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Hannibal_Barca

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Everything posted by Hannibal_Barca

  1. I'm unsure if we should add this to the "Apedemak" group. Arakamani boosts all current Apedemak entities and I'd rather not have boosted war elephants. Kushite or current is good enough IMO. I changed the sound to a "new" never before heard one. I'm unsure of this. I'd rather have the exotic kushite units than have barbarians in the fore.
  2. the files? aren't those the ones you download?
  3. sheep cost-cost-time-profit meaning if we keep the ratio then using the sanga-cattle they should get the same amount of food in the same time for the same price (basically only model change)
  4. Sanga cattle actually can replace the sheep or whatever they have now while keeping the sheep-time-food ratio
  5. Updated to 22.1.2 What has been done: mercenary promotion temple separation, differentiation seleucid elite bronze shield pikemen need only 250 XP to promote to champion status (pikemen gain experience very slowly) NEW - reduced size down to 63MB from 140MB (-55%) As there have been some complaints due to the size and therefore downloadability of the mod, I have decided to offer a lightweight version that serves mainly for testing purposes and will exclude the Kushite civilization and new civic centre techs (but keeps the specialization techs and others as those have an impact on balancing) - the download link shall only be available on the first page. The download of the full mod is recommended for a better and fuller experience. vox_populi_22.1.2.zip
  6. Yes, this trivia on mercenary camps is stressful and unneeded I just brought up the topic to show the different stuff people want
  7. Here come vague terms again a "cohesive gameplay design" could mean from full hard counters to some counters to no counters at all (and lots of other points) Myself, I don't believe in adding hard counters not setting in stone the use of units A-Z It should always be flexible and open to many outcomes
  8. It would be really nice if the team would decide to add Kushites for example. I'm working on how to make them fit it yet stick out and it could be a great advert for A23 Of course it brings with it additional balancing issues but if properly worked on before should cause no problems Should be voted whether or not to add them
  9. The problem is that almost everyone has a different vision: some want to introduce counters, others demand mercenary camps, yet others say that this is all unnecessary and foolish. Meanwhile we'd have tons of squabbles over "unit roles", whether it should be set into stone that a swordsman must counter an elephant etc To top it all, any new technology will suddenly have 8 paws on it with each trying to drag it in a different direction. But regardless of all that, I'm sure it could be done
  10. You need to disable TrainingRestrictions in the unit file
  11. Should be fixed: Elephant Stables should be in class town, currently 4 houses + elephant stables and you can't research town phase. Archer elephants should not be limited to 1 without barracks. I know barracks are usually built but you cannot make barracks compulsory for elephants from elephant stables Personal opinion Worker elephants should not be able to set buildings, they should only start what has already been laid out Embassy limit 2 is good, you have to choose 2 of the 3, each offers slightly different units. Likewise the costs, it diversifies and actually represents the mercenary faction. (cheap barbarians, stone-greedy iberians and costly italians) Elite mercenaries could possibly conditionally and theoretically be good, but this upgrade should come with overall cost increase (time is a cost too). Even if this is done, embassy limit of 2 should be kept to avoid full-scale spamming.
  12. I'd be ok with this but first need to have icons for both of them. No, the usual temple icon will not do for the Apedemak one.
  13. Updated to 22.1.1 What has changed: Replaced heroes Piye and Amanitore with Nastasen and Arakamani. - Interesting and possibly unique auras. Fixed civic centre garrison and wonder errors. Reduced the selection of Village Phase units. Units now start with only 80% of original speed vox_populi_22.1.1.zip
  14. DE got different mercenary concept, there mercenaries don't promote Cavalry archer was present in DE A22 but not the DE on his github repo A22 release got all the old ptolemaic structures etc etc. Figured they got enough units anyway so no need cavalry archers.
  15. Is it possible to make a unit require another unit to be trainable? EDIT: Solved
  16. And what about the error you get when placing a wonder? ERROR: RelaxNGValidator: Validation error: (null):0: Extra element props in interleave ERROR: RelaxNGValidator: Validation error: art/actors/structures/kushites/wonder.xml:6: Element variant failed to validate content ERROR: RelaxNGValidator: Validation error: art/actors/structures/kushites/wonder.xml:5: Element group has extra content: variant ERROR: RelaxNGValidator: Validation error: (null):0: Extra element group in interleave ERROR: RelaxNGValidator: Validation error: art/actors/structures/kushites/wonder.xml:4: Element actor failed to validate content ERROR: RelaxNGValidator: Validation failed for '(null)' ERROR: CXeromyces: failed to validate XML file art/actors/structures/kushites/wonder.xml
  17. ERROR: Failed to find matching prop point called "garrisoned_2" in model "art/meshes/structural/kush_civic_center.dae" for actor "civic_centre_kush" @stanislas69? It doesn't seem to affect playing though.
  18. Forgot to change the panel version numbers. vox_populi_22.1_KD.zip Note even if you have the previous version it doesn't matter as only gui changed
  19. Vox Populi 22.1 - Kushite Delight Finally Vox Populi has reached its official release - 22.1 As I have promised you guys, this version comes with a huge surprise.. Yes the title spoiled it.. Kushites have been added to Vox Populi! The Kushite civilization (developed by @Sundiata, @LordGood, @wowgetoffyourcellphone, @wackyserious, @niektb and many many more) has been converted to suit the more vanilla-favouring Vox Populi mod One could ask why exactly Kushites.. why not Pontus, Numidia, Scythia, Thrace.. why Kushites The reason is: Kushites represent an exotic culture, while many of the games with around our civilization count have such "traditional" civs as Rome, Carthage, Seleucids, Greeks, few offer such novelties as this. It would be great if this civilization would be added to Alpha 23 - it'd promote the game a LOT, a new experience for players both old and new. The civilization trait plan: diverse units many champions unique special buildings poor in siege weak navy To try out this new addition click the link below vox_populi_22.1_KD.zip What needs to be done: Mercenary units need advanced and elite ranks Maybe a special warship Champion and hero icons Hero actors Please note that this civilization is still at the development stage, be so kind as to post feedback, report bugs and help out in the above specified tasks (This release was made with the approval and co-operation of @Sundiata and wishes to further the development of the Kushite civilization by adding it to a running mod)
  20. Seems nice but the repeater crossbows seem too strong and cheap Can get 50 for 10k wood, titan costs 5k food/wood/rupees so its kinda more and compared to 50 of those it's useless
  21. It's why you use "multiply" and not add although I experienced hardships trying to make outcome whole with multiply
  22. Why would that be bad also im sure you could create multiple things like "affects": ["Infantry", "Cavalry", "!Dog", "!Support"] But I see that as a totally fine feature
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