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Showing content with the highest reputation on 2019-08-03 in all areas

  1. (Hopefully this is the correct place to post.) Some types of fruit bushes can be very hard to see in game. They're identifiable if you know what to look for when maximally zoomed in (the five in the screenshot below), but not really when you play typically maximally zoomed out. Perhaps something for you, @LordGood?
    4 points
  2. I'll start one for you today. I have some ... experience in that area
    3 points
  3. I plead guilty, it's fixed, thanks for the report!
    3 points
  4. General faction implementaion was committed. Thanks to @Nescio and @Lefty for spearheading the development of the actor and simulation files.
    3 points
  5. Perhaps an overlay layer for the new shields you guys are making should have some hack damge. Something like this (which was used to make other shields in the game): These shields you make look awesome, but the wood parts are in pristine condition (and the middle part has damage):
    3 points
  6. Thoughts on this concept for the elite rank Judean slinger?
    3 points
  7. Maybe use this for Empires Ascendant? Would be an easy add.
    2 points
  8. My mod has two Heroes (Sitacles and Teres 1) and three civ bonuses (+5% population bonus, +1 speed but -1 hack and pierce armor, and a champion peltast). I think I planned for the team bonus to be a special Thracian Peltast Merc for allies. The champion units were in my mod were the Thracian Black Cloak, a champion Peltast, and a Calvary Skrimisker.
    2 points
  9. There is no consistency in the main game on this point, so why must it be so for the Thracians? I'd say use whatever abbreviation best abbreviates and makes clear what civ it is.
    2 points
  10. The Terra Magna civs use four-letter abbreviations as well (chin, xion, zapo). I'd recommend switching to illy and thra (instead of illyr and thrac) for consistency sooner rather than later, because it'll be more work when more files are added. Plus ships (use mace as placeholder), siege ram (perhaps celt as placeholder), and most importantly, a complete structure set. Also, I made a few pull requests with minor corrections (female citizen etc.)
    2 points
  11. `mod.json` file is missing (intentional?), also for Illyrians mod. A licence file should be added too. Out of curiosity, why do you use five-letter civ abbreviations (illyr, thrac)? Most 0 A.D. civs have four letters (e.g. brit, celt, gaul, etc.).
    2 points
  12. I doubt he is misundertsnding the things. He perfectly know what he is saying and doing,
    2 points
  13. I really don't see what's the misunderstanding, just resign in a rated game and you won't break the rules. This rule is literally written in the lobby, it's not like it is hidden or something. If it isn't a rated game then of course he didn't violate the TOS then.
    2 points
  14. Text from Lucian of Samosatra. But he is from later epoch.But he recopiled other historian works. http://www.attalus.org/translate/macrobii.html
    2 points
  15. I use mac and the screen always glitches for a second or so after starting a mod. 0AD window closes weirdly by sliding out of screen, to the right, while a black screen slides in from right to left, revealing my desktop for split second and then the 0AD window with mod activated appears on top of the black screen. No other program slides windows in and out of view like that. It doesn't seem to cause any issues though...
    2 points
  16. Hasmonean, I was thinking of the Maccabean Revolt. It could expand to the Herodian dynasty, I think.
    2 points
  17. I am more in favor of a leather or linen cuirass with a disc (cardiophylax) for the interpretation.
    2 points
  18. Thracian texture sets are now in the SVN version. I will work on some things before committing the functional faction to the repository. Yesterday, I tested this and played as the Thracians versus the Illyrians on the new farmlands map. It was so immersive, I enjoyed it.
    2 points
  19. Also quite funny from lobby chat afterwards:
    2 points
  20. Who would be interested in a new mod based solely around Alexander the Great? Gameplay-wise, my idea would be to use Delenda Est as a base, but then disable civs and maps that aren't relevant. I'd create a series of scenarios where the player plays as Alexander and his Macedonians as they rise to power and conquer Asia. Key historical characters can even make an appearance, such as Hephaistion, Parmenion, Craterus, Cleitus, et al. There can be two mods, even. Glory of Alexander follows his rise and conquests, while Legacy of Alexander focuses on the Diadochi, or "Successor", factions. Glory of Alexander Scenario 1: Chaeronea. Young Alexander and his father Philip face the Athenians and Thebans. Both Alexander and Philip must survive and all members of the enemy Sacred Band must be eliminated. Scenario 2: Philip has been murdered and Alexander takes his place as king. Thebes takes this chance to revolt against Macedonian rule. Besiege the town of Thebes and make an example out of them. etc etc
    1 point
  21. https://trac.wildfiregames.com/changeset/22586 Specifically, how can this be used for units with different genders represented in the actor? Is there an example yet in the core game?
    1 point
  22. I can reduce the poly amount. Heres an example: 254 tris for an aspis test shield im working having front/back and as prop the handgrip
    1 point
  23. 1 point
  24. That was the spirit of CoM. Council of Modders. Same as @Atenmeses52
    1 point
  25. Hi, I make Uffington White Horse the wonder. I move Stonehenge to brit_stonehenge.
    1 point
  26. Changed it, sorry. Not really that familiar with Github and non-art related files.
    1 point
  27. "Some"... No... "a lot "suit better. You are the boss you know. What you think about team bonuses?
    1 point
  28. @elexis Today, I tested the latest version of SVN22601. When I compiled the solution with VS2015 Community Edition, these errors occurred and I couldn't compile successfully: Severity Code Description Project File Line Suppression State Error C2065'GetTextSize': undeclared identifier GUI D:\ trunk source gui gui scripting scripting face JSInterface_IGUITextOwner. CPP 27 Error LNK1181 cannot open input file' D:\ trunk binaries system gui. lib'pyrogenesis D:\ trunk build workspaces vc2015 LINK 1 Error LNK1181 cannot open input file'D: trunk binaries system gui. lib'test D:\ trunk build workspaces vc2015 LINK 1
    1 point
  29. Would need a complete refactoring of the keyboard handling code not a trivial task most likely to take months to do so it comes down to a decision of is all the extra work worth the effort and are there other things that take priority(always lots of those) we are always short on coders/programmers.So basically it's a resource allocation problem the resources being the coders time. Enjoy the Choice
    1 point
  30. AoE 3 is similar to our game in art sense.
    1 point
  31. Actually thanks to @Bigtiger it will not be problem but someone would need to edit maps in 0ad svn with new stuff.
    1 point
  32. Maybe I'm being too harsh based on my experience. The wood is not so easy to cut, except for certain maps. Even so in the campaigns there should be bonus if you do some secondary quest. AOE 2 campaigns you have this.
    1 point
  33. Another quitter, Gani rating = 1249 as of 7/3/19 commands.txtmetadata.json
    1 point
  34. That's why i asked the principal settings in the vanilla instead mod, but they sometimes thinks is a whim of mine.
    1 point
  35. Nice... Wouldn't it make a little more sense to give them a higher metal loot when killing units, destroying structures or especially when sinking enemy ships? Ooooh, or give them some kind of unique wololooo ability to "convert" enemy ships when they're under a certain health?
    1 point
  36. Trying running your game in windowed mode. I'm a Mac user but I haven't experienced this problem myself though.
    1 point
  37. Does it happen with every mod? Did you select multiple mods at once? My guess is that the “crazy” behaviour is caused by a mod that overrides some of the default settings. If I were you, I would try out a few mods one by one (select and enable a mod, save configuration, start mods, see if it works, then deselect it and repeat for a different mod), starting with a simple one, e.g. `no-blood-and-gore-mod`.
    1 point
  38. Finally, ptolo and seleu havent been done for years. I think camel archers needs more variations? Idr
    1 point
  39. You're overlooking the fact that if you control only a small area with few trees, you'll benefit much less from regeneration than your opponents who have access to far more forests.
    1 point
  40. It seems fine with most, committing it right now.
    1 point
  41. Baked with the iron texture i used for hellenic helmets + an extra normal bump on normal maps for add damage:
    1 point
  42. 1 point
  43. a.) At its current state, no (A commit which is due within a couple of days might make this playable for players who use the SVN version of the game) b.) Not sure about compatibility, others could answer this, maybe
    1 point
  44. I think that a list of the currently active hot-keys should be added to this thread as it would highlight the fact that there are in fact very few not used key combos available for any new hot key this apart from the how it would work with non QWERTY keyboard layouts. Enjoy the Choice
    1 point
  45. Those people had style, that's for sure.
    1 point
  46. If there is an easier way to configure the keys, then I generally won't care however you guys set the defaults. For now, I like my left hand on the left side of the keyboard. I tend not to use the keyboard shortcuts since shift+click > shift+any_key.
    1 point
  47. The "grass hill"thing did not blend well with different maps. I like this one I make because it can blend with any map.
    1 point
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