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Showing content with the highest reputation on 2016-11-06 in all areas

  1. Somethink like this can be small improvement (without having to redesign the complete dialog, even if it should be). (Also, maybe click icons for some kind of action, or hover over to see the actual profits for each or somethings like this)
    4 points
  2. I'll claim the map for the next week. I'll be doing the dark blue section
    2 points
  3. In Syntagma or Testudo, the special animations for idle stop working when formation stop moving. Anyone else verify?
    1 point
  4. I'm making a mod where I'll nerf longsword armor since a guy with a longsword, unless it's a jedi, can't have the same pierce armor than a soldier with a shield as big as himself. Brit champions can be recruited in age 2, but in exchange they cost x2 food and they can only be recruited in civil centers. Hope you like it.
    1 point
  5. I like the new palm trees in the video and screenshot.
    1 point
  6. Lol, if you like free buildings, in the mod I posted here seleucids have free stables and sheeps. Hope it makes you feel better
    1 point
  7. Also reproducible in a19, but works properly in a18.
    1 point
  8. I've uploaded the link to the mod zip, so players can also test this: Instructions: -After you download, extract it. -Copy it into the binaries/data/mods of your 0ad game folder. -Run the game, go to Tools and Options/Mod selection. -You should see this. Select and run the mod:
    1 point
  9. I would say it is a lot more likely that Mayorcete misunderstood what he said
    1 point
  10. This code was implemented with the clicks and drags in Photoshop. (It's not real) How about this one (re: my mockup image): Hover over the portrait and get tooltip that tells you how much of each resource is being traded at that moment. At bottom of tooltip it say "Left-click to select all idle carts/ships." So, click the porteait and it selects all the idle trade units of that portrait. (aside: right-click opens catalogue entry for the unit, like when clicking all other portrait, there is patch for this somewhere and it worked great, but is depricated by Alpha 20).
    1 point
  11. Looks good. I recall the prosa code being really ugly as well. Where is the diff implementing that? (Couldn't find it in the delenda est repo) Having an overview that splits the trade carts by current tradegain seems nice, but not sure how to implement. These carts should be selectable, so that if one has 30 carts on a good route and 5 one with a bad route, the bad ones could be rerouted without affecting the good ones. (We can already see the total amount of resources they carry by selecting all trade carts (alt + doubleclick) and then moving the mouse over the number of units indicator)
    1 point
  12. "I remember the days when we played 1vs1vs1 and everyone won in their game because we were OOS " Ah, so you're voting for clinton? Seems to have worked though, as the second release candidate is being packed and tested.
    1 point
  13. Under which of 3 operating systems that we support and have tried to find the log files that Pyrogenesis generates every time it runs it just might give an indication of what went wrong here is our wiki entry on filing bug reports http://trac.wildfiregames.com/wiki/ReportingErrors Enjoy the Choice
    1 point
  14. His lips look better Lions. Previous version made his lips look like cat poop.
    1 point
  15. All hail dhe gods of networking! All hail dhe gods of networking! Hope this helps, debugging desyncs sucks.
    1 point
  16. I agree with Stan and Lion, that the main building itself needs more features and details to make it as engaging as the decorum around it. Windows and doors are pretty big features to be missing. The akroterion and pediment symbols are very nice, though with such rich details there, it makes other areas of your model fall a bit flat. I'm sure there's a better texture for that awning in those texture files I posted earlier. You may need to split the geometry and tile them to keep those textures from stretching, but we can afford it poly-wise. If you would like to keep detailing, I'd say a good polygon estimate should be around 10,000 triangles overall. Another very big thing that I forgot to mention: building geometry MUST extend below ground level for adaptability to uneven terrain. Many of our contributors have done this craftily, using hidden subterranean staircases that become exposed when the model is built on uneven terrain, and other similar tricks you can see if you look in the Atlas Scenario editor yourself. And I see you saw the construction thread! Very well done, I think if you extend it below the ground plane a good amount, this model will be near perfect. One more thing, you need to read and 'sign' this waiver if we're going to be allowed to use this and future contributions of yours.
    1 point
  17. Door are missing in main building , may be a window too.
    1 point
  18. But you made me curious, what issues/improvements do you have in mind when refering to the trade dialog?
    1 point
  19. I also honest to goodness think that the game should have mesh mountains. 3D meshes with custom texture. Maybe 5 or 6 for each desert/alpine/temperate/Mediterranean/tropic. Just need some template flags to affect camera zoom.
    1 point
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