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Showing content with the highest reputation on 2017-06-14 in all areas

  1. In light of the recent announcement that there's an AOE1 remastered edition coming out this year, which boasts "4K" resolution, I think maybe A22's release media can also tout this feature. But I mean subtly. 0 a.d. for a looong time has been compatible with 4K resolution, yes? At least, I have seen some very old dual monitor footage of the game that had some very large resolution. So, maybe this release show some 4K media. If this game is capable of this, then does anyone here have a 4K monitor or capable card for footage or screenshot?
    7 points
  2. Perhaps there should be a replays subforum? I know, wild idea.
    3 points
  3. Changed the colour using the same faction wood, gate already is animated for the 4 stances and added slope both sides
    2 points
  4. found it, i'm gonna start working on it
    2 points
  5. Hi guy. So, I really think we should be able to place buildings closer to the edge of the map. right now it is confusing a little bit, because the territory border goes right up to total blackness, but buildings can't be placed at the edge of the very light gradient. I think it should be more consistent and clear what is going on there.
    2 points
  6. Territory border going into darkness is a bug (#4636)
    2 points
  7. You should be able to make more than 20 houses with no special changes required. Perhaps you mean that you can make more than 20 houses, but they don't increase the population limit? In that case you need a higher population limit in the game settings.
    2 points
  8. Also, using the celt ram made this one similar but not the same, siege_ram for the norse faction, it have 6 mens and they are animated for: >Move >Attack
    2 points
  9. Sorry for posting this so early... And sorry @sphyrth for stealing this idea from your April Fool's post. But I think there really is only one choice: Alpha 23 Wololo We certainly know that the term "wololo" isn't complete bullshit. And by adding a new cheat unit we could easily justify that name. Typing "wololooo" should spawn a super monk that will convert all enemies very fast by wololo-ing them. What do you think?
    1 point
  10. Same question asked before about the norse gates, does a ram or an elephant can pass through those gates? Btw, It looks better with that color, nice work! And, consider what niek wrote before, a topic per model
    1 point
  11. Probably not a good design choice to link the walk speed to the territory owner. If you're under fire you might even have to retreat from your own home base or a captured base. But I think you might want that Stamina feature which would allow units to run for a short period of time (half abandoned design ticket somewhere).
    1 point
  12. Just a weird suggestion, what if you add some arrows and axes stuck in the wall, like the picture? The worst thing is to have various <size>_wall variations, that way there won't be always the same pattern with the same arrows/axes/spears in the same position repeating through the whole thing. I must say that the color doesn't fit with wood colors of the anglo buildings, those are less darker than that one. Can't wait to see it all!
    1 point
  13. Door for anglo. el de la izquierda es el de los nórdicos y es el modelo de prueba, el que se usa actualmente no posee slope, y el 2do es basándome en el diseño de la foto, pero puede tener una mejor textura, hasta ahora solo seria de prueba. the left one is from the nord civ, and is the test model, the one actualy on the mod doesn't have slope. and the second is similar to the desing of the picture, but it can have a better textures, for now its just for testing.
    1 point
  14. If someone have anglo-saxon walls pictures or sketches it will help to make one in blender. Atm i have found walls like the norse and one's less wider.
    1 point
  15. @s0600204: Thank you, that fixed it for now.
    1 point
  16. The GUI , remember AoE 2 in ps2
    1 point
  17. Here is the original from Public mod: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant frequency="1" name="foundation 6x6 a"> <mesh>structural/found_6x6_a.dae</mesh> </variant> </group> <group> <variant frequency="1" name="Idle"> <props> <prop actor="props/structures/decals/dirt_6x6.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> <prop actor="props/special/eyecandy/wood_pile.xml" attachpoint="woodpile001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/wood_pile.xml" attachpoint="woodpile002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/wood_pile.xml" attachpoint="woodpile003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator004" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick004" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick005" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box004" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/handcart_1.xml" attachpoint="handcart001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/handcart_1.xml" attachpoint="handcart002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile3.xml" attachpoint="brickpile001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile3.xml" attachpoint="brickpile002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile3.xml" attachpoint="brickpile003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Vase.xml" attachpoint="vase001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Vase.xml" attachpoint="vase002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Plank_Pile_Big_a.xml" attachpoint="plankpile001" maxheight="20" minheight="-20"/> </props> </variant> <variant name="scaffold"> <props> <prop actor="props/structures/construction/scaf_4x4.xml" attachpoint="root"/> <prop actor="props/structures/decals/dirt_6x6.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> </props> </variant> </group> <group> <variant frequency="1"> <textures><texture file="structural/foundation.dds" name="baseTex"/></textures> </variant> </group> </actor> Interestingly, it's noticeably different from a foundation that works correctly, the 2x2: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant frequency="1" name="foundation 2x2 a"> <mesh>structural/found_2x2_a.dae</mesh> </variant> </group> <group> <variant frequency="1"> <props> <prop actor="props/structures/decals/dirt_2x2.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="Delimitator001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="Delimitator002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="Delimitator003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="Delimitator004" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/wood_pile.xml" attachpoint="wood_pile001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile_Big1.xml" attachpoint="brickpile001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile_Big2.xml" attachpoint="brickpile002" maxheight="20" minheight="-20"/> </props> </variant> </group> <group> <variant frequency="1"> <textures> <texture file="structural/foundation.dds" name="baseTex"/> </textures> </variant> </group> <group> <variant frequency="1" name="Idle"> <props> <prop actor="props/structures/decals/dirt_2x2.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> </props> </variant> <variant name="scaffold"> <props> <prop actor="props/structures/construction/scaffold.xml" attachpoint="root"/> <prop actor="props/structures/decals/dirt_2x2.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> </props> </variant> </group> <material>basic_trans.xml</material> </actor> So, I tried to make the 6x6 use almost the exact same format as the 2x2: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant frequency="1" name="foundation 6x6 a"> <mesh>structural/found_6x6_a.dae</mesh> </variant> </group> <group> <variant frequency="1"> <props> <prop actor="props/structures/decals/dirt_6x6.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> <prop actor="props/special/eyecandy/wood_pile.xml" attachpoint="woodpile001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/wood_pile.xml" attachpoint="woodpile002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/wood_pile.xml" attachpoint="woodpile003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator004" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick004" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick005" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box004" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/handcart_1.xml" attachpoint="handcart001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/handcart_1.xml" attachpoint="handcart002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile3.xml" attachpoint="brickpile001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile3.xml" attachpoint="brickpile002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile3.xml" attachpoint="brickpile003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Vase.xml" attachpoint="vase001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Vase.xml" attachpoint="vase002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Plank_Pile_Big_a.xml" attachpoint="plankpile001" maxheight="20" minheight="-20"/> </props> </variant> </group> <group> <variant frequency="1" name="Idle"> <props> <prop actor="props/structures/decals/dirt_6x6.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> </props> </variant> <variant name="scaffold"> <props> <prop actor="props/structures/construction/scaf_4x4.xml" attachpoint="root"/> <prop actor="props/structures/decals/dirt_6x6.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> </props> </variant> </group> <group> <variant frequency="1"> <textures> <texture file="structural/foundation.dds" name="baseTex"/> </textures> </variant> </group> <material>basic_trans.xml</material> </actor> But it doesn't work. Still has the same behavior.
    1 point
  18. I'm on my phone can you copy the actor and template file here ?
    1 point
  19. Top image on the box is the remake image I posted! Sadly, nothing yet about Definitive having a scenario editor or beefing up the editor to modern standards.
    1 point
  20. An overview by Zero empires, don't miss read the replies.
    1 point
  21. For patching public.zip one could extract that, patch it, then compress it. (There are also binary diffing/patching tools, and our zip files are not compressed, so that shouldn't be too hard to do.) Also you might want to check the documentation for your patch(1), especially the -E (or --remove-empty-files) option.
    1 point
  22. Most likely too late to get into A22, but this should solve your problem (I know you already have a copy of this file in your mod): diff --git a/gui/structree/load.js b/gui/structree/load.js index 1559722..a1710a4 100644 --- a/gui/structree/load.js +++ b/gui/structree/load.js @@ -212,6 +212,10 @@ function unravelPhases(techs) phaseList.splice(reqPhasePos+1, 0, myPhase); phaseList.splice(myPhasePos, 1); } + else if (reqPhasePos < 0 && myPhasePos < 0) + // If neither phase is in the list, then add them both to the end + // and hope that later iterations will relocate them if incorrect. + phaseList.push(reqPhase, myPhase); } return phaseList;
    1 point
  23. It is. (Notice that it takes into account the intrisic elevation bonus of those structures, not only the terrain one).
    1 point
  24. My first contact was in 1999 with Gold edition box.
    1 point
  25. That's not totally true, I use it now and then.
    1 point
  26. I've no time left to work on mod's support, but some of the points listed here looks generic enough and should definitively be implemented. When A22 is out, i may have a look at the phase requirements, but don't think i can do much more. You should post tickets on trac about them (with the AI keyword) hoping that they may get the attention of some developpers.
    1 point
  27. Yeah. It's going to be really difficult to come up with a better name than that. I sometimes wonder how he (and other people who were around shaping the base of 0 A.D.'s design) would feel about the game as it is today, but (while I wasn't around to get to know him) I at the very least hope he would have been proud that there are still people working on the game at this point in time. The last word of that quote of his really has proven true, it's taken and will continue to take quite some perseverance to bring this project to a finish.
    1 point
  28. 1 point
  29. Stack trace : > pyrogenesis.exe!PerformErrorReaction(ErrorReactionInternal er, unsigned int flags, volatile int * suppress) Line 426 C++ pyrogenesis.exe!debug_DisplayError(const wchar_t * description, unsigned int flags, void * context, const wchar_t * lastFuncToSkip, const wchar_t * pathname, int line, const char * func, volatile int * suppress) Line 483 C++ pyrogenesis.exe!wseh_ExceptionFilter(_EXCEPTION_POINTERS * ep) Line 289 C++ pyrogenesis.exe!CallStartupWithinTryBlock() Line 365 C++ [External Code] [Frames below may be incorrect and/or missing, no symbols loaded for msvcr120.dll] pyrogenesis.exe!ModuleInit(volatile int * initState, __int64(*)() init) Line 47 C++ pyrogenesis.exe!wmi_GetClassInstances(const wchar_t * className, std::vector<std::map<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> >,tagVARIANT,std::less<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > >,std::allocator<std::pair<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > const ,tagVARIANT> > >,std::allocator<std::map<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> >,tagVARIANT,std::less<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > >,std::allocator<std::pair<std::basic_string<wchar_t,std::char_traits<wchar_t>,std::allocator<wchar_t> > const ,tagVARIANT> > > > > & instances) Line 108 C++
    1 point
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