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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. I'm not understanding. Aren't all the "options" already there in the cfg to make multiple presets?
  2. Hmm, isn't it similar to the tactic employed by the Athenians at Marathon, nearly 300 years earlier? Edit: Oops, didn't read through the whole debate. I would still argue that what Miltiades did at Marathon wasn't massively different than what Hannibal did at Cannae, except as a matter of scale (Hannibal did it with 6x as many troops). Doesn't really matter if Miltiades used "veteran" troops in the middle or the wings. The maneuver was still similar and caused a double envelopment of the enemy army in both cases.
  3. I would prefer we have a couple of hotkey presets, like how RTW had a couple of different setups, and WASD=Camera could be a part of a "FPS" preset, while WASD rebound to buildings could be part of a "RTS" preset. Personally, I hate using the screen edge to move the camera around. I like the WASD because I can keep my cursor in the middle of the screen where the action and focus is.
  4. I think the major reason we're holding off on the Germanics until Part 2 is that we can't throw every culture into Part 1. Also, the Germans were such a large part of Rome's eventual fall that they fit thematically better in Part 2. Also, while the Romans and other cultures fought the Germans in Part 1's time frame, their activities in the Part 2 timeframe were so momentous it's just better to have them in Part 2 instead. I think we could have up to 3 Germanics in Part 2, and maybe 1 Celto-Germanic (Belgians would be my pick), like how the Macedonians straddle the Greek and Successors "cultures" in Part 1. So, Belgians would have some textures and models from both the Gauls and Germans art sets and probably share some bonuses from each.
  5. Very nice Enrique. You definitely should have made dropsites much sooner for a better start. All that time spent shuttling food from the berry bushes to your Civic Center is time your females aren't spending gathering. Know what I mean? Just an example. Seeing you flip out @26:40 is funny. Game-changing move for me. I thought you had me cooked when you took down my first and 2nd (and 4th!) expansion attempts.
  6. It has potential, but we're not there yet.
  7. Just as an aside... You can toggle windowed mode at any time by hitting Alt-Enter.
  8. http://www.wildfiregames.com/forum/index.php?showforum=145 It's linked to twice in this forum^ lol Any specific suggestion on how to make it more prominent?
  9. Could just use Alpine Valleys skirmish map for now. I really like this tree. ^
  10. You can set the population limit to infinite for random maps (and skirmish maps in A15).
  11. These are the current cheats: http://trac.wildfiregames.com/wiki/Manual_Cheats
  12. Maybe they could have the "chariots" of the Britons and the Champion Swordsmen of the Gauls.
  13. With Enrique's 3D method, he is able to export very nice normal maps for each shield.
  14. I'm not opposed to having the Galatians in the game. But how would you differentiate them from the Gauls and Britons?
  15. Hopefully exactly how Enrique did these shields: E, M, and O should be "bowl" shaped like the other round shields with 3D patterns on them. R should be flat (it's wood) with a raised central spine and center boss.
  16. I'd still like to have shields E, M, O, and R. I think R is a cavalry shield, while O uses the Seleucid "anchor" emblem.
  17. The "Persians" of the game represent multiple cultures within the empire, including the Aramaeans, who certainly used dromedaries as pack animals.
  18. I think one (easy?) way to "fix" this would be to ensure units form up with their group, even when the group has stopped moving. Right now, when the main group has reached the destination, all those other units that have not yet caught up to the group stop moving too. I think running was supposed to help this by allowing units to get into formation quicker.
  19. We should really make a tutorial on how to make a new faction. But the first thing you need to do is create a civ json file in public/civs. Just use an existing one as a template. In the civ *.json file you create the code word for the civ, like "brit" or "mace" or "ptol". In your case it would be "germ" or something like this. This is step 1 out of 100 to make a new civ. Now every unit and building entity template you make in public\simulation\templates\units and public\simulation\templates\structures can use "germ" for its civ. I highly recommend looking at the existing templates to see how this is all done. Like I said, there are many steps on the road to making a civ. Others who have more time can give you more details.
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