
serveurix
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serveurix last won the day on November 29 2017
serveurix had the most liked content!
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85 ExcellentAbout serveurix
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Bulding Snapping Feature
serveurix replied to vladislavbelov's topic in Game Development & Technical Discussion
I've tried it on svn version and it can be annoying sometimes with the mines : you're trying to put a storehouse not too close to the mine so the workers can work in between and the storehouse snaps right next to the mine. Also when you're putting your farms around your CC they tend to rotate when you move them too close to the mines, and you have to move them around your CC until they get their original orientation back. Same problem with the walls: any building you move too close to the wall turrets will tend to rotate around them. When you're playing iberians this can quickly become an -
Bulding Snapping Feature
serveurix replied to vladislavbelov's topic in Game Development & Technical Discussion
Nice feature. This will make housewalls easier. Will it be available in the editor as well ? Also, we need a similar feature when building walls next to cliffs and docks next to water edges. Perhaps also when building next to trees like suggested in an earlier post. -
Shouldn't this depend on the terrain the units walk on instead ? Make units slower in mud, snow and shallow water, faster on roads... I think there was a proposal for that.
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Very nice. The Gaia city looks a bit too round to my taste. This perfect circle makes it look almost futuristic. I guess it could afford some irregularities here and there. The round settlements are not shocking though, I guess it's ok to have something perfectly round as long as it's not too big. I don't like the trees on the outer edge of the ditch. If I was a city commander I would definitely have those trees cut down so nobody could hide in there. I would like to have a clean line of sight/fire for my men on the walls.
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Committing source files in a closed format (e.g. psd) is a shame though.
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Population Limit Terminology
serveurix replied to Gallaecio's topic in Game Development & Technical Discussion
The definition is ambiguous. When you start the game, you can set the pop cap which is a global setting, but only reflects the maximum pop "in normal conditions", that is, if you don't build or capture a wonder or don't use a faction that has special pop bonuses. For example with a pop cap of 300 you'll be able to go up to 350 with one wonder + the wonder tech, for most factions. For spartans you'll be limited to 270 until you get a wonder, for persians and mauryas, 330. I guess that if you capture wonders and get +10 pop each time the effective pop cap is theoretically infinite- 21 replies
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No one dared to make that terrible joke, it's fortunate you were willing to bear that responsibility for us. _o_
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Take good care of yourself, and let your immunity system get stronger and it will give this stupid virus a big wallop that will make him go cry in his mama's dresses. Tell us when you get better.
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inb4 Lordgood goes crazy : ↑ he's talking about *actual* ponies
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What's happening ?
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I propose to explicitly write that the format of the posted necessary files should be open (that is : no .rar, no .ace or whatever closed archive format, only spec-compliant .zip, .7z, tar.{gz,bz,bz2,xz}, ...and no password-restricted archive unless this password is made public).
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