- User Since
- Mar 28 2017, 9:27 AM (238 w, 2 d)
Horizontal scrolling is a must for sure, but some things should just be presented on one screen and the current minimum resolution severely hampers that, unfortunately. I also wonder how well the game would run anyway on a rig that can only produce a resolution of 1024x768.
I requested this, because it was expected behavior. If EA wants auto-forming "soft battalions" then removing units from the battalion needs to be very easy and seamless. Selecting a mixed formation and simply clicking the icon in the center panel of the type of unit you wish to re-task to something else is very intuitive to understand. Clicking the icon and not getting a separate selection is unexpected and complicates things.
Fri, Oct 15
One small suggestion:
Wed, Oct 6
I agree with Langbart's requests. I have one of my own:
Mon, Oct 4
For testing purposes, will this work for SVN (as of 4 Oct 2021), or does it need rebased?
Sat, Sep 25
Perhaps look at the availability of technologies as a bonus. So, for instance, for Gauls they could get all of the wood upgrades sooner (bonus name: "Continental Forestry" or something). For Ptolemies, all of the food upgrades sooner (bonus name: "Nile Delta"). Things like this.
I only wish we could make sure to place the walruses at the shoreline.
Well, originally Alpine and Arctic were going to be combined to save the number of textures, but I have since realized that biomes can just share textures if necessary. That was why muskox and walruses were "removed." But "Alpine" and "Arctic" are separate again, so it makes sense that walruses and muskoxes to be added back to Arctic.
Sep 20 2021
The new method feels really good. I like it a lot. I like how you can even combine battalions into one. It feels really smooth and useful even. It's a step forward for Delenda Est for sure.
Sep 4 2021
Well, obviously the player expects a map to play different when a Sahara biome is picked instead of an India or jungle biome, right? I really don't find the resource distribution to be very unique from map to map, it's more the layout that is changed. Also, the proposal is to allow the map scripts to override the biomes. So, the biomes would create the standard, and then the scripts can deviate from the standard if they want to.
Jul 25 2021
Thank you for the quick fix! They now work and look as they did before.
Jul 16 2021
Some of these, such as cattle and sheep, were intentional. Player Tigers, notsmuch.
Jul 12 2021
It's a good change for a start.
Jul 6 2021
Jun 10 2021
I like the blue overlay of the autoqueued items. Nicely done.
I honestly think the old ones look better. :)
Jun 6 2021
@LordGood Perhaps Johnny B. Good has an opinion.
Jun 5 2021
Well, I mean the patched version looks like a nuclear weapon was detonated a few miles away. Is that the look you're going for? :)
Jun 3 2021
Should the biome file be able to specify only the resources or also the decoratives?
Better "small" stone and metal models need made to match the awesomeness of the new "large" mine models. That's why the original "problem" as introduced. Perhaps a Task thread is needed on the forum.
This does look better. No problem here. As an aside, we need new and better "_small" ore and rock objects to match the new and nicer larger ones.
Shall this be merged with the Temperate biome (as a randomization) or left as its own biome? I prefer the former, personally.
May 31 2021
Instead of simulation/templates/units/compositions/
May 30 2021
I'm with Stan. I'd rather it be done in the VisualActor component in the entity. Actors are complicated enough.
This is a neat idea. Perhaps this could be "updated" or a new one added for every new release that includes new maps or map updates.
May 14 2021
If you move the Athenian Marine to the barracks or gymnasium, then I suggest you rename the unit back to its original name from years ago: Athenian Ekdromos. Full circle.
May 7 2021
Dynamic GUI would be a nice little addition to A25. Probably a top-tier feature for the release.
Apr 6 2021
Honestly, while Athenian hoplites weren't bad soldiers (probably pretty decent for their time), they didn't fare very well when matched against other Greek hoplites from Thebes or Sparta. I'd rather this "Fourth Rank" idea go to the Roman Swordsman. The fourth rank being either the Extraordinarius, or (much cooler) a new Republican Centurion unit.
Higher pierce armor also makes them stronger vs. spearmen and pikemen, who still inconceivably use pierce attack. Something to think about.
What if we make subsequent towers and forts get more expensive? First ones, rather cheap, but eventually they don't become cost effective. Just an alternate idea.
Interesting. Essentially a way to apply stats without having to use weird auto-Techs. Also, a way to grab stats from multiple parent templates, essentially. Yes?
Apr 2 2021
Apr 1 2021
It's an improvement. Makes it easier to add civ-specific actors/models later. A bamboo fence for example for the Han (just an example! don't need a long treatise about why this is or isn't accurate).
If there is to be a default, then why not name it 'Default'? Make things easier to understand for our players.
Mar 30 2021
First, doing something for this is definitely desirable.
Mar 25 2021
Nice little change. Emphasizes the defensiveness angle for Iberians. Commit it.
I honestly think getting combat xp for killing gazelles is kind of ridiculous. Essentially, anything that doesn't fight back shouldn't have xp loot. Anything that does fight back can have xp loot.
On it's own (ignoring the discussion about revamping the tech completely), removing the train time because of the eco boost and reducing the cost to compensate is a good change.
Mar 23 2021
Increase the cost of the prytaneion, which can currently be built very cheaply (100s, 200m) and without much tradeoff in p1.
Mar 17 2021
I've had this victory condition in Delenda Est for a few years now. It's the mod's default victory condition.
Mar 16 2021
Mercenaries should be a rather expensive addition to your army, but their benefits of rank 2, no food cost, and half train time should compensate. Mercenaries can be a good alternative if the player is low on food to train Citizen Soldiers. Or the player can go heavy on Metal and focus on hiring a merc army. If it can be balanced to make both paths possible (Citizen army or Mercenary army), then you got a stew going baby.
Mar 15 2021
Greater concern is a possible economic boom due to reduced training time.
Mar 12 2021
I don't agree with the constant nerfing of the Fortress.
Some kind of metal working, metal cost, metal gathering bonus, or maybe forging bonus would work for Kushites.
Jan 24 2021
I could see this being very useful in differentiating some civs. Perhaps Romans, for example, only trains soldiers in these groups. Or maybe Champions train in groups. A group can include an officer (2x health, attack aura) and a bannerman (3x health, speed and health aura).
Jan 21 2021
To encourage team play from the beginning, we'd need a "Shared Allied Vision" option in game setup instead of moving the Shared Allied Vision tech to Village phase. Perhaps enabling the option could auto-research the tech.
Jan 17 2021
Almost all the "current" screenshots looked more dynamic. Sorry, but true. If it's to simplify the renderer for PBR or some other kind of intensive rendering, then fine.
Uh.... too late I guess, but I found it useful to be able to tweak unit and terrain ambient separately. Ever wonder why people love the way my screenshots look? There is probably not a single map where I use the exact same ambient color for both. But.... okay. I'll adapt to fewer lighting options.
Ehhh, I think it would make sense for a Forge tech to increase armor rather than health, but that's not really the focus of this patch.
Works good in Delenda Est.
Is this DIFF now obsolete?
Part of the problem too with vision techs is that with increasing vision comes an affect on gameplay, namely the command and control the player has on his troops. Since aggression range is completely tied to vision range, when vision range increases the player's troops are more likely to automatically target more enemy entities and engage them without player input. This is why I wish the game would decouple the two things. Then vision increases wouldn't affect units in this way.
If you'd like, you can take inspiration for their look from Delenda Est:
Jan 11 2021
Jan 7 2021
I'd keep the 2 settlements for now. I use the smaller one on a couple maps for decor. We should probably just update them to make them nicer. I could see capturable settlements being a thing, or usable once slotting is implemented.
Dec 29 2020
Works in-game as advertised. Thank you very much. It was one of those really annoying little bugs. It didn't affect gameplay much, but is definitely a quality of experience improvement.
Dec 25 2020
There is a bug. Sometimes the building preview shows the default angle, but when I click to place it the preview flips suddenly and the building gets built backward from what this diff intended.
This fixes it for me! I'm playtesting it now and it works as desired. Good job. I can't speak on the code though.
Dec 16 2020
I like this change from a gameplay standpoint and also from just an aesthetic standpoint. Units will always arrive in an organized way. I removed the Box formation in DE, so I edited unit_actions to make the default Line_Closed, but it all worked as advertised.
Dec 15 2020
I like this patch a lot. One problem I see is that the maps are sorted by file name instead of map name. There could be any number of reasons why these can be mismatched. Ideally it would sort by map name (taken from the map xml file).
Has this concern been made obsolete by the <PatrolWaitTime>1</PatrolWaitTime> patch that was committed?
Dec 6 2020
I would suggest the receiverTooltip text "This unit is burning" come first in the tool tip, then the data.
Dec 5 2020
I recive this warning:
needs rebased: iber_champion_cavalry -> iber/champion_cavalry
May I suggest that the effect cause half the damage, but last twice as long? So as to make the effect more likely to be noticed by the players.
I really like this. It finally implements something that's been desired for 10 years.
Nov 9 2020
This looks and works very awesome. I agree with Wraitii in that I hope that we can have it extended for Battle for Middle Earth style battalions as well (where they are trained as a battalion and cannot be disbanded; extraneous units possible, such as officers, bannermen, etc.). But as an Empires Ascendant feature, this works pretty well with the banding and disbanding. One thing I noticed in Atlas though was when I playtested it, different ranks of the same unit could not be banded together. I assume this is not intentional.
Aug 29 2020
Patch needs rebased after https://trac.wildfiregames.com/changeset/24001
The only thing I don't like about this patch is that the player name ribbon has been reduced in height, and hence the civ icon background is not visible. That was the only small bit of civ specific UI work in the whole game. Other than that, this patch works wonderfully and should be committed.
Aug 15 2020
Palisades could go into a structures/common folder, at least until palisade models can be created on a per civ basis (if ever; largely a palisade is a palisade, not much culturally happening there, so I imagine the Palisades objects being common amonfg multiple civs for quite a while longer).
Aug 2 2020
ERROR: CCmpPosition::GetPosition2D called on entity when IsInWorld is false
Aug 1 2020
If you make women build everything, even military buildings and fortresses and stuff, then you should go the DE route and change "Female Citizens" to just Citizens (male and female) using the phenotype system.
Jul 6 2020
Jun 2 2020
I agree with this change. No problem with it.
May 17 2020
I agree for the most part. I've always hated the "Persian Hall" as a buildable structure.
May 16 2020
Sounds fine to me.
Apr 4 2020
Interesting diff. What kind of gameplay feature do you envision supporting?
Mar 27 2020
Is there another differential for the Seleucid Cavalry Javelinist? It's also a Persian unit.
Feb 17 2020