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Posts posted by maroder
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I guess they are culturally important and strengthen the gathering morale of unites who see them. Same as the Iberian monument.
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I agree very much with the type of civ uniques @chrstgtr is proposing. Unique techs are fine, but from a non competitive player perspective they don't make much difference for the unique felling of a civ.
It is way better to have something unique that you can easily see and experience. I.e. some phase two champ, the war dogs, the workers ele or as an extreme example the Scythians from DE who have a completely different gameplay.
@ValihrAnt for that reason I also agree that D4280 is superior to the alternative D4233
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I'm in favor, there are so many interesting possibilities. Although it may make balancing harder.
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On 17/09/2021 at 2:16 PM, ChronA said:
In theory this game supports 200-300 population per player in team games
This is something I was also thinking about lately.
On my machine the game runs smoothly until 600 units max (world population) and then the first lag appears and judging from team game youtube videos, this seems to be the case for many people. And since most of the "big" performance optimizations I know of are by now already implemented (e.g. multithreading, unit pushing, pathfinder optimizations), maybe part of the solution to solve the lag could be to say: the engine supports less units, so let's design the game and the stats accordingly (i.e. make every unit worth more as @ChronA said)
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On 17/09/2021 at 12:41 PM, alre said:
In any case, unit interpenetration is bad and should be avoided if possible.
I agree in general, but the question is at what cost.
For me, a game with less lag and smoother unit movement is exponential better than a game where units don't overlap but you have more lag and choppy unit movement. So while I'm always on the side of people who like nice graphics, I don't mind the trade-off at all between unit overlap and the performance that is gained through that.
TLDR: I am a huge fan of unit pushing. Very good improvement.
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yes and yes
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Imo catapults should be able to attack organic units and they shouldn't be extremely vulnerable to archers, so yes I like how it looks. One should test it in a match regardless. And yes a higher splash damage would be nice.
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The forest floor itself no, because it is not an "entity" for the simulation its just graphics.
But one could create an invisible entity/ actor and place it inside the forest to do that.
So yes I guess it should be possible and also more efficient.
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3 minutes ago, real_tabasco_sauce said:
Would it be bad to simply give each gaia tree(provided its part of a generated forest) this aura
Generally speaking no, but auras can be computational intensive, so attaching it to every tree seem like guaranteed lag.
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31 minutes ago, alre said:
Hardest thing seems to me to make the aura of the groove responsive to deforestation.
That should not be hard, I guess you can use health variants. I.e only the grove with full health has the aura and if it gets damage it switches to another actor that doesn't have the aura.
And yes the forest groves should also be compatible to auras as they are just normal entities.
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1 hour ago, hyperion said:
fish farming ponds
That would be another option to use those models
the Chinese did use some freshwater fish farming back then.
http://www.fao.org/3/y4762e/y4762e04.htm
1 hour ago, hyperion said:maybe restrict rice fields to flat terrain as a malus?
I don't think the engine is able to do that.
But as I wrote, the can be made adaptive to the terrain since the are made up from smaller pieces.
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13 minutes ago, Stan` said:
Currently it isn't
Yeah, I thought that they need more work, but I wanted to mention it here for the case that the general public really has too much issues with the round ones to include them.
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About the rice again:
On 02/07/2020 at 2:33 PM, Stan` said:From my point of view, this could be a middle ground between the extreme square rice fields that are currently left in the han mod and the eyecandy round ones (Although the eyecandy ones would still be my first choice).
And I guess one could also make this design adaptive to the terrain as it is also comprised out of smaller units.
But I would still like the rice to be a little less perfect grid like and the dividing lines a bit less straight.
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I guess it can't hurt to open up the discussion, it can still be more heavily moderated/ focused that the rest of the forum.
52 minutes ago, Stan` said:But it seems that it didn't have the results we hoped
On one side yes, but on the other side I would say it was successful, as I generally heard that a25 is well balanced.
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1 hour ago, real_tabasco_sauce said:
perhaps it would be more logical to limit vision range in forest regions as seen in AOE4
That would be nice and more logical, but also way more complicated I guess.
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35 minutes ago, Dasaavawar said:
Now, I just have some questions.
To answer these questions:
At the moment the ships can only do exactly what you see in the video and nothing else. It is just a hack that looks nice.
With enough time and knowledge you can implement anything, but I made this just to start a discussion
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14 minutes ago, vladislavbelov said:
to render the skybox only for cinematics
that would make it harder to take nice screenshots without camera restriction.
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@Ceres select a unit an then press F to follow it with the camera. Then you can zoom in as much as you want.
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3 minutes ago, Ceres said:
Does it need coding and building from code to get this done, or would it be achievable by adding/editing .js and .xml files?
I guess it would require some coding, but only js.
my idea was to use the tree groves from DE / @wowgetoffyourcellphone (a combination of trees as a functional unit), as that seems more realistic for this idea.
Then you have to make them garrisonable for everybody or just for specific factions, which is the part that will likely require some new code (without having looked into it). You also don't want this to show up on the minimap, which would defeat the point of hiding, but that should be doable if the player doesn't actually "own" the trees.
Optionally you want to have health variants of the tree groves, which restrict the garrisoning (i.e when the forest is being cut down, your people should be forced to leave)
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48 minutes ago, Ceres said:
but rather camouflaged from the ground
I always liked the idea of units "garrisoning" in a forest, to ambush the enemy.
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42 minutes ago, wowgetoffyourcellphone said:
that is some good advertisement.
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1 hour ago, Stan` said:
you get at the point where it's tempting to do everything yourself
The perks of maintaining an open source project
But the teaching aspect is very good for building a community.
1 hour ago, Stan` said:You need someone with the committment to test. It might take months before that happen. Which can be fine, but also an extremely confusing / frustrating experience.
True I guess.
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2 hours ago, Stan` said:
Find me the people and I'm down
I know, easier said than done. But I think in the case of this mod (without custom code), everybody who wants the Han included or who already contributed qualifies.
It's more about getting a more "formal" system to not only commit stuff, but also review the stuff other people committed, before it gets included. Even if its not a full review, but just play-testing, this will decrease the amount of bugs that can be introduced.
Cause without a more formal system you find bugs only by accident.
An of course when talking about the complete git migration, there has to be a different workflow and completely different level and quality of reviews.
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Yeah, but spread the trust between many people.
Checks and balances. Nothing gets committed (to main) without review of someone. More eyes are always better.
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for a better unit movement
in Gameplay Discussion
Posted
I guess this problem could be solved if ships would use the normal attack pattern where they attack the nearest unit / the unit you task them to attack and not buildingAI which spreads the attack on all enemies in range.
But don't know what side effects that would have or what the original reason was to give ship the buildingAI.