Grid covers the whole map with these ugly, block-like lines so already the game looks like some minecraft rts. Can't imagine someone thinking mandala doesn't go right along with grid.
you think people are attracted towards this game because of range indicators ? how naive are you ?why is banning that kind of mod not an option? at least for tournaments. just imagine every player pov from now on having those ugly circles everywhere on the map. even nowdays there are some casters, that do not turn it off while casting (instant quit for me, if a caster has that mod activated). how is that a step towards attracting new people to the game, if that is what it looks like?
yup. and while we are at it, we should take out the ugly grid mod as well. incredbile terrain designs are lost because of the grid mod. ugliest mod ever.Couldn’t hate it more. Not only does it look ugly af, and it should look appealing, when trying to grow the community,
Can someone check this? That's imo the biggest deal about MandalaI hope it will handle hills correctly (Age of Mandala doesn't).
Anymay, the most important with this mod is that it doesn't change the collision size of buildings (i.e. the buildings are visible only when you encounter the tile that they are physically in and not when you encounter their range limit).
I saw a stream just recently where it was even shown before the tc was even scouted. Are there different mods or was it changed or what?
grid mod is fine in toggle mode. it is annoying trying to align buildings without it. can't imagine playing sim city without ever using that feature.yup. and while we are at it, we should take out the ugly grid mod as well. incredbile terrain designs are lost because of the grid mod. ugliest mod ever.
Well grid are parallel lines, now mixing lines with circles is when things start to look messy.Can't imagine someone thinking mandala doesn't go right along with grid.
You're behind the curve.Amazing. Mangonel range next.
What's your map mod?Yes it shows the range as soon as you select the building from the build menu, and also shows it on the foundation.
Big improvement over the age of mandala mod is that it also dynamically updates the range based on blacksmith upgrades / range bonuses.
Here is how it looks with the default setting without player color: https://i.postimg.cc/T39NVLsS/rangeoption.png
This is probably bound to be controversial for some players, curious if people like it or not. I remember players arguing about a mod like this being harmful, but I personally think its better to have it like this as an official mod, rather than only for those who find out about existence of age of mandala.
If you mean the UI and trees, it's these, I used the trees too until I embraced Cube like a proper finn.What's your map mod?
Really? I think what youre describing is what ive been using for 6 months already 11You're behind the curve.
There is one already, been a while tbh (some half a year) and sporting some ~8k users/dloaders (surprisingly many actually, given what 20-30k(?) multiplayer base). That's why I mentioned it... https://www.ageofempires.com/mods/details/16932 "Mangonel range (Alpha)"
It's just for moving mangonels, since it's done by editing the moving mango graphic. There is no reason afaik that the same could not be done for bombard cannon (didn't find one right now at least), or this one modded with more accurate and cleaner radius indicator such as Mandala has.
Actually, monk or any other ranged unit with a moving animation can be done like this np. Simply has not been done (yet) I think.
No calculation is needed afaik, its just replacing the graphics.Really? I think what youre describing is what ive been using for 6 months already 11
I think it would be useless and just spammy and laggy if it was implemented for xbow, monks or bbc. Even with nasa pc, ur age will lag/crash if it has to calculate over 20 moving units's range at a time.