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Showing content with the highest reputation on 2018-03-22 in all areas

  1. @stanislas69 HELLENISTIC THUREOPHOROI Kausia cap (Player color) Basic rank (Sleeveless and sandals) I recommend you use the m_armor mesh variant Basic rank (With sleeves and boots) Advanced and elite ranks
    4 points
  2. A few things I really hope will be eventually included in 0 A.D.: make adding, renaming, or removing damage types as easy as changing resources; hack/pierce/crush is currently hard-coded; if one were to make a fantasy mod, he'd probably want to have different damage types, e.g. fire, ice, lightning, poison, etc. have a generic armour, which applies to all damage types, unless otherwise specified display gatherer counts ( https://trac.wildfiregames.com/ticket/643 ) automatically display attack multipliers (cf. auras) and remove the need to manually specify bonus attacks in tooltip strings I guess these features have been requested before, but it doesn't hurt asking again
    2 points
  3. I thought it's some type of bronze armor with small scales, plainted linothorax makes sense though. Looks fine Not sure exactly what direction to support though. Are we talking battalions or single units in the end? Is the focus multiplayer and readability or maximum realism? Those 4 types are a happy medium to me. @Nescio To further differentiate units, and since this pikeman above is most likely in his civilian outfit, I'd say let's keep the Kausia hat (and any other hat/helmet) to a minimum of unit classes.
    1 point
  4. Thanks for your feedback, as mentioned it's the mirages which we forgot. Until we have fixed or reverted this thing, don't place foundations in the fog of war.
    1 point
  5. I think the ears on the Asian elephants should be a lot smaller.
    1 point
  6. Adding that new chunk to the file seems to have solved the problem. With that done I think I've made everything compatible with 0.23. Some other quick questions, I seem to recall someone mentioning that impact effects for projectiles would be in 0.23, but I can't seem to find any example of them. Is there an example of how to implement them to a projectile or have they not been added into 0.23? I also seem to recall someone mentioning that the Upgrade system would be getting some kind of timer to use with things like Hero abilities. Was that added in 0.23 or is that a feature still in the works?
    1 point
  7. The code doesn't know that until it tests for it. Which is what it's trying to do. Last time I saw the contents of your mod (the "v1.01 release", if my notes are accurate), you did have a copy of simulation/components/EntityLimits.js and it doesn't have the function in it. I can't remember right now why you have a copy of the file - and I don't know if you still do - but either update it or remove it. (It looks like the only differences between the version in your mod at v1.01 and the current SVN-version are the missing function, and some added lines in the Schema example.)
    1 point
  8. It happens to my recent game to when I noticed my ally AI was trying to build a storehouse. When a CC is erected the fog of war is removed all over up to the border so in my case it’s not just the fog of war. Wow’s case happens to the same recent game I had where in a house stays at 1 HP while my builder is trying to build it near a dead sheep. I redirected my cavalry away from gathering it and tried to continue rebuilding the house to no avail. Recent update.
    1 point
  9. (It happens when a foundation is placed in the fog of war.)
    1 point
  10. Yet another attempt to rearrange the GUI (work in progress):
    1 point
  11. Take some rest @stanislas69 So here's the final set? @Prodigal Son
    1 point
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