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WFG Programming Team
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Everything posted by maroder

  1. Not sure if we need another wall or if this is useful for someone by I just found this nice CC0 model: https://polyhaven.com/a/modular_fort_01 At least from the pictures it looks low poly enough that we could use it without much changes and even if it is too high poly: the textures also look very good. ping @Stan` @wowgetoffyourcellphone
  2. Oh an there also is https://trac.wildfiregames.com/ticket/6560 Not sure if @wowgetoffyourcellphone would like to keep it as is or change something there.
  3. Last thing open for the Han is the roster restructure: https://code.wildfiregames.com/D4713 would be nice if some more people would look at/ accept it. I also read the maybe the minister should only cost 1 pop instead of two (not sure how many people feel that way). And then there is @borg-'s Persia overhaul: https://code.wildfiregames.com/D4724 which should also be accepted/ checked by much more people before including it right before string freeze.
  4. Not at the moment unfortunately. If I may ask: are you using an especially high res screen? Or is it more of a contrast issue?
  5. I would like to, but the question is if everybody agrees/likes it anyways, this will be available through the in-game mod downloader for a26.
  6. How's the updated version? : https://code.wildfiregames.com/D4713 Also, anyone wants to accept: https://code.wildfiregames.com/D4715 https://code.wildfiregames.com/D4714 https://code.wildfiregames.com/D4709
  7. agreed (unfortunately can't think of a better idea right now) I just have the feeling that if we only do it for the perisan women that might be a bit misleading historically and we will probably have people complaining about this and saying that we should remove it again. (off topic: Might be an option to think about the two-gendered citizens again)
  8. true, that could be fun. they don't but I would say the crossbow cav is not that far off. sounds ok.
  9. If everyone agree that this is a good idea to have that many units: fine by me. I only see the problem that the Han have basically every unit type: Spear, Pike (Ji), Sword, Crossbow, Archer + all types of cav. So they basically have an easy counter to everything, which is a huge advantage. Combined with their strong eco that seems a bit unfair vs other civs who have a smaller roster.
  10. @AIENDwhat do you think about https://code.wildfiregames.com/D4713 ?
  11. yeah, I agree with civ differentiation, but if there is no historic background, the question for me is: Can't we find something fun for the persians that actually is based on history and keep the civilian bows for a civ where that is historically more correct?
  12. If people really want champ cavalry crossbows, I would say they should be put in a chariot, replacing the existing chariot unit. I would dev keep either the normal cav crossbow or the champion. Not that strong of an opinion on which to keep. I just want to make sure that there is enough differentiation regarding the potential addition of the Xiongnus down the line, whose main fighting force are archers/ cav archers.
  13. Including the crush damage slingers have 10.08 /s although granted, that the crush damage is not that effective vs units.
  14. I would say the different stats between mace and han are ok, because they used different crossbow designs. I would rather not give them exactly slinger stats, but keep their repeat time as it is now and bump their damage up to 30 and remove the -10 health. yeah, the camp should go.
  15. I actually don't feel strongly about it either. It's just something I read multiple times on the forum and I wanted to make it an official discussion if this needs to be done or not. So whatever is agreed upon here or on the diff is fine by me.
  16. just a comment one one aspect: I like the idea of having citizen with bow, but is there any historical justification for that? If we were talking about a nomadic civ then probably yes, but for the Persians specifically?
  17. I wanted to avoid to make it too similar to aoe4 When I ever have time, then I will. But it's not that high on the priority list for now. (One could even do something fancy and fetch some images from the mods from mod.io) Which one? the main menu one or the "normal" dark menu background (that is also used in dialogs) ? They both should actually be fully tillable... Maybe the compression is messing something up? or do you have a screenshot of what exactly you mean? good point. I will keep it in mind.
  18. alright. Since the RC is out here are some more adjustments: https://code.wildfiregames.com/D4712 https://code.wildfiregames.com/D4711 https://code.wildfiregames.com/D4710 please discuss and indicate if you agree or not.
  19. Alright, so here is some stuff for people to give their opinion on: https://code.wildfiregames.com/D4708 https://code.wildfiregames.com/D4715 https://code.wildfiregames.com/D4714 https://code.wildfiregames.com/D4713 https://code.wildfiregames.com/D4709
  20. I was just wondering what the general opinion about this feature is.
  21. As you may have heard, a26 will introduce some changes to the formation behavior, so the question is what should be the default options for the new release. Specifically this one is up for discussion: (under Options -> Game Session) So If anyone who has SVN / or the Release Candidate could try out the two settings and report which one would be the better default for new players, that would be helpful. Keep in mind that one can change the value without any big effort: so it is really only about what is expected from someone who isn't that familiar with the game yet. So try gathering, building and attack-move and please give your opinion.
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