Jump to content

Asher

Community Members
  • Posts

    107
  • Joined

  • Last visited

Everything posted by Asher

  1. What do you think of this: if I capture someone else's vassal settlement, the units it spawned when it was their's, become mine
  2. The trader, fisher, and healer were not ponies, they were humans. Also, maybe some special techs, teambonuses, and 2 more heroes could be added. Really cool mod though
  3. Also how would I make a structure a drop site?
  4. This is my scouting mod, it is not complete yet, but if anybody want's to test it, that would be great! If you find any errors or have suggestions, please post them Version 1.0 -> 5/12/26 Adds a scout cav that can build an outpost and scout tent. Scout cav have 25 resource capacity Tent -> train scout cav and jav infantry, if the civ has it Outpost upgrades -> lvl2 +10 vision range, lvl3 +10 vision range and shoots arrows Scouting-1.0.zip
  5. I am trying to make a unit able to build palisade wall, I tried structures/{civ}/palisade_wall, but it didn't work. What is the correct name for the wall? <Builder> <Rate> 2.0 </Rate> <Entities datatype="tokens"> structures/{civ}/palisade_wall </Entities> </Builder>
  6. Ok, to me it seemed like they stayed in formation, but if the code shows that it doesn't, then I guess they don't
  7. I think they do stay in formation, it just doesn't look like it, because it still shows that banner thingy, and when they are done attacking, the go back to it
  8. Maybe it would work for the more specific or special formations, and those usually require like 16 people
  9. Do formations give upgrades to the units, or make them fight better? I think, for strategy purposes, that in formations, units do more damage, but, kind of like what I was saying before, they take more damage from the back. More damage from the back doesn't have to be for individual units. Also, about the archers, I think there is a point where it gets too complicated, maybe this wouldn't make it to complicated, but I is nice having infinite stuff for units, etc. even if it isn't completely historically accurate
  10. Maybe they have to go to a fortress or civic center or some building to get more ammo?
  11. Did you mean increases? Or does it decrease
  12. You are right @Deicide4u, archers would be too good, but I feel like it would be more accurate
  13. Maybe for cavalry, boats, and siege, but normal units are probably fine. I also think archers should do more damage, it seems like someone in game could get hit with 10 arrows and still be fine (with less health ), and still be charging
  14. But let's say someone has a shield, the shield doesn't help them in the back, they would have to turn around. But then, not everyone has shield. Maybe people with a shield have -1 resistance from the back?
  15. Would it be too hard to make it so if units get hit from the back it does more damage? I am thinking for strategy purposes, then there would be an advantage to attacking from behind
  16. Do you have a github repo or something where I can download it?
  17. About rescue and storehouse stuff. I don't think the coding would be too hard. Normal units have resource capacities, if we made a unit that had a resource capacity, but couldn't gather, but was also a drop site, maybe that could work for now?
  18. How different were the German tribes, could we make them into different civs, maybe you select Germans, but then you select a sub-civ?
  19. I tried it a little, but I got this when I clicked on barracks:
  20. What does this do: <PassabilityClass> default </PassabilityClass> It was in the unitmotion in https://docs.wildfiregames.com/entity-docs/r28/components/unitmotion/?h=
×
×
  • Create New...