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Grapjas

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Everything posted by Grapjas

  1. I would say yvonne is more familiar here in the netherlands. However, yvon and yvonne are not dutch names, they are french names originally.
  2. It's up to the map maker, as it should be imo.
  3. hi @PyrrhicVictoryGuy, Ingame at the main menu you can click learn to play -> structure tree. You can learn civilization specific bonuses and see unit stats aswell. Pikemen have low attack, but more range and better defense than hoplite / spearmen. You will see that units of the same type across civilizations have the same base stats. Example: a spearmen from the mauryan civ, has the same stats as a spearman from the briton civ. But also keep in mind that some civilizations have unique upgrades for certain units. Ressistance (AKA defense) is split in 3 catagories. Crush damage is mostly caused by siege units, pierce damage is mostly caused by ranged units, and hack damage solely done by melee units. Good luck.
  4. @SSplat This thread may be of interest to you.
  5. I think it makes sense that if you cannot defend a building, it can be captured. Especially if said building is empty. I much like this mechanic personally. As an replacement to destroying buildings, you could make it that players need to debuilt buildings with men if you want that building gone, equal to the build time of that structure. Now the attacker has to weigh the choice of putting soldiers focus on debuilding and being a sitting target, or attacking. Also a timer after capturing the building until the building is actually yours would work well too imo. +1
  6. Massive no vote for me, if your unit doesnt have the vision range you dont get to see it. Both in SOD/FOW is a no for me. Seems like an oversimplification in gameplay to me and makes it even harder to be sneaky (because an entity in SOD/FOW being revealed really pops out from the rest). EDIT: Could make it a toggleable game option though, to satisfy both groups.
  7. Could pin this on the homepage of the forum and also in a message of the day window ingame on game startup, for more visibility. Just a suggestion.
  8. A sneak peak of the next update. What it shows: Units will switch to melee attacks on walls (because ammo is valuable). Aesthetically weapons will be sheathed/unsheated when switched (no animation). Units have ammo bars (pink) Military structures & forge have a re-arm aura, some buildings have a large aura, most buildings have a small aura. This aura will only work if you have at least one forge Showing the re-arm aura in action (+ icon) What it doesnt show but does work already If the current target is to close they will automatically switch to melee attacks If there is a champion counterpart of that unit type for that civ, soldiers will have a 4th rank. When reached, they turn into champions (without status effect attacks) Units will be rebalanced according to their visuals ingame. I will work with a point system for this. Example - movement speed: Base speed will be something like 18 for infantry units and will be reduced with the armor they wear as following: Material Cloth: none Leather: -0.75 Chainmail/iron: -1.5 Shield: small -1, large -2 Eligible Parts: Helmet, chest, arms (as one), legs (as one), shield I will also work with the same point system for attack speed / ressistance (but different numbers). Primary melee units will probably receive an health bonus (as is). This means units will be rebalanced per civ differently, and even more specifically, per rank. (read more on github - planned features) 2021-03-27 17-09-27.mp4
  9. I encountered him/her too, when i put him/her through a few tests it was very obvious this person has 0 sense/knowledge of religion he claims to be in even though the messages were only about religion. This person is either really mentally unstable or exceptionally delusional. Probably both.
  10. Just did. Conclusion: it's not the statusbars, it's probably what Wow said.
  11. Could be. In regards to this same selection/status bar issue i also just noticed that a more top-down view makes the lagg worse vs a more side-view, even though normally you would expect a fps increase from this.
  12. I've also found something else interesting. Unit Status bars seem to add quite some lagg. Again without mods and with fps counter enabled: EDIT: even without moving the camera the fps spikes up and down hard (can show a vid but the numbers are the same). 2021-03-25 20-57-34.mp4
  13. Incredibly easy, place a few horses inside a map in atlas, save that map and start it up Maybe i should also mention its not for every horse, just some. EDIT: also im not sure if its horse or civ/unit dependent, doesnt seem like it. 2021-03-25 20-35-03.mp4
  14. Very sure. And out of 20 horses or so there, there are always a couple of these in them.
  15. It would be nice if there would be a guide in editing xml files aswell (if there is one, i havent found it). They aren't hard to mod but it is hard to know what elements/attributes can or cannot be used inside them, and strolling past each file to find something you can use (which may not even exist) is a pain in the ass tbh. So im basically suggesting for a reference list on what is possible inside xml files. On top of that, a tutorial to incorperate new elements inside xml to work with your js code. just my 2 cents.
  16. This was ingame, without mods.
  17. (forgive me if these are known issues) 1. Horse animation and props often do not sync with eachother & sometimes blink (seems like the transition for animation loop end and start are not smooth): 2021-03-25 13-32-47.mp4 2. art/actors/units/carthaginians/infantry_javelinist_a / _b / _e seem to be unused and therefore can be deleted. They use merc Iberian skirmishers.
  18. No i meant spear melee cavalry in general, i was wondering what extra weapons they would have along with the spear, and if a shield was common with their kit (ingame they dont atm). I think i saw some pictures where they had a shield but im not so sure if it was reliable info.
  19. @Thorfinn the Shallow Minded@Genava55 do you have any thoughts about the spear(melee) cavalry armor/weapon kit? Would they normally have shields? Would they have a couple of javs (or other ranged)? The more civ specific the better
  20. I was wondering if anybody has the time and will to help me out with this because i have absolutely no knowledge about blender, textures etc. Currently there is no available sheath for daggers and i'd like to add them to my mod if someone would be willing to make them. It would be nice if they could be worn on the chest, but on hip would be fine too (prop point = sheath_01/02_L/R). It would be important that there is also an empty version of the sheath, just like some existing swords already have (sheath_xiphos, sheath_xiphos_e). Then as a sidenote, the sheath for the falcata is not working properly. They currently clip through the sheathes. If somebody would be willing to fix this i'd really appreciate the help. Files/paths for ease of access (from svn): art/actors/props/units/weapons/sheath_falcata.xml art/actors/props/units/weapons/sheath_falcata_e.xml Thanks in advance
  21. @wraitii This is why a rock/paper/scissor system generally speaking works well. A tech/unit/thing can be strong but it needs to have a counter. I agree fully that balancing is a very hard thing to get right. One of the obvious advantages to batallion vs individuals would be that if the individual misses it target, he will likely hit the guy next to him (clutter), a siege weapon will likely hit alot of them at the same time etc. Another downside of batalion would be that you cant really microtarget enemies if you wanted to but they are 'easier' to manage. My point was, if you get your ass kicked, you need to play with / against people of your skill level and thats where you will find enjoyment. Someone simply shouldnt expect to win from an experienced 1800 rated player if you are newb 1200. But just because there are 100 options/ways to play a game doesnt mean you would need to use all 100 of them. It's about freedom for the player to choose a selection of 100 tools to execute a strategy he wants. <- This is what RTS is all about for me personally. EDIT: it's possible i misunderstood some of your points so take my reply with a grain of salt.
  22. Doesnt sound impossible to fix, but i'd need to do some digging for that.
  23. Generally speaking, you would only micromanage everything if it's in a competitive/high skill setting. If somebody doesnt want to they can just play casually tbh. For some players, micromanaging = fun. For others its horrible. But yeah, batallions definitely reduce micro. Absolutely loved them.
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