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Posts
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Everything posted by nifa
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attack defence health Speed Status effects (maybe there are already existing icons?) all other are already in the game, although I would like to have the "gather" icons slightly changed from the "loot" icons (e.g. add an axe for wood or hammer for stone like in the mockup) they are taken from Maxicons on thenounproject and are under creative commons, i could give the link the third defence one is not good but i didnt find a better one fast should i modify them or make them colourful? i hope this is helpful, let me know
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yes i'm aware, would be used as a placeholder at first anyway
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i just used random icons from the internet, merged and modified them. In what size and file type do you need them?
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nice, how could i be of help?
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===[TASK]=== Splitting Maps to only showcase the "best"
nifa replied to Sturm's topic in Official tasks
as already said, i think "default" should be "land maps" and maybe "default" or "premium" could be a selection of ca. 10-15 best maps? more important "random" should be something like "randomly generated". Also wouldn't it be nice to have "random selection" on top of the lists to start on a random already existing one? for when you're too lazy to chose a map for a fast game when i started playing i was confused weather random meant randomly selected or randomly generated Also, is it possible to add the biome as a filter? -
true though but I think some historic information is what makes this game special
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If you're playing against KI offline it's quite useful since the game pauses anyway
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I agree, that's why I think what a unit builds and historic information should be hidden, nevertheless the list of what a unit builds should be replaced with icons like @wowgetoffyourcellphone said
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That would be great I had the same idea that the possible upgrades of a unit should be shown with the icon somewhere on this window. Like having 1. "trained by" like civic center and barracks icons 2. "builds" with the icons of the buildings that the unit can build 3. "upgrades" with the icons of the possible upgrades hovering over it would show a tooltip with the effects and where to research it
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The location of the upper germanic rhaetian limes between Rhine and Danube against germanic tribes The different stages of the Limes: 1. just a road with wooden watch towers inbetween forest 2. Palisades and wooden watch towers 3. palisades and watch towers of stone 4. ditch, earth wall and watch towers of stone Limes-Entwicklungsphasen.webp
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It's available, so far I only tried out some setups with earth walls and palisades like in the picture above. I'm not sure if or when I'll be able to actually create a whole map
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I would love to have/make a map of the Roman Limes (border fortifications), with Romans on one side with fields and streets and Gauls/Britons/Germans on the other side in dark forests and swamps. https://en.wikipedia.org/wiki/Upper_Germanic-Rhaetian_Limes The borders had - depending on the stage - earth walls, ditches and palisades with towers every few hundred metres. Also the River Rhine was part of it as a natural border. The Roman Castra were also interesting. Many modern cities like Cologne or Trier originate from these. They also had earth walls/ palisades or stone walls and moats depending on the stage. Unfortunately the barracks are not yet included in the game. https://en.wikipedia.org/wiki/Castra
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okay thanks, i will take a look
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Ratings Disputes and Offence Reporting (Discussion)
nifa replied to gator303's topic in General Discussion
I think you can report it here and read the first post for information first -
@Mr.lie I was wondering why your videos aren't listed on youtube? I think they are great and could be a good advertisement for the game?
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thanks for the information! I installed tortoise svn, visual studio 2019 and the compiler for 2017 and got the code. Took some time but it all worked. Do I need another workload in visual studio since the gui is in javascript? Now I'll try to get comfortable with visual studio
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I think so Maybe you can give me some links to read and to get familiar with it?
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I would if I knew how :D
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what makes it difficult is that "costs" is relevant for all units, while "gather rates" and "loot" are only for workers
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yes, I agree. That's how it is now. Actually knowing the classes is often enough to know what they can build Champion, Calvary (Slave in DE) -> nothing Infantry, Worker, Citizen -> all (military in DE) buildings Women/Citizen in DE -> civil buildings I think no one ever looked that up in these paragraphes
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hey, i think this is really important, is this still in consideration to make the unit stats visualization better? Tbh this was one of the things that bothered me when playing the game as a beginner, not really knowing which units to choose. I think changing the unit window to a more table like structure, using symbols instead of written text, and hiding irrelevant information like what they can build (or information you only read once like history) under drop down menus could do a lot. I think there are lot of good ideas in this thread already and a common agreement that there's room for improvement. Unfortunately i have no programming skills but i could maybe get into designing the icons and i have some ideas if wanted?