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Showing content with the highest reputation on 2016-05-18 in Posts

  1. Hi everyone! There are some issues with the current minimap color scheme as pointed out here: #763 I started working on this as part of Millennium A.D. (as some of you probably already noticed) and decided to split it off and hopefully get it merged into the game. This is the current state of the mod: I would like you guys to try it out and give your opinions on it (what do you think about it, where is it already better than SVN, where could/should it be improved and how should it be improved). v4: Changelog: Dark orange for bushes, pink for metal mines and limegreen for fauna. minimap_color_v4.zip minimap_color_a20_v4.zip Thanks in advance!
    2 points
  2. @Orpheuis: The best way to get something added to a FLOSS project is to help making it. Simply demanding something will get you nowhere, because developing anything at all will take a long time. If adding the Tracians is that important to you, prove it by helping to create them. Once you have a working Mod, we can take it from there.
    2 points
  3. While I have enjoyed every single mod that has come along (or that I have since discovered), one thing I wish did not happen is that a mod was inclusive of a collection of civ(s) and that as a developer/artist there was some type of "Civ Development Kit" for 0ad. This way people can come along and delve into a Civ w/ an easier path (or at least push one w/o it affecting anything else). There is an enormous challenge in balancing and even separating the 12 civs already in the game but at some point it would still be nice to go to a repository somewhere and view all available civs in a tree directory w/ READMEs, docs, etc. The drawback of course being that every civ would need to be tested back against the HEAD copy of the game for incompatibilities, etc.
    2 points
  4. Thanks Enrique, here are the images used for the texture http://www.ad.nl/ad/nl/5596/Planet/article/detail/3257387/2012/05/18/Yvonne-ondergaat-nog-steeds-operaties-na-aanval-Bokito.dhtml http://mlbpark.donga.com/mlbpark/b.php?&b=bullpen&id=646494&m=search&query=%ED%98%B8%EB%9E%91%EC%9D%B4 http://www.animalpicturesociety.com/pics-of-gorillas-a853/1-154c12/ https://i.ytimg.com/vi/Bwih2J9h71k/maxresdefault.jpg http://img01.deviantart.net/45cf/i/2013/191/1/7/silverback_gorilla_by_deadnotsleeping5876-d6cxida.jpg http://www.gettyimages.co.uk/detail/news-photo/ya-kwanza-a-silverback-gorilla-male-walks-in-its-enclosure-news-photo/142405689 http://www.shutterstock.com/fr/pic-159747512/stock-photo-silver-back-gorilla-walking-on-fallen-tree-in-black-and-white.html
    1 point
  5. We can certainly communicate it better, but we have already made the decision to not include more factions. There is however plenty of room for mods that adds new factions and there could be some kind of "expansion" that adds more as well. Keep in mind that the first release will focus on the period between 500 B.C. to 1 B.C. so for factions which are meant to be played with the first release they should also focus on these years. If there is no perfect wonder within these years it works to use an older one that would still be standing.
    1 point
  6. Just a thought - in addition to more visible resource colors, it would be nice if the minimap showed enemy units much more obviously. For instance, enemy units in visible range should be rapidly flashing. New enemies coming into sight should have a chat message "Hostile <civ name> sighted!" (e.g. "Hostile Gauls sighted!") It's too easy to get killed and not know it because you were looking somewhere else.
    1 point
  7. Itms worked on entity fogging and miraging before, so he was involved with the visibilities. But there's no real design discussion on how those invisible units should work (it would be quite annoying to have a design discussion without the possibility to test some things either IMO). And if it can be done in JS allone (which means that Itms made his C++ code generic enough), there's no reason to alter the C++ code. It 's a lot easier for mods to reuse or modify JS code.
    1 point
  8. Is not game to have a encyclopedia or something like this with descriptions? Then terminology should be correct, common, and consistent!
    1 point
  9. 256x256 (Are the chainmail details correct/accurate? I need some feedback, thanks)
    1 point
  10. @Itms I am curious, what is the story/status w/ your POC patch - was that part of something else that was in discussion (beyond the Stamina ticket mentioned), is there harm in adding the C++ bit so people can use it or is there something else in the works that this would be a part of? Sorry tried back searching the Trac history but could not find anything.
    1 point
  11. When I was really active around here I actually had all the non gameplay related mods workinf together so ponies vs chinese vs vikings vs caro vs egyptians. This is doable.
    1 point
  12. Oh man that TAB key is super helpful, I thought I missed something in the game manual but that hotkey is not even mentioned in-game or online (http://trac.wildfiregames.com/wiki/HotKeys) ...
    1 point
  13. Its hard to see in all that fog there, but this time we got 2,835 sheep out. The game still didn't crash! Lagged out again though, I could tolerate it long enough to take these screenies too
    1 point
  14. Hi. I think the shield look all wrong for javelinist. Maybe the round shield would be better.
    1 point
  15. My friend managed to get really good with a sheep economy however there is no sheep build limit, and this happened. 975 sheep. We couldn't last long in the lag. My Numidians were trying their best to stem the flow but to no avail. Hilarity ensued, we both lagged out fun times, but we may want to address this eventually
    1 point
  16. Please Gameboy, I think that there's no problem on asking about the development of things, but if he didnt answered you, don't insist. I think that bothers a little (specially on track)
    1 point
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