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Showing content with the highest reputation on 2017-10-16 in all areas

  1. 5 points
  2. The problem isn't so much the colors, it's the layering. Right now, for instance, animals are layered ABOVE player's units, which obscures a player's units on the minimap. There are other examples like this.
    3 points
  3. thaaats age of empires for you. I like the upgrade systems in the original, armor/attack upgrades in the storehouse, tower upgrades in the granary. Makes about as much sense as tower upgrades being researched in the tower. slow gather rates really emphasize the importance of cost effective engagements. Age of empires felt tight because of how easy it was to keep track of everything, and how imperative it was to do so
    2 points
  4. Scythian references by Evgeny Kray and Alexander Deruchenko: And finally this: Scythian horse fully equipped with reproductions of horse accoutrements found in ancient Scythian chief grave.
    2 points
  5. I found the distinctions between the Granary and Storehouse kind of odd. Storehouse is for wood, stone, gold, and MEAT. While Granary is only for berries and wheat. I mean, I get that meat wouldn't be stored in a Granary, but neither would it be stored in the same place as wood and stone. Better to have combined all food into one conceptual building like what 0 A.D. does. Also, upgrading your towers at the Storehouse never made any bloody sense, not even in 1997. Gather rates are also so aggravatingly slooooooooooow.
    2 points
  6. @The Undying Nephalim I updated the buttons layout in the civ choices mod to be closer to your original mockup: The changes are here: https://github.com/AlexanderOlkhovskiy/0ad-civ-choices-mod/commit/1953e8ba0c124b2161fce646573f50253e45336b
    2 points
  7. I agree, a nice animated storyboard for each civ would be pretty cool. I have not seen such a thing in any other RTS.
    2 points
  8. its more of a terrain-hugging 'acropolis' temenos that jaggedly follows elevation contours, i find the shape to be much more visually interesting than a rectangular one. Unfortunately i couldnt find much on the sanctuary before the Romans, so i gleaned what I could from the archeological plan and injected a fair amount of 'artistic BS'
    1 point
  9. Kinda small wonder, the temenos fills out the footprint nicely. also pedestal is for a statue i haven't made yet or something blah bla bla bla cypresses are neat once again, the dock is last
    1 point
  10. Ok, @balduin, I see you like licenses... It's really not that important because these things are not meant to be in the game. If it's for in the game, I'll make/write it specifically for that purpose. Anyway, for you: I hereby explicitly grant permission to anyone to use anything of my own writing or creation, and have posted in this thread, under the following licence: CC BY-SA 3.0 I am 100% for animated storyboards, but are there any animators in the community willing to work on this? There's a bunch of nice features on the video recording stuff in Atlas, so theoretically you can use 0AD itself as the platform to create these animated histories for each civ. But it's a lot of complicated work not a lot of people know how to do, me thinks... Quoting myself here: "Video-editing features can be used more often to make pretty "short-video's" introducing all of the civ's in a 45sec. format for example.." related?
    1 point
  11. what a curious mix of excitement and disappointment. I hope they add neolithic houses, 'tool age' architecture was some of my favorite
    1 point
  12. This can be harped from time to time, but in the end of the day Suggesting != Implementing. It's either "You can't." or "You won't.". That's why it's not happening yet.
    1 point
  13. hoo I almost took you seriously there, careful. I'm easily misled I do agree with most of that, the horse butts should be easy, the horse actors for the persian stables are animated, if a little small. I'm not sure about the gerousia, its mechanically identical to the prytaneion, could be easier for players to familiarize themselves with them if they're visually similar as well. I know that doesnt hold to the gymnasion and syssition, but maybe a little coherence is better than none. Or not, i dunno. Full-on archaic is a good sausage license, I like it
    1 point
  14. I love it , I love it , I love ....
    1 point
  15. I think you didn't understand that we don't disagree with someone implementing more core game mechanics.
    1 point
  16. this topic in a nutshell: Independant of that I'd like to add that the combat system is lacking. There should be more damage types/armourtypes available to create more differences between unit types. This could also be achieved by using armour/penetration values.
    1 point
  17. Any suggestions on how to implement the following ideas? 40. If you use an ally's dropsite, you tribute 10% of the resources (and obtain the remaing 90%), and if an ally uses yours, you receive 10% of the resources. 41. Domestic animals trained at the corral (goat, sheep, pig) start at e.g. 40% of maximum food capacity and slowly fatten over time.
    1 point
  18. 27. Now I believe I understand how to add, update, and revert diffs on phabricator; to summarize (as a reference for future use for myself): Start with: svn up Optionally, to load an existing diff (e.g. D888), type: arc patch D888 And also optionally, to load a previous version (e.g. diff 3575), type: arc patch --diff 3575 Make some changes. Use “svn add”, “svn rm”, and “svn mv” when adding, deleting, and renaming files. Then: svn diff arc diff --preview Follow the url produced in the terminal, click to add it to a (new or existing) patch, and fill in the required fields (title, summary, test). Finish with: svn revert -R ~/0ad/binaries/data/mods/public If you're inside the 0ad/ folder, you can also use: svn revert -R * [EDIT]: if you get a 'svn:eol-style' or 'svn:mime-type' error exception for a certain `file.ext`, run: svn propset svn:eol-style native file.ext svn propset svn:mime-type text/plain file.ext svn propset svn:mime-type image/png file.png svn propset svn:mime-type text/xml file.xml Let's leave “how to start contributing?” for now and return to “how to start modifying?” 24. How large are map sizes? 28. Any suggestions how to solve the following AI error? (No, I didn't touch any of the AI files. I'm not sure what causes it, but when it starts, this error message continues uninterruptedly, which is quite annoying and also seems to slow down the game.) 29. Where to post feature requests? Technologies can supersede each other; it would be nice if this would also be possible for auras. 30. By default, individual basic, advanced, and elite units are distinguished by the chevrons overlaid on the unit icon (rank1 is one bronze, rank2 two silver, rank3 three gold). Because I've replaced the b/a/e system with ranks 0 to 12, I've also created new chevron icons (attached; located under /art/textures/ui/sessions/icons/ ) to match those. Now, which files do I have to edit to properly display them?
    1 point
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