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Posts
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Posts posted by wowgetoffyourcellphone
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13 minutes ago, chrstgtr said:
10s feels a little long. This otherwise sounds like how I always envisioned it
Considering it needs player-input, I think you need some time for at least a little maneuvering.
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Current progress!
Design: @wowgetoffyourcellphone and @real_tabasco_sauce
Artwork: @Duileoga and @wowgetoffyourcellphone and @wackyserious and @Lion.Kanzen
(Early) Germans
2nd -- 1st centuries B.C.
Civic Center
Wagon Encampment
(Upgrade) Fortified Encampment
Houses
Farmstead, Corral, Storehouse
Barracks, Great Hall (train Champions and Heroes), Stable
Market (needs and new model), Forge
Temple, Arsenal
Walls, Sentry Tower, Defense Tower
Fortress
Wonder
Units
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Most civs don't have fire ships, so what's the natural counter to ramming ships?
I put thought into this too.
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I have never encountered that in a million years. I have encountered foundations stuck at 99.999% or 100% or whatever, but not be complete
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2 minutes ago, Obskiuras said:
Has anyone seen this serie? I haven't seen it yet. Opinion?
I think the general consensus was that is was shite, historically. I have not seen it.
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2 hours ago, alre said:
damage types based on the shape of the offending weapon will always make poor sense in a RTS (actually in any game probably) and the power of ram counters here is just one example of the distortions it produces.
I tend to agree. Much simpler to just make hack = melee weapons.
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44 minutes ago, real_tabasco_sauce said:
These look great! these could be used when I update the community mod changes into the development version.
For base game, I'll change their helmets to Coolus helmets and their body textures to Germanic tunics or something. They can keep the same shields and spears.
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On 31/08/2024 at 1:34 PM, real_tabasco_sauce said:
- spearmen, no matter what rank, will become "Conscript spearmen" that cannot promote.
Auxiliary Spearmen work too. Pedites Auxiliaris
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14 hours ago, real_tabasco_sauce said:
The walls have to be completely built in order to delete the trees.
That is a gameplay consideration which will look very weird in-game. DE will stick to the current method, where the tree is deleted once the foundation starts work. There is little worry of deleting a bunch of the enemy's trees, since DE uses forest groves, which are not destructible.
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5 hours ago, wackyserious said:
Those look very nice and pretty accurate to the references I've seen. Great find!
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15 minutes ago, SSS1234 said:
Hi, yeah I saw it and downloaded it. 399 Mbish . Is this it? Are there any other mods I need to download?
That is it. Just double click it and download it and you're good to go
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Really trusting everyone knew what they were doing when the decision to go this route was made. Seems twice as complex as before, although I've managed to find an okay workflow today. Editing files in the SVN repo for testing, then having to copy them over to my Git fork, then pushing those changes to Gitea is a pain. And like R_T_S, I'm not sure how to keep my fork utd with the 0ad/0ad main. And I've already edited meshes in the Git repo accidentally, thinking I was editing the SVN mesh, and then testing the mesh in Atlas and being confused as to why it's not working as expected, oh yeah, I need to copy the file over from Git to SVN to test it (lolz! mah bad). It's alright, I think I'll eventually be able to keep it all straight, especially with Stan's help.
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31 minutes ago, SSS1234 said:
Hi, thank you. I guess this is a common newb mistake. Could you help me with something else? I saw the Mod [dot] io post and the git repository but there isn't a guide to download and configure Delenda Est for MacOS. Could you please link me a guide for it or maybe tell me how to do it? I'd greatly appreciate it. Thanks.
Can you see it in the in-game mod downloader? Settings -> Mod Selection -> Download Mods
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13 minutes ago, ShadowOfHassen said:
Although once the game get's out of alpha I would love to see a physical special edition like those old boxes of Age of Empires with fold out things and thick manuals.
That could be doable. At least in PDF form that people can download and print. Perhaps hard copy versions for a merch store.
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In the Alpha 26 version of the mod, the AI does indeed have trouble building farms, but in Alpha 27 the AI will do a lot better building farms since I've removed the prohibition against building farms around civic centers. That said, they still don't capture Farmsteads for the farming bonus, so the human player has a leg up if they capture those Farmsteads. One step at a time.
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Good on ya for figuring it out! I was going to suggest neutral diplomacy as being the problem until I saw your edit.
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Just now, Gurken Khan said:
Sorry duder, you're right. It took me a while, but I figured out it's still in the base game and it's controlled by templates/special/players/{civ}.xml. Indeed it takes a Hero to unlock Civic Centers for Ptol and Sele because of their Military Colonies. @Vantha That should definitely be in a Tip.
Civ: Germans (Cimbri, Suebians, Goths)
in Delenda Est
Posted
I would like to try to use these. Do you have the latest files?