields to garrison and being unable to produce food ( like he did in the first game ). briton games: the most equilibrate one since slingers seems to be nice to protect workers from skirmish raids, plus they can be trained so easy that it would be even a bad decision not training them. borg- was able to attack with infantry in both games because of their cost. Indeed the slingers advantage is even more relevant when the opponent has another civ than britons with higher houses cost. cartha vs sele: despite borg had MANY soldiers on wood and 2 towers, they couldn't trade skirmish cavalry. Borg made a big mistake not training skirmish cavalry tho since he even had hunt advantage. conclusion: Towers have no effect on the game flow thus their weakness and players have to rely on soldiers only which can be uncounterable whenver the player picks the right decisions. The balance is broken ( one could even argue that accuracy rework wasn't intended to affect the gameplay but a way to make code more clear to read since there were no discussions nor complains on balance in the previous alpha. at least in public topics. )
    3 points
  2. Games of this series were all unrated and played since 2 days ago. You can find here comeback, nice raids and excellent defense, traps, and some unique strategies, but also some balance abusing and map advantage dictating 1 or 2 games win (i suggest to skip game 1, the least interesting one). Overall, it might show that the balance is not as broken as some people say. Feldfeld vs borg- series.7z
    2 points
  3. Yep. I have never ever ran out of wood on any map in this game. Losing a few dozen trees isn't going to be a big deal as far as resources or even "depriving" your enemy of resources. There are eleventy billion trees on every map. And there are any number of ways to deal with that too, as alluded.
    2 points
  4. I have just noticed the new horses. They models seemed more vivid. I didn't do a proper comparison, but so far it looks good. Just one thing I wanted to mention is that the walking animation doesn't quite seem to fit the walking speed.
    1 point
  5. Good to know Have fun with the games. The crashlog didn't reveal anything...
    1 point
  6. Basically I'm using inheritance from variants to avoid duplication for helmets so I can have single helmets and multiple object props with minimal lines of code Worth to be noted if you mix up the order of frequency and name attributes in the actor it won't work. Variant files can also inherit each other which is great for things like helmet with added complexity.
    1 point
  7. No, only when once building them. Also, use your imagination. You can either use groves for "forests", ala DE, that cannot be built on, and then allow straggler [i.e. individual] trees to be built on/removed. Or..... you can put a max number of destructible trees for each building [probably determine it by obstruction size of each building], so that if you hover a Barracks over, say, 3 trees it allows you to place the foundation, while if there are 4 or more trees it denies you. That way you can't just plop it right down in the middle of a forest.
    1 point
  8. hey, all. been a while, hasn't it? more than two whole years! i just thought i'd pop in and post something in the hopes of getting some constructive comments and other suggestions. though i haven't posted here in a long time, i haven't stopped thinking on this project. the biggest thing i came up with for it is a proper setup of civilizations based around the idea of properly-themed expansion packs. that also means that the roster of playable civs has expanded from twenty to thirty. the idea i came up with is, after the vanilla game, there's one expansion pack loosely connected to each of the original civilizations. i've even almost worked out which civs go to which, i'm just missing a few and thought i'd post about it here in the hopes of getting more ideas for what could be missing. to try to keep things simple, i'll post the original five civs (partly just to remind everyone) and the expansion civs that would correspond to each of them. Greeks: their expansion's theme is classical/Mediterranean Christians: the idea is essentially the same as before, but i'm changing it to just two Major Gods--God and the Devil, of course--with there being more significant differences between them where their mortal units are much more different from one another and, in place of myth units, God gets various crusader units while Satan doesn't get hero units at all and has all the myth units instead, but they "share" Minor Gods in a new way where i've decided to diversify the various pantheons where some of the more dichotomous civs will have more than three Minor Gods to a phase but still share myth units and God Powers where applicable, so God gets saints and archangels while Satan gets demons as their respective Minor Gods--for balance purposes, Christian crusaders and monsters both fill the roles of heroes and myth units Hittites: this one could go to either this pack or the Mesopotamian one, but i decided to give them to the classical-themed pack because i'm connecting them so heavily to Troy, giving them more of a connection to both the Greeks and Romans Iberians: i can tell i'm still gonna have alot of trouble with this one, but i'll do my darnedest to make them authentic; the advantage now is that i no longer need to give them three Major Gods and that simplifies everything Muslims: like the Christians, i'm whittling them down to just two Majors got representing God and the Devil as perceived in Islam, with God having prophets and Minor Gods and the Devil getting demons/genies/etc. Romans: pretty much the same as before, but now they'll be including a late-game option to incorporate emperor-worship as well, which will allow them to represent either the Republic or the Empire, and their more wide-ranging Minor Gods will be able to be made more specific by selecting one of several mutually-exclusive myth techs based on various cult names of Roman gods Egyptians: they get a "mysterious" theme based on conspiracy theories, including one in particular... Aethiopians: some solid ideas for a Sub-Saharan African civ occurred to me recently and i really warmed up to the idea; unfortunately, they're rather generic similar to the Mississippians but my goal is to base them as closely on authentic Ethiopian culture and mythology first, (based partly on "Ethiopia" being a historical name for the entire African continent and i'm using the archaic spelling to emphasize that) then on peoples and cultures most closely associated with the real-world Ethiopian people(s), and then on other African cultures only as filler (except for their myth units, which will come from all over the continent) "Ancient Astronauts": a mostly fictional civ, they'll be something of an amalgamation of OTL cultures subjected to the ancient astronauts pseudohistorical conspiracy theories, though they might be a bit superfluous since that theory will also be acknowledged in other civs, but it's also very tempting to use ancient astronauts and ufology as inspiration for another civ; it would probably include references to lots of public-domain sci-fi, maybe even War of the Worlds by having Martian tripods as siege weapons (or an organic facsimile of them as a myth unit) Aztecs: possibly redone as broader Mesoamericans to incorporate the Mayans as well--i'd already been planning to include references to them anyway by way of myth units Inca: i'd been considering either this or the Iberians for a while, but now that i'm expanding the roster of civs they'll both be included; i've also learned some about the Inca in the past few months so that helps the Egyptian-based pack is still missing one civ! Norse: based around cultures which came from far away, especially over the sea, to conquer/colonize new lands Atlanteans: only a possibility right now, i'd rather not include another fictional culture that will just be borrowing from the Greeks again, especially since the obvious choice of basing them on Age of Mythology with the Titans as their gods is already taken by the Cro-Magnons--it would require a good amount of research to find some "authentic" Atlantean gods to use instead, probably based on Atlantean pseudohistories Polynesians: unchanged, nothing else to say Semites: more or less unchanged, but the Hebrew faction will be getting its own set of Minor Gods mostly apart from the rest with one side allowing the player to represent Judaea (the ancestors of modern definitive Jews, and the reason why the religion is specifically called Judaism) by only selecting prophets and no other deities while the other allows representation of the Israelites (those who became the Lost Tribes of Israel) who still worshipped the Hebrew God but also started believing in some more polytheist gods due to intermingling with non-Jews Turuk: a possible addition to this pack, or else they'll go to the Celt-inspired pack; they're a generalized Turkic civ but their main inspiration is the Mongols, also encompassing other steppe nomads the Norse-based pack is still missing 1-2 civs! Celts: all the civs for this one are based on stereotypically "savage" and "pagan" cultures which are usually used as antagonists or which have/had demonic connotations in the past Cro-Magnons: they're reassigned from earlier in development but still have the Titans as their gods, though they might be renamed/re-themed as more generalized Antediluvians "Cthulhu Cults": this would be the only uniformly evil civ in the game, based on the Cthulhu mythos by H. P. Lovecraft, August Derleth, and others; since this one is based on published fiction and not actual mythology, after all, i'm more than willing to drop this one if either a more compelling idea comes up or if it turns out that there isn't enough content to make a working in-game pantheon Mississippians: still the generalized Native American representative Slavs: still the eastern European civ Turuk: a possible addition to this pack, or else they'll go to the Norse-inspired pack, meaning that the Celt-inspired pack might be missing one civ!; they're a generalized Turkic civ but their main inspiration is the Mongols, also encompassing other steppe nomads Mesopotamians: a strictly geographic theme, all these ones are based out of Asia, and not just the Far East, either Buddhists: one of my more recent ideas, my current thinking is that their Major Gods will represent geographic centers of Buddhism, and they'll incorporate Himalayan culture in general, taking on some aspects originally planned for China; they could also be a "technical pacifist" civ, but then again Buddhist extremism and violence isn't unknown both today and historically, so.... Chinese: essentially unchanged, but maybe their Major Gods will be centered around various Chinese religions instead without going into the "good-neutral-evil" dynamics like originally planned; the alternative is that they solely represent Taoism but could still have content from other Chinese religions, particularly Confucianism; EDIT: it could be that the Chinese factions are based on the Three Kingdoms period more as an homage to Romance of the Three Kingdoms than anything else Hindus: more or less unchanged--i'm still deciding what i'll be doing with their Major and Minor God representation, would could be that each Major God only gets their own avatars and some others, or their avatars are omitted as Minor Gods but included as inspiration for either myth units or heroes Japanese: essentially unchanged, but i haven't decided who their Major Gods are beyond Amaterasu Persians: unchanged, they represent Zoroastrianism any thoughts on all this?
    1 point
  9. At long last I got the guide for the first Civ done, the Kingdom of Hyrule: Download the PDF to check it out: https://orig00.deviantart.net/0a38/f/2017/363/4/d/koh_guide1_by_undyingnephalim-dbyacyr.pdf Please keep in mind that the content of this guide is based on intent, and not what might be in the current version of Hyrule Conquest. Some aspects of gameplay are not implemented into the engine as of the posting of this guide. Yup everything will be there. Just keep in mind that a lot of stuff on that wiki is still based on the Total War version of the game and not this one yet.
    1 point
  10. @The Undying Nephalim, please remember that steps described below are a way to test things in the game. It shows how to get from point A to point B without explaining why. https://trac.wildfiregames.com/ is a good source of information about getting art files working in the game. It was very useful for making the mod and writing this post. I used Blender 2.78c in default configuration. I can only assume how proficient you are in Blender. But "User Interface" section of the user manual should be enough to follow the steps. https://docs.blender.org/manual/en/dev/interface/index.html For a skeleton file I used a text editor and followed part "3 - Creating the XML file describing the skeleton" from the tutorial https://trac.wildfiregames.com/wiki/AnimationExportTutorial A text editor was also used to create an actor file. I think tiger.xml was used as a base. And just removed what was not needed and changed several lines. That was it. The very same tutorial once again https://trac.wildfiregames.com/wiki/AnimationExportTutorial part "Creating the actor file". Additional information can be found here: https://trac.wildfiregames.com/wiki/Actors I guess it is the best I can explain. If anything is not clear let me know.
    1 point
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