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Chinese Greek battering rams.
Nicolaus_von_Kues replied to Akira Kurosawa's topic in Art Development
I can create some things and draw others. Open a topic in the mod forum and I'll see how I can help you. -
Arg, unfortunately I am neither But would love to work with people who can help create props, art work for CWA. We have a lot of new ideas, like brit hill forts etc, but cant use any new actors yet
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Chinese Greek battering rams.
Nicolaus_von_Kues replied to Akira Kurosawa's topic in Art Development
I know how to do some basic things and I have contacts with some artists. What I sometimes need is people who program. -
1) Yes, I realised I might be occupying too much horizontal space, but instead width can be reduced and height increased, after all I proposed this redistribution of the construction panel some time ago: https://wildfiregames.com/forum/topic/143192-construction-panel-layout/ 2) I'm not sure what you mean by this, but some panels could be reordered. 3) Yes, I realised that and I almost swapped the 2nd and 3rd panel because of it. In any case, actions are divided in what structures to build, and the rest, which seemed a bit different to me. 4) Yes, I thought about the single selection case, but considered that the username could be placed somewhere else, like in the upper panel. After all, why does that appear for single selection, but not for multiple selection? That doesn't make much sense to me. I proposed plenty of things in my preceding posts: first said "maybe "stations" would be a better word", that "a more generic "Occupy" button could be used, which could also act as a Capture button", and later said that, in case one wants "to have structures that can be both garrisoned and posted (this should be the term, instead of "turreted"), the Occupy Turret button could be renamed to Post", and that "Capture could still be achieved with the Garrison and/or Post buttons". Since on the latest layouts there seems to be plenty of space for extra buttons, that last thing doesn't seem necessary (could still be an option). In conclusion, right now the simplest thing would be to rename "Occupy Turret" to "Post", or "Take Post", and to change its description from "Order the selected units to occupy a turret point" to "Order the selected units to take a post", and with the present icon I think things would be clearer.
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Chinese Greek battering rams.
Nicolaus_von_Kues replied to Akira Kurosawa's topic in Art Development
You just select the artistic style and ask it to do it that way. I used Gemeni AI with Nano Banana 2. -
I love these! I would like to do stuff like this, but I only know how to create icons with AI. I tried to get it to help me create some new props and what not for buildings but it said 0ads coding/way of doing it was too complicated and not worth it. OR at least something along those lines. Do you know how to actually make new actors, props etc? Or just created the images?
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Chinese Greek battering rams.
Nicolaus_von_Kues replied to Akira Kurosawa's topic in Art Development
- Today
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I like the gain in clarity and the attempt to normalize panel's heights. There are a couple reasons why I still couldn't go for this. Lateral space is already scarce in ModernGUI if you don't have a big screen Although your suggestion takes as much total space as what's implemented in the mod, it adds the clutter a bit more to the center of the screen. For users that use hotkeys for unit action anyways, or at least for myself, this is not desirable (maybe it's just something you could get used too idk) Contrary to what you say, the placement is logical. All possible actions are on the right side, all attribute-like options on the left (formation stance..) Currently the single selection detail panel wouldn't be able to shrink down height without losing something. You are basically saying the wording "turret point" is confusing but you aren't suggesting anything.
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Chinese Greek battering rams.
Nicolaus_von_Kues replied to Akira Kurosawa's topic in Art Development
- Yesterday
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It seems to me that those buttons are placed on a panel dedicated to something else⦠What about something like this instead? (I also changed their ordering to something a bit more thematic): There would still be the issue I mentioned that many turret points have nothing to do with turrets, which was confusing me from the beginning.
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Closing Old Issues
ShadowOfHassen replied to ShadowOfHassen's topic in Game Development & Technical Discussion
Oh, that's a good idea. I'll put the reason I close the issue in the issue itself so we have it. I may also compile some of the bigger/ cooler issues here for people if they want to pick up -
Why isn't 0ad on Steam?
Nicolaus_von_Kues replied to MisterPimmler319's topic in Introductions & Off-Topic Discussion
The Steam "issue" is always a recurring theme in gameplay videos and social media. -
Closing Old Issues
Nicolaus_von_Kues replied to ShadowOfHassen's topic in Game Development & Technical Discussion
I mean that the reason for the closure is in a single summary, for example: "this was closed because nobody was interested". Basically a list of tasks closed due to lack of interest. Maybe a wiki page. -
Closing Old Issues
ShadowOfHassen replied to ShadowOfHassen's topic in Game Development & Technical Discussion
The issues are all already public and if you watch my public activity on the gitea you'll see what I have closed -
Closing Old Issues
Nicolaus_von_Kues replied to ShadowOfHassen's topic in Game Development & Technical Discussion
A list should be compiled so the public can make inquiries. This would ensure transparency. As it closes. -
Closing Old Issues
Gurken Khan replied to ShadowOfHassen's topic in Game Development & Technical Discussion
I appreciate you wading through this old muck and suggest closing everything that hasn't been touched in a year. -
Have to say you are right. Hardly a bug. But it's confusing game-play choice (in fact, just a left-over from old wall towers being able to shoot). I have a pending patch were I replace garrison for turret points on wall towers.
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I don't know why civilizations became so standardized. Before, everything was more genuine; now there's an obsession with making all the gameplay generic and standard to create an unrealistic balance.
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OK! Something I'd like to add, because maybe there's a case (or plan), to have structures that can be both garrisoned and posted (this should be the term, instead of "turreted"), the Occupy Turret button could be renamed to Post (in contraposition of Garrison, for external vs internal discrimination, and ignoring for now a more radical possibility of rearranging units from the structure itself). Capture could still be achieved with the Garrison and/or Post buttons on enemy structures, and if in the future (or some mod) units will be able to capture fortifications by storming gates or ramparts, this distinction would already be supported.
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I am using a2cae and can confirm. I'd call this a bug as well and reported it.
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Closing Old Issues
ShadowOfHassen replied to ShadowOfHassen's topic in Game Development & Technical Discussion
Looking through old issues there are a lot that are either old and out of date patches, design suggestions that need to be discussed and nobody has for 10 years, or units / creatures that were worked on in the past and haven't been touched for a while. If nobody objects I propose we make a project for orphaned issues with patches and existing work, that I can put them all in, so people can find them (and maybe eventually pick up). I can also close them if we want. Also I may start closing older issues that are just gameplay and balance suggestions that nobody seems to want to discuss. Again if i close something important, let me know and i'll unclose it ! -
It seems to me that not having a button for something as important as Capture is bad design, a manual should not be needed, nor should newbies be expected to read it, for something like that. A place for a button can be made. Ok, that's confusing as hell. That Wall Turret icon appears beside the Gate in the Structure Tree, but not in-game, it's not something that can be built/upgraded, but that appears automatically. Then, the Turret button doesn't work on a Wall Turret, but on the Wall itself (nice to see that units can appear in its walkway!). It says "current turrets 16/16", but that has nothing to do with turrets, the gaps in the battlement are called crenels, although since there are 2 people per crenel, maybe "stations" would be a better word. It seems to me that this button is unnecessary, the garrison button should have this function when applied to Walls, after all it's really confusing that to man the Wall that button must be used, but to man the Wall Towers the Garrison button must be used. Maybe a more generic "Occupy" button could be used, which could also act as a Capture button if an enemy building is selected, with the description "Order the selected units to garrison a building, staff a station, crew a unit, board a ship, or capture a structure." There's no need for different buttons if the functions are similar and, if I'm not wrong, there's no overlap between them.
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I strongly oppose, there's no more place for another button. It's okay to read the manual before start gaming and playing around with CTRL and ALT keys. Manual -> Hotkeys -> Modify mouse actions -> C + Right click ... This button appears only for ranged units. Have a look on Tips and Tricks 'City Walls' and Structure tree -> Phase 2 (of every Civilization) -> Wall -> Turret. I never used it before, but should do it in the future on scenario maps or when ruling Iberians. In other
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See also this thread: https://wildfiregames.com/forum/topic/25280-black-powder-test/
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