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Showing content with the highest reputation on 2016-10-24 in all areas

  1. Hi there! Some of you might know that there is an 0 A.D. release upcoming and as always we scheduled a release along with it but we need a release name for it. It should start with a 'C'. This new release features some additional content for the Anglo-Saxons so it would be nice to have the name related to that. Let us hear your suggestions!
    3 points
  2. Isn't it just that he didn't set the civs ? I remember not being able to research some techs as the game was assuming i had captured other civ buildings i played athenians (who have a different tech for civ phase btw)
    2 points
  3. When beginning wall placement it would be good to allow the player to begin placement in a "red zone", that is, allow the placement to begin in a location that a wall could not actually be placed, and then as the player moves the mouse to the end point the wall placement should begin at the first point between the potential end point and the beginning point placed in the "red zone". As it is now, the wall placement requires too much time to begin, where the player is forced to carefully line up the beginning of their wall with the end of a "red zone" so as to ensure there is no leak through which a unit could pass through. If there are two "red zones" (such as two non-passable cliffs) that a player would like to wall off, it would be nice to quickly click in the middle of one of these "red zones" and then click in the ending "red zone" and have the engine figure out where the wall is actually going to begin in the same way that it figures out where the wall should actually end.
    1 point
  4. Greetings from out of memory (http://trac.wildfiregames.com/ticket/4190/)
    1 point
  5. Actually, I think that the all stucco one looks too much like the normal defence tower (and decreasing the amount of windows to 2 isn't going to solve that).
    1 point
  6. We use valgrind. It's just a long process and devs have already a lot of things to take care of. Hopefully this one will be fixed in next alpha
    1 point
  7. Okay, I have seen this behavior when playtesting map inside Atlas. Are you playing the map inside Atlas or through the full game?
    1 point
  8. Pretty sure the meshes have been in the whole time, they just can't be used without a full set of animations, which is quite slow going
    1 point
  9. I do think other game do this too. Is a good idea, Greendog. Also, I think trees (and other object) should have a flag in template that allow buildings like walls (or any other building) to be built on them (the tree or object disappear). This would help a lot too (also make things easier for AI to place thing like wall?).
    1 point
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