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Prodigal Son

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Everything posted by Prodigal Son

  1. Ty, guess I'll let them be as they are for now. The structure wouldn't help in random maps I guess, it would have to be placed exactly alligned to each forest to make sense, and still it would eventually start blocking woodcutters.
  2. Is there a way to create blocks of trees that won't leave pathfinding gaps in random maps?
  3. Those are (mostly) new actors, using available props and skins, for new or existing units. In case someone was confused, this is indeed a mod, not the main game. No new Civs are added so far, but it's possible that some will be added at some point.
  4. War Elephants I War Elephants II New Archers New Skirmishers Cataphracts Elite Hoplites Roman Melee Infantry Macedonian Unique Units Pikemen
  5. I'll be posting any help requests I have here, usually related to things that can't be solved by simple questions, like features needing new code or artwork/modeling. Impassable Forests: Implementing a way to spawn trees aligned to each other, a forest floor ground type that blocks pathing and is changed upon tree removal or any other way of dealing with this issue would greatly enhance the mod, and imo the main game as well. Workers with random sex: It is currently possible to use different versions for the same actor, but not matching sounds/voices for each one of them. I wonder if it would be hard to implement for someone with some codding knowledge, as it would come very handy for my mod and possibly other as well. New Structures: This one seems hard, especially since the core game is still in need of several models, but if someone is good/fast with skinning I've got some requests, especially new stables based on the persian one or possibly on another model I might aquire. Farm size reduction: I'm using one worker per farm. Is it possible to rescale the actor in the game files? If not I'd like someone to edit the models in some modeling program. Random Maps: Since the gameplay is somewhat different from the core game, map layouts ought to change a little to make the most out of it. I've included early versions of the first skirmish maps for the mod, but imo random maps are were such games shine, and I'd love to cooperate with a random map designer. I've started learning how to create the first random maps for the mod.
  6. Updated to current version.
  7. Updated to current version.
  8. Updated to current version.
  9. Updated to current version. Used this name for the temple techs discount bonus.
  10. Updated to current version.
  11. Updated to current version.
  12. Updated to current version.
  13. It's quite normal for a game in (laggy) alpha stage not to have a huge multiplayer community. On top of that we're not in the golden age of RTS anymore, and like others have said when you log in plays a part too. I'll strongly agree with av and sanderd on keeping the multiplayer free of buffs and extras that affect gameplay. It's unfair and a recipe for disaster, as AOEO proved (AOE III did it in moderation and was less of a failure, still AOM and especially AOK hold better despite their years). Ranking without buffs is fine ofc, cosmetic trophies and single player content could work as well, thankfully due to the game's direction not as freemium nonsense:p.
  14. The mod has been fixed for SVN and there are many radical and minor changes in almost every aspect. I'll soon start to update the documentation little by little.
  15. Athenaia would be the correct in modern Greek, it means woman of/who lives in Athens. Athenaike is used for a "female" object and Athenaikos for a "male" object (so Athenaios is the correct one for Athenian male units in a similar fashion). The same should be true for ancient Greek, and several Greek names in the game estrange me. But there were various dialects and changes over time and on top of that my ancient Greek were terrible at school, let alone now years later, so I can't be sure on anything.
  16. It seems that for now it's an exact copy (stat-wise) of the regular cavalry archer for balance reasons.
  17. Hi everyone and thanks for the interest:) I could add the fixes to the "official" repo if you send them to me to keep this playable. I currently won't be able to test them or work on the mod though. My time is more limited and my focus not on modding/games lately. This might change though:).
  18. Good thought, I'll look into it when I have the time and someone to playtest it with. Not sure it's a that big of an issue though, since massing one unit type and paying all advancement costs early on will result in weak military and economy, vulnerable to players who scout well enough and are willing to attack when spotting a good opportunity. Also most roman bonuses/techs benefit swordsmen, so training none of them until after the reform will increase the mid-game vulnerability of the strategy you've described. (The above Civ info, like all of them, is currently outdated btw).
  19. I'm a bit busy with other things lately and haven't worked on the mod nor checked the update compatibility issues. I will as soon as possible. Your fix might work, but it might also change some unit stats, if they are not overridden by other templates. If you want to check how the reforms work before I have the time to explain in detail, check the specific templates of the units affected by it and compare them to those from the vanilla game. You'll see the differences in "visible classes" or "classes" and "promotion" fields.
  20. s0600204 has added support for the mod in his online tech-tree visualization. You can check it here. A couple of things might not be accurately displayed (I don't currently have the time to validate on what end the issue is, but in general it's a nice and very usefull display).
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