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Everything posted by Stan`
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The problem I have with that is that it doesn't allow for more than two variation of the bridge. Also it makes the artist make a number of pieces, and those pieces have to be exactly at the same height.
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My point was simply to have something basic at the beginning, not some kind of steam machine with mesh blocks getting together to make a bridge to see if it works, and then see what we could improve from that.
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I totally understand how you guys meant it. The issue is the code here, the closest thing we have to that in the wall placement, and it's bad. Plus imagine the issue of having scalable foundations, since units can't walk on water AFAIK, that's why I said the best would be to have only three sides, and fixed points, for simplicity sake.
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Ah missed the point of your last comment.
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Which makes it a tiny path on both sides of it.
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Like this for instance
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Yep but mountain path don't change and make it bug anyways I agree, my concern is also that you need some kind of modulable art structure to make modular bridges. So looking at the current messy wall placement code, I can't help but wonder how the one for bridges would be. That's why I propose three size, big medium and small bridges.
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Hey @Juli51 It looks nice, I really like the fountain in the middle ! What is your next drawing gonna be about ? BTW good news, @wraitii managed to fix the Sierra bug, they are going to submit a new package.
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My concern would be the performance cost of such an ability. Imagine the disaster for the pathfinder if they are bridges everywhere. That's why I'd rather have them thought of by mapmakers.
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Changed maps ? Map size can come into play
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IA has a big impact on memory consumption, and might have some serialization issues. So that might cause issues.
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Any downloads in progress / issues with the router ? EDIT: My bad I missed the info. What RJ45 speed have you got ?
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mesoamerican [Design] guide to make Mesoamerican mod.
Stan` replied to Lion.Kanzen's topic in Projects
I meant there is no reason to put those awesome animals representations on shields if that is not more accurate than them using aztec patterns. -
mesoamerican [Design] guide to make Mesoamerican mod.
Stan` replied to Lion.Kanzen's topic in Projects
Yeah but the idea is not to replace a wrong pattern by another inaccurate one. -
mesoamerican [Design] guide to make Mesoamerican mod.
Stan` replied to Lion.Kanzen's topic in Projects
Did they use it all on their shields ? -
mesoamerican [Design] guide to make Mesoamerican mod.
Stan` replied to Lion.Kanzen's topic in Projects
Would you mind providing the source links ? Just to know if those are compatible with our license for instance. -
@wowgetoffyourcellphone could you try the attached patch for visible garrisonning ? 3488.16.diff
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While I like the idea of bridges working like walls I think they should be of a standard size the players should't be able to place it wherever they want.
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Hello and welcome to the forums. I apologize in advance for not answering the whole post. While I touch a lot of things as a modder i'll leave balancing and some other matters for the others. I'm quite surprised you manage to play with 2000 pop. Just curious what are your specs ? About citizen soldiers. While for romans I agree with you for gauls it makes total sense to me that the ones building villages are the ones who fight. Gauls weren't even a faction they were just random tribes just like celts represent all the barbarians of europe at once (source british museum) About the fact of adding more buildings and especially eyecandy I'd suggest you'd turn yourself toward mods such as delenda est. About the inclusion of ROTE the main issue is this one of the more complete mods which makes it a good example. I am however inclined for it to be included as another faction as I along with niektb and ayakashi made most of it. About the Kush faction by looking at some internet sources I can't really see how it differs from ptolemies architecturally speaking. Were it to become a mod someday i'd say youd need a pretty strong design document on the art side at least to make it interesting.
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Can't you just provide the binaries ?
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@Juli51 Any luck ?
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One way to solve this would be to restrict naval classes on some maps, which would I think make more sense. Naval Maps → Boats Other Maps → Bridges Also, since we do not have weather ( #40 ) and thus no frozen lakes, it could make it interesting, to have big bridges keypoints to hold could even be a new game mode. (For now likely lag mod but heh)
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Can't become a smith if you don't start smithing right ? =)
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Okay, so what went wrong ?
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==[TASK]== Wood bridge multi-civilizaton
Stan` replied to Juli51's topic in Eyecandy, custom projects and misc.
Well me too, I wanted to learn c++ but that wasn't an option. But I believe the only way you can make progress in c++ (assuming you know the basics) is by practising.