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  2. Just saw this beautiful screenshots by @wowgetoffyourcellphone showing a roman city built around a central paved town square/piazza: The game is rightfully famous for many things - but also for allowing to build beautiful scenarios. Just, if you happen to not use the ATLAS map/scenario editor, how can you build your city around a paved area? Many maps already provide such an area from the beginning, but you need a lot of planning ahead in order to allow sufficient space for builduings that can only be build in a later phase (temple, wonder etc.). Would it be possible at all to allow building a kind of paved area during the game? The typical issue would remain that it needs to be an object that can be crossed also by the pathfinding algorithm. As such it needs to be a building that, while visible, is not blocking and acts rather as a decal with a specific aura (e.g. market features, agora/politics, negative aura for files/reduced soil fertility). Upgrades from sand to gravel to cobblestone would increase the strength or range of the aura. If such thing can be implemented, it could open other interesting possibilities as well: building roads (movement speed), bridges (can be crossed by land forces but not by ships, can be destroyed by ships), channels (can be crossed by ships but not by land forces). Also we could designate/build areas of fertility/watered areas if the respective technology was invented. For each there could be technology steps (wooden bridge, up to stone bridge, farm lane to planked path to paved road etc.) Just dreaming a bit ....
  3. Today
  4. He needs lumber for his farming tools
  5. Until you denied I didn't think you were specifically to blame; but now...
  6. I have similar problem "Error (The authentication mechanisms the server offered are not supported or no authentication mechanisms were available)"
  7. Latest iteration is better. Cost should be the first priority, then the explanation. Enlarged icon might not be necessary, but I am not a UI designer.
  8. Documents folder and keep going, place the mod inside mods folder
  9. Hi, I followed the path from this post: On Windows (Vista or newer): C:\Users\{name_of_user}\Documents\My Games\0ad\mods\ On OSX: ~/Library/Application Support/0ad/mods/ On Linux: ~/.local/share/0ad/mods/ (may be found in GUI via Home/.local/share/0ad/mods/)
  10. Hello there, I'd like to apologise in advance for being too lazy to find my sign-in for my 0 A.D. account, but I was hoping to get some help on a problem I've been having. I installed 0 A.D. on the following path -> G:\0 A.D. alpha and I'm trying to get a mod to show in the 0 A.D. mod selector. What folder should I manually put the mod in? Do I need to make a separate folder for it? I already have a 0 A.D. installion on my main drive with a potentially conflicting mod in there, hence it's on the G drive. Here's a screenie for what's currently there: The mod is Hyrule Conquest: Revival. Kind regards, Odysseus
  11. 27 whitout IK's will manage to bake those actions whitout IK'S 4 ik legs (Maind and poles) 1 Ik Head also will try to bake the leg as a front render with a mesh to avoid blurry diff
  12. And is it possible to merge it with the other simultaneous thread? (Maybe not). The opposite happens to me... icons and numbers give me the vibe, a bunch of text boggs me down. Besides, in the text the numbers are written down also. Yes please. And simple ship ramming animations
  13. Yes, but with textiles I didn't mean the product, but the natural resources you gather to almost inevitably end with textiles, so I used it like an easy to understand category. Maybe the correct name should be (natural) fiber. Also, for some types of food, like wheat, you have to plant, grow, sow, and process it to get bread and beer. Those are manufactured goods, and invented ten, maybe hundreds, of thousands of years after the simplest clothing, as was the process to separate the gathered ores from metals, although yes, they are not "manufactured" since they existed all along.
  14. Since it's a bake you might use more uvspace like old textures. But it's pretty nice work. Still many bones 30 so we will have to use the lod actors.
  15. Textiles indeed comprise an important part of ancient (and contemporary) societies, and adding them to the game would enrich it for sure, but please note it is a manufactured good and not a resource.
  16. All that I think is one of the most important things to solve right now in the realm of stuff that can be off putting for new players. I agree with your edit later on: to show icons instead of text (and hovering on them would show the text), not only looks nicer but after a while one will interpret all that information much faster, which should be the point.
  17. My absolute focus on Gitea is to get what I would think of features for the game to feel great. We should get formations actually useful, add some effects like knockbacks, charges, and other discrete unit abilities. It's almost sad to have a game with elephants that anything can get in it's way, when it actually should be the battle line breaker for example. I have my own preferences about how tooltips should be, I like them to be here for you to get any piece of info about how the game works a player would want to know. Each element can provide important insights for decision making. For example here is a tooltip I like for building capture bar: I don't count neither how many tooltips (there are literally hundreds) that I reworked over... multiple times... I don't want to exhaust scarce reviewer time and own on it at the moment, because it's often very subjective as for what's best, so easily a time sink. And the UI can anyway be modded anyway, like you do in DE too. So for the time being that would be a pass for me.
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