-
Posts
25.008 -
Joined
-
Days Won
287
Everything posted by Lion.Kanzen
-
For my collection.
-
for now the lag isn't good idea. but Berrie Bushes are right.
-
Who speaks spanish
Lion.Kanzen replied to NoMolester's topic in Introductions & Off-Topic Discussion
siempre tarda bastante en zip allí está la carpeta que sirve para modificar todo lo básico. Desde arte , sonido, simulación, Ai.Foro en español, aún no somos muchos como para hacerlo. Aquí hay gente de todo el mundo. -
I like that, all maps can be uniques, you can discover something different, like treasures, coves to create a mining.(snap a mine) in one specific side of the mountain or hill.
-
I think is part to give the player more visual and gaming experience, discover new RTS, but start with same concept from classics but evolve with strategic map. Strategic environments, and a Strategic machanics. Even I thinking in use river to mining.
-
Hmm I don't know Kingdom of Heaven? XDWe need put a Water resource in most maps. Wells, waterfall, we need waterfall. That be good for nomad mode.
-
what you think about attached buildings?I think is best solución to upgrade a existent building. Example Terran Civ in Starcraft many buildings have one to gets one kind bonus or units. We can have a Advanced Farmstead with a water mill. Or storehouse with attached Mine or Lumbercamp or logg camp.
-
Farmland Concept Redux.
Lion.Kanzen replied to wraitii's topic in Game Development & Technical Discussion
yeah is unrealistic. Michael speak about that some time ago before the Alpha 14. -
yeah, thst why open this one. And the Stan art topic. Now Wraitii suggestion in an other bonus from water source. Now we need aquaedutcs and other water forms.
-
Farmland Concept Redux.
Lion.Kanzen replied to wraitii's topic in Game Development & Technical Discussion
Irrigation sounds very interesting. Sourcing water resources? Obviusly not a stockpile resource a bonus for farming. -
I open this topic. With Wikipedia article. Mining in Europe has a very long history. Examples include the silver mines of Laurium, which helped support the Greek city state of Athens. However, it is the Romans who developed large scale mining methods, especially the use of large volumes of water brought to the minehead by numerous aqueducts. The water was used for a variety of purposes, including removing overburden and rock debris, called hydraulic mining, as well as washing comminuted, or crushed, ores and driving simple machinery. The Romans used hydraulic mining methods on a large scale to prospect for the veins of ore, especially a now obsolete form of mining known as hushing. It involved building numerous aqueducts to supply water to the minehead where it was stored in large reservoirs and tanks. When a full tank was opened, the wave of water sluiced away the overburden to expose the bedrock underneath and any gold veins. The rock was then attacked by fire-setting to heat the rock, which would be quenched with a stream of water. The thermal shock cracked the rock, enabling it to be removed, aided by further streams of water from the overhead tanks. The Roman miners used similar methods to work cassiterite deposits in Cornwall and lead ore in the Pennines. The methods had been developed by the Romans in Spain in 25 AD to exploit large alluvial gold deposits, the largest site being at Las Medulas, where seven long aqueducts were built to tap local rivers and to sluice the deposits. Spain was one of the most important mining regions, but all regions of the Roman Empire were exploited. In Great Britain the natives had mined minerals for millennia,[6] but when the Romans came, the scale of the operations changed dramatically. The Romans needed what Britain possessed, especially gold, silver, tin, and lead. Roman techniques were not limited to surface mining. They followed the ore veins underground once opencast mining was no longer feasible. At Dolaucothi they stoped out the veins, and drove adits through barren rock to drain the stopes. The same adits were also used to ventilate the workings, especially important when fire-setting was used. At other parts of the site, they penetrated the water table and dewatered the mines using several kinds of machine, especially reverse overshot water-wheels. These were used extensively in the copper mines at Rio Tinto in Spain, where one sequence comprised 16 such wheels arranged in pairs, and lifting water about 80 feet (24 m). They were worked as treadmills with miners standing on the top slats. Many examples of such devices have been found in old Roman mines and some examples are now preserved in the British Museum and the National Museum of Wales.[7] The poin of this is give new whole form to extract metal and stone may be to the game, how you know Stanilas started to create eye candy buildings( and props)that give new proprieties or not to the gameplay. And if we had a building to garrison miners to work " under the ground" and give some bonus. That can be more faster minig or more amount of metal but more slower mining. But what the advantages of this? Less units in map moving around because they are garrison in this building. Can work like farms but with non visible units or may be an animation( a single one loop). Best management(micro) of this like your farming you focus in war more than extracting minerals and resources.(advanced phase) one per scenario to give some player fighting for great resource space.
-
Good points. The first is very interesting.
-
The Centurion: Countermeasures Against Infinite Farming
Lion.Kanzen replied to Romulus's topic in General Discussion
and here we go. I'm disagree with that. Each of them have a little seeds to contribute to this game. In some regions W3 was more played than AOE 2. -
and if Lordgood takes that perspective and based in existents models draw a city like that?
-
The Centurion: Countermeasures Against Infinite Farming
Lion.Kanzen replied to Romulus's topic in General Discussion
Truth in me when said the farms the only thing is missing is a small wall bigger than a fence and smaller than a city Wall. But I mean stone wall , not palisade. And may be the second have options with advance farming plant trees (Apple tree) and give other bonus and it counter bonus. -
Further AI development
Lion.Kanzen replied to wraitii's topic in Game Development & Technical Discussion
Now its not affect in performance when my units are destroying constantly a building and the Ai try to build, I mean example if I bring a Siege tower and constantly destroy the foundation and the Ai place in same place again and again , it's like a loop. -
nice.
-
Guys you noticed, since 13 Alpha or 14 the UnitAi have problem with behavior don't attack to enemy, happens to me yesterday in Corinthian Isthmus is normal have Agressive stances a velite can respond to fire to a long range Persian unit. And some cavalry sometimes the units ignore the attacks don't perform the counterattack . And when you build some times a blocks of several houses the units only only finish one. And same with wall, only build a Turrents or only build a segment but don't work in the turrets. And why stand ground with a unit range don't attacks, en defense is the problem( not always) And late two for to upload the garrison units and why it's not anymore ejecting one per one.
-
Explore the map, in multiplayer the first movement of enemy player is build A CivicCentrer near or your territory in order to train a big an army and send to destroy your base before you can defender it. Other use the territory as advantage and use houses as wall around cvc or close all entrances.
-
Yeah, install the program, paste the link, and wait to finish the update. ( 1hr to 4 hr) depending internet speed.
-
The Lobby only scores 1p v1p and we don't have a record history yet.( may be I'm wrong )
-
The armor in humanoid units are in texture, obviously this don't happens with swords or helmets.