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  2. Hello! My game crashes upon launch, giving me this message: Much to our regret we must report the program has encountered an error. Please let us know at https://gitea.wildfiregames.com/0ad/0ad/issues/ and attach the crashlog.txt and crashlog.dmp files. You may find paths to these files at https://gitea.wildfiregames.com/0ad/0ad/wiki/GameDataPaths Details: unhandled exception (Unknown (0xE06D7363)) Location: unknown:0 (RtlUserThreadStart) Call stack: (error while dumping stack: No stack frames found) errno = 0 (No error reported here) OS error = 0 (no error code was set) I have attached the crashlog files below, please let me know if there's more information I should provide. Thank you for your time. crashlog.txt crashlog.dmp
  3. Pm'd! If you are able to help with this, it would be huge. @Atrik will have to start taking our expansion more seriously if the portraits are done right He said so himself! But in all seriousness, it will aslo help people understand the game better, knowingin what type of unit they are training For a while i had the normal champ iber jav cav portrait for their new Sword cav a little confusing no?
  4. Could you send me one of the images. Blender is a modeling and art work maker thingy, I didn't know if you used that. What is the correct background, just black?
  5. I get the screen shots from atlas... what is blender? I have a hard time removing the background and placing it on the correct background.
  6. Today
  7. Could you just get a screenshot of a unit in game? Or if you are rendering it in blender, you could do it there
  8. yeah, i can actually handle the actors OK... it just a little bit of work, but portriats is where im struggling the most.
  9. Hello. Kurgan stelae have recently caught my attention as well. They seem like remnants of a much older, shared cultural tradition. We see very similar examples across a vast geography, from Central Asia to Western Europe. I recall that there are many examples found in Ukraine and its surroundings. Using these in a wonder is definitely a great idea. I should say that I really like this original design and the overall concept. It conveys the organic, human-made nature of the period very well. It’s not perfect and that’s a strength. It’s rich in texture and detail. The variation in the curvature of the ground, the torches, the scattered rocks. All of these make it much better than the new model. The new model feels quite lifeless and frankly, boring. There’s no sense of a sacred space, no visual grandeur. Just a hill. It’s also important to keep in mind that these grassy mounds form over time as monuments, graves, or structures like amphitheaters are gradually covered by soil and vegetation when they are abandoned. That doesn’t mean there shouldn’t be a hill, on the contrary, it adds a sense of depth. The issue is that it shouldn’t be "just a hill". A similar situation can be seen at Göbekli Tepe (Potbelly Hill in Turkish). It was discovered as a hill because the structures there were either naturally or deliberately buried (For Göbekli Tepe, there are also theories that the structures may have been deliberately covered either as people left the area or to protect them from the threat of war. However, they were not buried while they were in active use.) So representing this as just a hill while the civilization is still active may not make much sense. For this reason, the latest example is not only visually underwhelming but also historically less grounded. In the end, this is a game, not a documentary. So the priority should be strengthening the visual impact and overall atmosphere without making major historical mistakes. That’s why drawing from diverse references or adding creative elements shouldn’t be a problem. After all, our knowledge of thousands of years ago is limited and without imagination we wouldn’t get very far. Well done.
  10. For similar civs, could you use the texture from a different civ? (like if you are adding a cav to Spartan, you could use a Athenian cav texture) It might not work for all civs though
  11. I like the idea, one of the hardest things with "new" units though is actors and portraits, so you don't confuse them with the original units.
  12. Probably for all civs. Maybe the scout cav also have a big vision range
  13. scout calvary for all civs or just rome? We had "hunt" cav in a27 which basically was faster cav, but weaker... good for hunting and ok for scouting. Its definitely something to consider bringing back. The whole thing about citizen cavalary is tricky though.
  14. What do you think of a scout cavalry? They could build scout towers, maybe they are fast but low attack and resistance. Another thing for Romans: Milecastles or Fortlets. They already have army camps, so maybe that wouldn't be good to add
  15. did just add 15% better meat/wood gather rate than rank3 soldiers but 25% slower metal/stone
  16. The tents would be like mini camps I guess, you could only get like one or two types of units from it, maybe an upgrade. You could get quick population (maybe it is only 2 or 3)
  17. what would be different between the tents and the camps? they can train cs spear from cc after reforms. The idea is if you go reforms you are putting more emphasis on ur military and less on your eco... hoping to end the game soon with that little boost. But yes open to all ideas
  18. They could train the cs swordsmen maybe? Maybe some cs unit besides civilians
  19. well my understanding is once they switched to legionnaires, they didnt really have too many spear units... they relied more on merc to fill in the weakspots that the legionaries weren't as good at? They do have spearman from the camps, an elite unit, the third liners.
  20. Yes, that would make sense. Could you add tents for Romans? Maybe you could train the cs spearman in there once you get Marian Reforms?
  21. yes we were thinking about something like that... although Legnionaries from my understanding didnt really do a lot of "gathering" they were building the inferstructure. However, when out campaigning they must have hunted for food and gathered some resources right?
  22. Could try to put those lines step by step in your user.cfg (revert afterwards): 1. window.mousegrabinfullscreen = "false" 2. borderless.fullscreen = "false" 3. hidpi = "true"
  23. What if it also lowered their gather rate by 25%
  24. Hint: To make scalable meshes/animations make a root bone wich all non parented bones are connected to (keep offset) scale the mesh with armature and apply scale to the desired scale to export the base mesh (skeletal mesh). Next, don't keep the apply scale, revert the changes with ctrl + z so the mesh has the original size and use root bone scalation equal to the desired scale.
  25. yes! but they build 25% faster. Although We may change it slightly. Happy to hear a friend is playing as well! If they find anything else that seems off, please let me know! Would love to have more people play, especially mp tgs to see how everything works together.
  26. Also when you get Marian Reforms in Romans, the some units that it affects couldn't gather (it was a friend playing it, so I don't know all the details). Was that intentional?
  27. Yeah, the ai doesnt know how to play with the changes we made to sparta. Will have to see if @Seleucids can reprogram it again to understand our sparta Ill look into the mace civlians, I just switched them back to civilians from women since they no longer have serfs.
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