Grautvornix
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Everything posted by Grautvornix
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Whatsoever - this is a GREAT achievement! Thank you so much to all the contributors and developers!!!!! Certainly , no software is perfect and there will be always observations and issues. Doing your best to provide a consolidated release is a huge endeavour. We as players are extremely grateful!
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I love your academic exchange!!!
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Frankly, I actually do enjoy the quest two of you are into as your both try using arguments and evidence as far as possible instead of entering into personal attack mode (which is too often the case today). Your examples and references - although not conclusive for me - are providing new insights and background in any case. To me as a complete ignoramus in this subject (except for being a native German speaker), it is of course impossible to decide for clear right or clear wrong. Maybe it is not possible at all as Germanic tribes of that time might have been quite diverse? Should we try finding a more generic solution that could be good enoughfor players to grasp the spirit? Three words describing three phases (knowing that some tribes of that time did not (yet) develop cities as you wrote). Afer all this is a simplified game.
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Sounds inteersting - we might also consider that - if you stop paying your mercs - they may turn hostile against you, join your adversary or at least revert to gaia "raiders"? The bribery mechanics could also be used to convert mercs to the other side. Not sure if this turns out to be too complex micro-managing for gameplay.
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ships Naval Boarding - seizure of ships
Grautvornix replied to CheckTester's topic in Gameplay Discussion
could this be a motivation to showing garrisonned troops on the upper deck? (symbolically- not true numbers) -
Still, it is phantastic with all this atmosphere!
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Sorry, I just have to express it: I am loving it!
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Phantastic! Absolutely stunning!!!! My mild, but undue criticism, as - you know - I am a beancounter, few little details like : - the arrow might better be placed on bowstring and I also would have thought the arrow has to go along the gripping hand on the bow, not across it : - the face and helmet seem not to match the illumination, looks a bit like "photoshopped". The right hand looks strange, both hands larger than feet. -
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Superb! The old ones were already great but this is even better!
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@Duileoga unfortunately, I can only give you and the team only one like, but you would deserve many!
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Absolutely! This appears to be a giant effort! Thank you @Duileogaand @Lopess and all the others for your ambition! (And still looking forward to seeing it - one day - in game )
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Thanks @Duileoga! I am absolutely looking forward to seeing your new creations in game!
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@Duileoga: This is beautiful! Awesome! Phantastic! Thank you so much! I am sure this will be a superb extension to the game. Maybe I am too impatient or too ignorant , but, one question occurs to me: How to present the different players' colors? (I am sure you have considered that and have the solution already.)
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Happy and prosperous new year to all of you!
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Thanks @hyperion! This is true for all civilizations, right? @Vantha@ShadowOfHassen Can this also be put into the tips&tricks section? In addition to that - maybe I haven't looked hard enough - but wouldn't it be generally useful having a table of contents or index for tips&tricks? If I am looking for something specific I have to skip through the already quite large list of tips (which I do like a lot and really appreciate, it but takes me quite some time to find things).
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First of all: Welcome to the forum! The game can be played almost without hotkeys. When I started I knew only shift and ctrl as modifiers to mouse actions (holding shift or ctrl while clicking with the left or right mouse key). this is certainly not efficient but it does work. Also, If you prefer different set of hotkeys, there is a way to edit your preferred assignments from within the main menu: Open "Settings" - "Hotkeys" and double click on the setting you want to change. There will be an input box where you can define the key for that action. Hope this helps a bit!
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For a navy, bridges would be like walls for rams: they cannot be crossed but destroyed. To avoid their excessive building (wonder what the animnation would look like) bridges could have a maximum length or could be a pre-disposition connecting two defined points on a map. But as I wrote, it would be a slightly different game then.
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Persian Highlands with 8 Players?
Grautvornix replied to casualPlayer's topic in Scenario Design/Map making
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Indeed pathfinding may be one of the main issues of bridges - walking on objects could be done with fields already (as they represent buildable objects) but finding a single entrance and exit while actually walking on water (denied area) may not be so simple for pathfinding. Again - in settlers 4 or 5, I remember you could build bridges only at pre-dertmined sites that neeeded definition in the map itself (defined entrance and exit points). Actually, should it be possible to build a bridge everwhere you want? This might be an interesting feature like blocking ships from entering or leaving a river or even denying access to a beach (if building a U-shape bridge)?. A bonus of freely positioned bridges could be that they could be possibly built on land as well (zero height above terrain) and would then be called "roads". I guess that would be a completely different game then.
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Capture only damaged buildings?
Grautvornix replied to Adeimantos's topic in Game Development & Technical Discussion
But it is a nice strategic element in decimating a powerful opponent Also useful is capturing a temple and heal your units, or capture barracks and locally train more forces without the need for long haul troup transport. -
Has Building capture been eliminated in A27
Grautvornix replied to Old Roman's topic in General Discussion
It definitely works. -
Has Building capture been eliminated in A27
Grautvornix replied to Old Roman's topic in General Discussion
Oh, as fas as I remember, it used to work, but with the latest release I am not sure anymore. (For the AI it does work, I believe). Will try! -
P.S. I am aware of the option ' pyrogenesis.exe -writableRoot" to store runtime game data in root data directory, but this is not it in full.
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It does work, but indeed, a more flexible way of installing everything into the same directory (including mods, logs, maps, etc.) would be nice, so that one can have various independent versions if desired.
