Atrik Posted Sunday at 02:42 Share Posted Sunday at 02:42 25 minutes ago, guerringuerrin said: Now do it for every building with aura and PR Works for all buildings Will do for the PR. 33 minutes ago, Emacz said: what you do? May we use in CWA? Sure, I've just added to ModernGUI so you can pull if you want. If you want to add it to CWA because it helps understand some of your buildings mechanics you can just copy past this file : https://gitlab.com/4trik/ModernGUI/-/blob/master/simulation/components/GuiInterface~auraInBuildingPlacement.js Conveniently holding in a single isolated mod file for you to do so, but of course, unrelated to your request 2 1 Quote Link to comment Share on other sites More sharing options...
Emacz Posted Sunday at 02:53 Share Posted Sunday at 02:53 10 minutes ago, Atrik said: Works for all buildings Will do for the PR. Sure, I've just added to ModernGUI so you can pull if you want. If you want to add it to CWA because it helps understand some of your buildings mechanics you can just copy past this file : https://gitlab.com/4trik/ModernGUI/-/blob/master/simulation/components/GuiInterface~auraInBuildingPlacement.js Conveniently holding in a single isolated mod file for you to do so, but of course, unrelated to your request thanks, ill see if i can figure this out, but its probably above my paygrade Quote Link to comment Share on other sites More sharing options...
Thalatta Posted Sunday at 03:27 Share Posted Sunday at 03:27 39 minutes ago, Atrik said: Works for all buildings Will do for the PR. Is there a way to also show ranges of buildings that shoot arrows? To know where to place buildings. Ideally showing all these ranges when pressing something, while not cancelling the placement process. Quote Link to comment Share on other sites More sharing options...
Atrik Posted Sunday at 03:32 Share Posted Sunday at 03:32 2 minutes ago, Thalatta said: Is there a way to also show ranges of buildings that shoot arrows? To know where to place buildings. Ideally showing all these ranges when pressing something, while not cancelling the placement process. That's already the case but you might have it disabled, check option or it's also a hotkey still "Atl+C". Thanks to @guerringuerrin this hotkey will be unassigned next release as it tends to troll people. Also in the PR i made all range overlay are forced enabled for the placement previews. 1 Quote Link to comment Share on other sites More sharing options...
Deicide4u Posted Sunday at 16:22 Share Posted Sunday at 16:22 (edited) Man, I love open-source. We've touched on this, but I've just enabled Citizen-Soldier upgrade techs on Alpha 18. Thanks to the developers for leaving them in there. All I had to do is to edit several templates and put them in. Since there are no standard rank upgrades through fighting in A18, this is the perfect compromise for me. I've also removed the useless Stamina bar on multiple selection. EDIT: The CS rank stats are all messed up, and basic units are often stronger than Advanced units. It seems like the game was balanced around Basic CS only at the time. Such a shame. Edited Sunday at 17:32 by Deicide4u Correction Quote Link to comment Share on other sites More sharing options...
NationGamer090 Posted 14 hours ago Share Posted 14 hours ago Good Morning, after playing this game for a few days, I thought that Roads and Paths would be a great addition. Road and Paths, (Stone, Dirt, etc.) could boost ground units and carriages, especially between allies. It would also look nicer, to have a town with some pathing, instead of just grass or dirt. As an alternative, it could also be done with a painting tool that would allow us to just paint roads and paths, that would not have a gameplay advantage, besides looking nice. Thank you in Advance Imran Quote Link to comment Share on other sites More sharing options...
Thalatta Posted 2 hours ago Share Posted 2 hours ago @NationGamer090 I think this has been discussed, it would be a nice addition, but I think there might be problems with pathfinding. Palisades and walls already work like a painting tool (just keep shift pressed), so that shouldn't be much of a problem, I guess. Regarding palisades, I never use them, are they used in MP? I think they should be the preferred defence building early on, but seem underpowered to me. I think they should be faster to build: for Spartans, a house costs 150 wood and is built in 50 seconds, while a palisade costing the same amount of wood is built in over 2:30 minutes. This seems unrealistic, given that houses are more complicated to build, but none of that is really a problem, the problem comes if they are, on top of that, not even used because they are mostly useless. Or maybe people don't want to increase defensiveness in the game. Quote Link to comment Share on other sites More sharing options...
guerringuerrin Posted 1 hour ago Share Posted 1 hour ago You can't boost walls too much or you will encourage turtling playstyle, which kinda suck for multiplayer. Also, roads might be a good feature for a mod focused on city builder or a more economic, design city gameplay. For and RTS i think is a bit too much 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted 1 hour ago Share Posted 1 hour ago 2 minutes ago, guerringuerrin said: You can't boost walls too much I think people will use them as-is if we can fix their rebuilding mechanic (placing towers at the end of wall segments). 2 Quote Link to comment Share on other sites More sharing options...
guerringuerrin Posted 1 hour ago Share Posted 1 hour ago 2 minutes ago, wowgetoffyourcellphone said: I think people will use them as-is if we can fix their rebuilding mechanic (placing towers at the end of wall segments). idk. @Atrik made good improvements with snapings walls that will be probably in the next realease, and are cool. But boosting their building time or things like that. I guess is just a matter of tastes. I find turtling/defensive playstyles very boring 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted 1 hour ago Share Posted 1 hour ago 4 minutes ago, guerringuerrin said: idk. @Atrik made good improvements with snapings walls that will be probably in the next realease, and are cool. But boosting their building time or things like that. I guess is just a matter of tastes. I find turtling/defensive playstyles very boring I just want it to be viable. I found the knock out drag out siege wars of AOE2 back in the day pretty fun. Quote Link to comment Share on other sites More sharing options...
Perzival12 Posted 23 minutes ago Share Posted 23 minutes ago 1 hour ago, guerringuerrin said: You can't boost walls too much or you will encourage turtling playstyle, which kinda suck for multiplayer. I do agree though, that palisades are under used. I mean, historically most civilizations would probably build a palisade around their settlements, especially if they know there is an enemy near by. Lowering the time to construct them (they’re just stakes in the ground bro) and maybe adjusting their cost would make them much more useful. Maybe also adjusting their life and resistance so that it reflects their material and use case would also be helpful. Quote Link to comment Share on other sites More sharing options...
guerringuerrin Posted 18 minutes ago Share Posted 18 minutes ago 2 minutes ago, Perzival12 said: I do agree though, that palisades are under used. I mean, historically most civilizations would probably build a palisade around their settlements, especially if they know there is an enemy near by. Lowering the time to construct them (they’re just stakes in the ground bro) and maybe adjusting their cost would make them much more useful. Maybe also adjusting their life and resistance so that it reflects their material and use case would also be helpful. well I don't think they have a long building time anyways Quote Link to comment Share on other sites More sharing options...
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