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guerringuerrin

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Everything posted by guerringuerrin

  1. civ_female_my_lord_shifted.mp3 Gendered-citizens are a great addition. I’m glad they were incorporated into the game. However, since they currently use the same response and spawn audio as Citizen-soldiers, an important feedback element has been lost. Audio feedback is very important—sometimes players don’t even look at the screen to see what they selected, and this is only possible thanks to the audio. The same applies when spawning units: right now, there’s no way to tell by listening whether the unit being spawned is a soldier or a citizen. I was thinking that we could edit the audio to give them male voices. Here’s a very rough example I put together. Please don’t take it seriously—it’s a very rough, low-quality sample, included only for illustration. I also believe there are some voice clips that aren’t currently used but are available. That said, I don’t want to take this lightly. In my humble opinion, artistic curation is very important, and audio falls within that scope. A consistent solution requires approaching this carefully and responsibly, so as not to undermine the work of other developers and artists.
  2. Well, that TV show is so funny u should give it a chance, is not one more comercial product IMHO
  3. That TV show is so funny. I really liked. That dark humor is great There is also a very nice movie called The Northman that has somewhat bizarre dark sense of humor.
  4. I think the problem is the lack of a Male Civilian voice sound. RIght now, they have same voices as citizen-soldier and thats creates confusion
  5. @real_tabasco_sauce i couldnt find git repo of this but little bug on Shuffle checkbox description is the same as Balanced checkbox and theres also a typo in competitive :
  6. My name is guerringuerrin and I'm not GuerinDinosaurCat, the one in the picture is my DinosaurCat, and before you ask: yes, I have a DinosaurCat. His name is GuerinsDinosaurCat
  7. @chrstgtri think you missed my message
  8. BTW, looking back game graphics looks so so good now compared to a23. It's so beautiful
  9. Like this: 1537665806_Desktop2026_02.27-15_47_28_03.mp4
  10. For what I can tell he's just shift clicking super fast. (you can hear the multiple answers from the unit) EDIT: if you are wondering how he place houses without resources is because in a23 Ptol houses were free
  11. @Perzival12 @Jackerino Add a system for scenario and campaign narratives #8318 Add a speech/dialogue system #8614 Add scenario objectives #7785
  12. @LienRag @CheckTester I hope this help you a bit. This is how I interpret the Unit Table: In the first table, we have the basic templates from which the others are derived. There, I select the base template I want to filter in order to easily view its stats. For example, I want to get the template for the Ranged Cavalry Javelineer. Then, in the table below, I specify the same unit again. There, the specialized Ranged Cavalry Javelineer units are displayed, along with the civilization they belong to. For example, the template I selected (template_unit_cavalry_ranged_javelineer.xml) has a walk speed of 16.2. In my example, I chose cart/cavalry_javelineer_b from the second table, which belongs to the Carthaginians and shows a Walk Speed of 1.6 (in green). This means that its final walk speed is 16.2 + 1.6 = 17.8. And this number is exactly the one shown in the unit’s tooltip in the Civilopedia. Reveal hidden contents to see the screenthos:
  13. @sarcoma I've already ported to R28 and updated the links in the first message. But if you are using ModernGUI you have this feature already
  14. IMHO, that would be a more consistent long-term solution. However, considering the technical challenges involved in implementing it, I don’t think it’s a bad idea to add this functionality in the meantime. (Correct me if I'm wrong but) It should be simpler to implement, would address a current need, and would also reduce the workload for the people who have to review replays in the Rating Disputes thread.
  15. I don't know for sure, but my guess is that this behavior wasn’t implemented to allow players the chance to reconnect. In the past, the game may have had more stability issues, and it probably didn’t seem fair to punish players for something that could have been caused by the game itself rather than by them. Yeah, this seems like the most appropriate behavior, since it also allows the disconnected player to rejoin the game. Many times that’s exactly what happens: the player reconnects. Also, since it’s very common to play against people you know, it’s useful to be able to pause the game and wait for the client to reconnect before resuming. On the other hand, if the host disconnects, it’s reasonable to count it as a resignation, since one could argue that the host is responsible for ensuring that their connection is stable. Just brainstorming: Maybe it would be good to have a short grace period before a disconnection counts as a loss. For example, during the first two minutes of the game, if someone disconnects, it wouldn’t count as a loss, since it’s unlikely that the player left because they were losing. Another idea that comes to mind is some kind of “offline timer.” Each player could have, for example, up to five minutes to reconnect to the game. This would give them a fair chance to resume, while also avoiding situations where the remaining player is forced to finish the match alone just to secure the win. The offline timer could continue running even while the game is paused.
  16. Ey, @AlexHerbert and @sarcoma ! I'm yet to port this mod for R28. I'll work on this during this week and I will upload the new version
  17. Thanks and sorry for the inconvinience =) @ffm2 . Then I guess I was wrong about this.... ^ At the risk of sounding silly, I have another question. I ran a small visual experiment, and it looks like a Cow is providing 3 food roughly every ~5 seconds, not every 3 seconds. The same seems to apply to other animals — I see the resource update about every ~5 seconds, which would be around 0.6 food per second instead of 1. Unless this is related to some delay in the GUI update or something similar. I know those 5 seconds might be slightly off due to my slow reaction time, but I don’t think I was off by as much as 2 seconds. Maybe every 4 seconds? Slap me if needed visual test.mp4
  18. I can see it in the list only when I disable valid mods
  19. I'd like to add that this time autociv update was even faster than before. r28 was released this wednesday and we already have compatibily with it
  20. Looks like a very fast p1 unit to rush civic centers. it's same as p2 kushit maceman but weaker Also looks like a good combo using them along with log rams on p2
  21. The balanced version of some maps are nice too, Slopes, Coast range, Foothills, Continent.
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