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Showing content with the highest reputation on 2019-03-18 in all areas
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There are a few ways to go around that... High poly to low poly with sculpting and blender materials, photo manipulation in gimp, traditional painting etc...1 point
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Hello @Lopess Glad you like our videos. Unfortunately, save from the videos on my channel there aren't many. Anything in particular you are struggling with ?1 point
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The reports have been noted up to this post. Thank you1 point
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Here is a high rated quiter. Name is Thanty. commands.txt metadata.json1 point
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I remember getting into that state to once and not being able to get it resolved. I guess one can google for the error message and In doubt can do a new checkout.1 point
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On hostrules: There's always some overpowered unit or mechanism that is ruled out by players. Last alpha skirmisher cavalry accuracy was off by 20% or something and it lead to players banning the unit from matches altogether, or resulted in every player being forced to only train cavalry as soon as possible and as much as possible. Another common user-specified matchrule is to prohibit wonders (because they allow each player +50 pop and that can lead to significant additional lag when playing with 8.). Also every player has a different understanding of what they consider toxic chatting, or when they chose to hand out bans. If that's put into some field that needs to be accepted like the other gamesettings, the player at least cannot start the game unless having formally agreed to the hosts rules. On dancing: Since it was in doubt what dancing is, I would define it as every command where the player moves units not to relocate the unit but to dodge arrows. (It means the sum of all units move vectors is about zero and covers a very small area.) Hannibal_Barca has demonstrated how far one can take the bug. Practically one can send out a single hero or champion unit and do the dancing, and even if 100 archers shoot at it, there will just be 100 arrows piling up left and right of the unit every second. So to me it appears to be something that can be addressed in the accuracy code. By chance some of the arrows are expected to hit. On the other side, just reducing the accuracy to accomplish that might make the unit ineffective. So I suppose it needs a good idea how to change the projectile trajectory model without changing how much damage the unit practically delivers. Given that one can with slightly more effort than using the patrol feature trigger the 'trajectory bug' using manual moves, changing the patrol feature just covers up the symptom. If a player patrols in place, they should be an easy target for the attacker in theory.1 point
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There is nothing to be learned, you just need to move the unit from side to side, requires no skill.1 point
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It's a bug/exploit in the first place, but it also IS a skill that has to be learned. However it's toxic for the game because it's not a fun game mechanic, especially for the receiving player. This exploit can also be put in the category of "unnecessary micro click tricks" that the game makers want to avoid at all costs. That's why the exploit should be fixed. Also it's not worth to make a game room rule about this. If you add that you can just aswell allow/disallow all other game bugs - like bug walls, unit collision and other stuff.1 point
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Absolutely! If you're patient enough with me, I'll get all the acacia stuff (and hopefully other things as well) ready before the next alpha... The Baobabs and papyrus look marvelous, by the way!1 point
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Let's pretend we're coming out of the rainy season (the grasses have already dried up, but there's still enough water deep in the ground to keep the trees green) But yeah, I could still play around with colors and brightness a bit.. I was actually thinking of making dry season variants, with fewer leaves and a more brownish color.1 point
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Yes started in 2015 and then played on and off with multiple accounts on interval of six months, i have used one account first two years but later others and recently like three weeks ago my two accounts got deleted so i am using an account that is over five years old. No i dont read terms, i dont have patience for that.1 point
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As you said dev purposes. 1. Only create one account per person on the service unless authorized by Wildfire Games. Correct me if I am wrong, does he use them for dev purposes? ( Or have been created because of that he needed to test something with multiple players?)1 point
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Hello i would like to report a hih rated quitter. Hes name is Lagos. Please punish him commands.txt metadata.json1 point
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@Sundiata, when can we get your awesome new "African" huts and stuff? With Lordgood's baobabs, I'm really looking forward to punching up the savanna maps!1 point
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Also, I will mention that @Enrique used auto-smooth for the canopy faces on his oaks and other "newer" trees. The benefit of this is that those faces don't immediately darken when the sun is rotated in a different direction than standard. He applied this smoothing to the wheat models as well, which helped make their self-shadowing look nicer too and didn't make them blah out when rotated. This also gave a nice pseudo-transparency effect. See the trees in Britannic Road. Awesome baobabs, btw. Should look awesome on the African savanna maps!1 point
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>:CC Yeah I would say if at all, be extremely conservative about how many polys go underneath, as long as you can reasonably cover the canopy. not waste more than say 64 tris? I know some of my new ones are a bit excessive. Still havent outshone the cretan date or tropical palms though so thats a plus lol1 point
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Smmh ya'll better give me trees to hang dead people on. @LordGood Nice work! please continue making our 0.A.D Flora beauty.1 point
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I think the idea has quite a bit of promise. My suggestion, though, is to make the older civilizations be able to develop into the new ones, instead of making bronze age civs unintuitively balanced with e.g. medieval ones. For instance, the Mycenaeans could develop into either of the classical Greek civilizations, and those in turn could develop into the Byzantine empire.1 point
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Thanks for all suggestion i took note of everything said. I Check in Settlers 6 and i got some reference. I think we can start developing the all products that will be consumed together with the basic resources by our citizens. Here the table i created: 4 Basic resources: food wood stone metal with the food divided in 7 subcategories : milk herbs oil meat grain fruit wool ( is not food but we insert here for simplicity) Form these resources each Producer would be able to process them and create one of the following 20 products depending of its speciality: Food bread cheese sausage soup beer cake Cleaning soap broom parfume Clothes woolen clothes leather clothes shoes Decorations banners indoor Decorations outdoor Decorations jewellery Military swords shield bows machine engine Here you can see what each product require to be processed: In addition to the products there are also three services: Entertainment (artist, circus) Transportation(city delivery, intercity trade, interciv trade) Building (builders, the onlyone allowed to build) Unless products, services cannot be stoked by the consumer, but has to be pay in the moment1 point
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I tend to play around with the player color when creating textures. I create three variants to achieve a wider range of color value for each player color (dark tone, mid tone and light tone) Also, painted surface are somewhat powdery in texture. Plus a little dirt buildup around the spine area and the edging the shield might add a little more flavor to those awesome shields! I really cant wait to join the fun next month. The end of the semester is just a few weeks ahead.1 point
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Techs in the summary screen are a must-have. It's good that they are ordered chronologically, but we should also record the time when they were researched, so that viewers can compare when the players researched a specific technology and how it influenced their economic or attack stats. In particular it would be nice to show them on the graphs as icons. Equally should record the time when players are defeated or have won, and the defeat reason. (Also it would help to formally report that Set vs. JSON issue of the GUIInterface that you informally reported on multiple occasion.) Great features, popular mod. I guess the terms-and-conditions check for lobby-autologin is still missing, and I guess noone reads the terms anyway, and they are updated rarely as well. The nickname option was removed? If so and if someone checked for the absence of possible security problems, perhaps the popular mod should be upload to mod.io finally.1 point
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