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Showing content with the highest reputation on 2020-11-02 in Posts

  1. new thracians by @wackyserious look very nice
    1 point
  2. As of yesterday, I have a mod that adds it. I gave ranged units an ammo counter, initialized in their template, and made it so if they run out of ammo but have a melee weapon defined (or if their target gets within their minimum range) they will switch to melee and charge. The ammo count gets reset if they spend enough time out of combat, allowing you to retreat and rearm. I'm still debugging some things and the animations transitions are a little wonky sometimes, but it should be ready to share in not too long (few more weekends maybe). Honestly, I'm surprised no one else has ever tried this before. Other than accounting for interrupted attacks it was not hard to code. Took me like two days, and I barely know any Java. This community has weird development priorities IMO. The first time watching my maniples of Hastati throw their 2 pila and charge with gladius in hand was way more gratifying than adding another civ to the pile...
    1 point
  3. Looks like nice idea but IMO this is unnecessary as regular chat already does the job well and would lead to more confusion. New commands imho should be things that you cant currently do directly in gamesetup in any other way, so wont add ty for suggestion tho
    1 point
  4. There are often misconception about the legionaries, we usually imagine them standing firm against waves of barbarians. But in Polybius books this is clear they are charging very often and that it is one of their main assets.
    1 point
  5. DE does a couple things to try to mitigate some of the game's problems. For instance trees do not block construction and do not block pathfinding. There might be a small performance improvement from that (I haven't benchmarked it, if someone would like to). But for the most part the mod will have the same performance issues that the base game has.
    1 point
  6. My mod breaks autociv functionality at some way.. so still not use it seriously it is very alfa ... just find it out
    1 point
  7. The 4v4's keep getting sent in, and they're always good
    1 point
  8. Enhancement idea: ignore civs for autoselect The host of the game can decide which civs are allowed by setting up some variable: /civfilter nocelts:-britons|-gauls /civfilter archersonly:-all|+kushites|+carthagians|+blabla|+blabla1 /civsfilteron /civsfilteroff + notification for joiners of the game
    1 point
  9. Maybe there are players like me who wanted disable those double click and triple click on units - as they have already selections done by autociv and this is not possible to remove from configuration files easily. @nani maybe good idea for nani to implement in autociv (as selectable or binding another activity on it but looking into input.js it will be more difficult) Here is mod i created for you guys! If you like it crush that "love me" button stopclick_0.1.0.zip Just get this mod and do the same as in case you would be using my custom rating mod ( just make this mod as last or at least after fgod or autociv if you use them. any feedback welcomed
    1 point
  10. Nice to see DE getting some long-deserved love. https://en.wikipedia.org/wiki/War_pig
    1 point
  11. Hello @user1, yesterday I played a 1v1 vs @Roque15. I tried a new strategy and rushed my opponent. I obviously suceeded and did a great job with my early sling rush, took out much of his eco. Roque15 then just closed the game as host without resigning. Would be nice to get some points to improve my rating commands.txt commands.txt best, @AlexanDerGrosse
    1 point
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