Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2015-03-30 in all areas

  1. Wow I feel old now, don't have exams anymore! Sorry for your flu Lion.Kanzen. And best luck for your exams and school projects, Niektb and stanislas69! Sometimes we amateurs tend to forget you people have lives! Well I guess I Just have to wait then. I just hope I won't have to wait until the next alpha release Take care!
    2 points
  2. Should be fixed in http://trac.wildfiregames.com/changeset/16472 I also fixed some other things, like changing ownership to gaia might leave gaia-targetting range queries, and starting with a 0 arrow count didn't activate the BuildingAI ever (so also not if a tech modified the arrow count). I hope it works now.
    2 points
  3. It's a bug, but it's pretty simple to fix. However, my SVN is a bit dirty now (even saving a diff takes ages), so if anyone else can solve it, that'd be great.
    2 points
  4. Okay, so I made Athenian Marines and Cretan Mercenary Archers trainable from Athenian Shipyards after research of Iphicratean Reforms (instead of trainable from Trireme). Might change Iphicratean Reforms to an armor and speed tech, make the Marine and Cretans unlock with City Phase instead. it all works: the Marines and Cretans pop out of the shipyard out the back like I hope instead of in the water like I feared. Macedonians can train war elephant in Imperial Phase. In pipeline: Finish adding visible prop point for rest of Fortress. Fortress with visible points now: Punics (Carthaginians), Indians (Mauryans), Iberians. This is time consuming to do, but reward is nice.Finish adding visible prop point for all Wall Gates. There is bug where is units garrisoned on a Wall Gate will keep the gate open, but that not my concern. Visible prop garrisoning has many bug that need worked out with code.Experiment with tree groves giving bonus for some civs (thinking Celts, Iberians, and Mauryans). This is the reason I invent the groves at beginning. I have feeling having every single tree give an aura bonus for barbarian civs would be laggy. Instead, groves are many trees in one object, so one aura for many trees instead of many auras for many trees.Experiment with rams and ships having speed bonus for units garrisoned inside.
    2 points
  5. As I mentioned previously in http://wildfiregames.com/forum/index.php?showtopic=18505&page=10#entry305231, your stables mesh is off-centre (that blue/green/red axis marker is the 0,0,0 origin point for the mesh). I'm not an artist, but I would imagine you would need to centre the mesh in blender on the x,y axis and re-export or something.
    1 point
  6. Actually guys. exactly which file is it: http://trac.wildfiregames.com/browser#art_source/trunk/art/textures/skins/structural/romans I can't find it. Should I even be looking here? Regarding the model: More quads are really not necessary. Just rotating the UV coords more or less solves that problem. There are actually 4 quads already, 2 of them are just very tiny (and unneccessary if you ask me). I fixed it (at least i think it looks great) in the example above, without adding any quads and just changing the UV. There are also a few other details on that UV-mapping I think could use some work. The triangles underneath the V-shapes are
    1 point
  7. Not all mods can be downloaded there and most of them are not compatible with a release (as they are developed against SVN)
    1 point
×
×
  • Create New...