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Showing content with the highest reputation on 2019-04-28 in all areas
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sorry i can't avoid compare with things that I know. now they are the Super Eagles from Nigeria (national team).4 points
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WHY DO WE ALWAYS FIGHT ABOUT THIS. JUST INCREASE THE SATURATION OF THE PLAYER COLOR LIKE IN DELENDA EST. KEEP A CONSISTENT PLAYER COLOR SCHEME ON ALL THE UNIT TEXTURES. GAWWWWDUH.3 points
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Committed the helmets! no changes were needed, only use the actors updated with @wackyserious textures.3 points
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Or through an option, similar to range visualizations or rank icons above status bar: It's worth trying out, although I've no idea how hard it would be to code. Usually I play maximally zoomed out and from a distance it's hard to distinguish player colour, civilization, unit type, or rank, all units look similar.3 points
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A permanent footprint that could be toggled through a hot key sounds like a good armistice between casual players who care about historicity and aesthetic and competitive players who are concerned with gameplay and player distinction. I want to hear the thoughts of others regarding this.3 points
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Included gaul carthaginian mercenaries on mod BUT, moved the actors from "Cart" folder to "Gaul" folder if its okay for all, i mean, its unnecesary to have a gaulish actor in carthaginian folder even't if its a mercenary, we should keep consistency with the unit faction/homeland, we never know what the future have for us for that faction or those mercenaries.3 points
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Units may be hard to distinguish because of the mosh pit combat of the game (please add battalions: BfME2), but I never really have a hard time distinguishing my units from the AI's in Delenda Est, mostly because you see one side attacking another side and there are a large number of ranged units standing afar from the mosh pit showing you a battle line and direction of attack. Also, if an enemy building is being attacked, it is likely not the enemy's units attacking it (pretty obvious). DE's more saturated player colors also help do the trick. It just seems more consistent to me to make fabric items player color, but not armor. Armor should be clear that it's armor and not just a player color shirt. That's why I would rather not have player color on helmets or head gear unless they are the decorative elements like plumes or crests. Bronze and Iron and other metals should look metal. If you are depicting a linothorax, then it is visually lost if it is covered in player color. The colors of the jackets and tunics of the Persian archer Wack posted aren't against what I just said since it's all cloth, but it would be nice that something (the kidaris hats) aren't player color too, for one thing so the units don't blend together in a sea of silky sherbet.2 points
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I personally don't have any issues telling my units apart... I prefer the subtle, aesthetic and historical approach to the dogmatic pLaYeR CoLoUr GoEs HeRe approach. Do what works best/looks best on a civ by civ basis. Following the exact same design principles for such a sizeable collection of culturally very divers peoples is a bad idea in my opinion. If you have any problem seeing your units in battle, select them and see... Anyway, in the thick of battle things tend to get a little messy. Really messy, actually. I call it part of the immersion There are 13 civs and maximum 8 players per game. When things get a little more balanced (remove those weird, uncalled for buffs for the Ptolemies and Celts), then statistically speaking coming across the same civ more than twice in a game is very unlikely. If you can't even tell the civ's apart, you need to invest in some glasses, because they all look very unique... Yeah, that's a little bit over top Especially the green ones look a little "offensive", in terms of colour theory or something. Then zoom in once in a while... The artists put a lot of effort in the details. They're there to be appreciated ... AoE is old news... We can deliver something nicer/more unique/better/more accurate/more immersive than a 20 year old game, right? We don't have the same nostalgic appeal to make antiquated gameplay and graphics look like fun... If AoE II was released for the first time today, nobody would bat an eye. It would pass into complete oblivion. It's not a good idea to use them as a benchmark anymore. AoE is more of a spiritual ancestor... But it's been 20 years... Technology/computers/processors have evolved since then.2 points
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If footprints were displayed permanently, regardless whether units are selected or not, then I suppose player colour could be removed entirely from unit textures. I'm not sure that's a good idea, though.2 points
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If Angen's formation/battalion mod (or a similar feature) will be implemented, and as how wowgetoffyourcellphone stated, in the future we could be free to break the rigid player-color inclined unit texture design that is strictly being followed. And again, this throws back the question on whether the game should continue to associate itself with the AoE series.2 points
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Hi thank you for replying! Yes I think this problem occurs with this map Forest Nothing only. It's only playable in small sizes indeed, and the A.I. is not good on it. So, two humans on small would be the best setting I think.2 points
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yeah, this was me who had the problem, i tried the small and tiny map, they work fine, but anything larger then that is unplayable2 points
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many colors many flavours. strawberry, grape , pineapple and lime.2 points
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disable autociv, maybe other mods, fgod23 name is good in mod page1 point
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(The rejoined player has g_Farms empty, so when the water rises, the non-rejoined players have that field removed but the rejoined player doesn't? Should be fixable by having g_Farms = GetEntitiesByClassor something. Or if it it's a Trigger property then it's serialized)1 point
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Thank you !! one : for so quickly answering (with good solution !) two : for all the community for this good game ! thanks again1 point
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Having an expandable more detailed version of the mini-map would be cool huh...1 point
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We're going to host/live in 30 minutes. If you want to watch the event here is the link: https://youtu.be/sr1MXoT6rok If you want to play please watch out Unknown_Player's host and join the room early. Have fun,1 point
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Yes man, here it is: https://wildfiregames.com/forum/index.php?/topic/18369-task-new-unit-meshes/page/4/#comment-316615 And also: http://irclogs.wildfiregames.com/2016-05/2016-05-19-QuakeNet-%230ad-dev.log1 point
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haha no, that's not your fault, I combined them so... Nice! Many thanks1 point
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Oh I think I did something stupid in the new version 0.0.8. Just tried this version 0.0.7 and it's fine.1 point
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Line 276 hp_data is undefined @coworotel I can't get the error ( community_maps version 0.0.7) What settings?1 point
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I have read it too, but this contrasts with faction design (colorful palette for Celtic and Persian faction) and existing textures i.e. current padded cloth texture for the Persians. This too adds to the dilemma..1 point
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What problem? When chosing which settings? Crash upon generation? Too many trees?1 point
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Yes, BigTiger recently made them available as a mod you can download here: https://github.com/BigTiger7/0ad_flora/tree/master/Bigtiger_Flora_Mod_dev Yeah, however, the initial goal was to add more maps to your map pack. Though you could keep all the contestants' maps while only the winner would be added to the main game. I'd suggest you look at the maps inside the flora mod, they are gorgeous and could give everyone ideas on how to use the decals he made.1 point
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> ig8icd32.dll!724fcaa1() Unknown Non-user code. No matching binary found. [Frames below may be incorrect and/or missing, no symbols loaded for ig8icd32.dll] Unknown No symbols loaded. pyrogenesis.exe!CShaderProgramGLSL::Link() Line 380 C++ Symbols loaded. pyrogenesis.exe!CShaderProgramGLSL::Reload() Line 465 C++ Symbols loaded. pyrogenesis.exe!CShaderManager::NewProgram(const char * name=0x003af1a0, const CShaderDefines & baseDefines={...}, std::shared_ptr<CShaderProgram> & program={...}) Line 271 C++ Symbols loaded. pyrogenesis.exe!CShaderManager::LoadProgram(const char * name=0x003af1a0, const CShaderDefines & defines={...}) Line 68 C++ Symbols loaded. pyrogenesis.exe!CShaderManager::NewEffect(const char * name=0x001ad0d8, const CShaderDefines & baseDefines={...}, std::shared_ptr<CShaderTechnique> & tech={...}) Line 545 C++ Symbols loaded. pyrogenesis.exe!CShaderManager::LoadEffect(CStrIntern name={...}, const CShaderDefines & defines1={...}, const CShaderDefines & defines2={...}) Line 369 C++ Symbols loaded. pyrogenesis.exe!CShaderManager::LoadEffect(CStrIntern name={...}) Line 351 C++ Symbols loaded. pyrogenesis.exe!SkyManager::RenderSky() Line 262 C++ Symbols loaded. pyrogenesis.exe!CRenderer::RenderSubmissions(const CBoundingBoxAligned & waterScissor={...}) Line 1538 C++ Symbols loaded. pyrogenesis.exe!CRenderer::RenderScene(Scene & scene) Line 1897 C++ Symbols loaded. pyrogenesis.exe!CGameView::Render() Line 489 C++ Symbols loaded. pyrogenesis.exe!Render() Line 223 C++ Symbols loaded. pyrogenesis.exe!CGame::ReallyStartGame() Line 319 C++ Symbols loaded. pyrogenesis.exe!ProgressiveLoad() Line 279 C++ Symbols loaded. pyrogenesis.exe!Frame() Line 364 C++ Symbols loaded. pyrogenesis.exe!RunGameOrAtlas(int argc=1, const char * * argv=0x00620008) Line 634 C++ Symbols loaded. pyrogenesis.exe!SDL_main(int argc=1, char * * argv=0x00620008) Line 680 C++ Symbols loaded. pyrogenesis.exe!main_utf8(int argc=1, char * * argv=0x00620008) Line 126 C Symbols loaded. pyrogenesis.exe!wmain(int argc=1, unsigned short * * wargv=0x0019c310, unsigned short * wenvp=0x001a39c8) Line 151 C Symbols loaded. pyrogenesis.exe!__tmainCRTStartup() Line 623 C Non-user code. Symbols loaded. pyrogenesis.exe!CallStartupWithinTryBlock() Line 364 C++ Symbols loaded. kernel32.dll!76f60419() Unknown Non-user code. Cannot find or open the PDB file. ntdll.dll!7795662d() Unknown Non-user code. Cannot find or open the PDB file. ntdll.dll!779565fd() Unknown Non-user code. Cannot find or open the PDB file. Indeed that will fix the crash for you1 point
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Our forum is powered by the Invision Community software. We haven't customized the software or theme in any way. I have reported this issue to them, perhaps it will be fixed in a future version. EDIT: And here is the official reply: Hello, thanks for reporting this. I have fixed this for an upcoming release. Regards, <snip> Invision Power Services, Inc.1 point
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The random map scripts also spawn as much treasure as needed to afford a civic center , unless the "disable treasure" setting was ticket.1 point