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Showing content with the highest reputation on 2019-08-30 in all areas
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3 points
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1. Yes, <BuildRestrictions/Territory> is what you need; options include own, neutral, enemy, ally. 2. Entities (e.g. structures) don't really need a <TerritoryInfluence> node; setting <Radius> to 0 is ugly; if you don't want something that is inherited, disable it (without the d); in your case, you could also simply consider removing it from the parent (`template_structure_civic_house.xml`). See `simulation/templates/structures/rome_army_camp.xml` as an example for both questions.3 points
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Maybe you could try to match @Enrique's old bronze tone this one looks quite yellow. Also the scales are not in the right direction but that seems so be the case in your reference so meh3 points
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Hi! You seem to have hit this bug: https://bugzilla.mozilla.org/show_bug.cgi?id=1266366 What is needed is to patch spidermonkey with it, and when it's committed, then you will be able to build SVN like you tried to do, with Ideally we would have downloaded the latest bundle from the esr branch, instead of the release candidate from the SpiderMonkey devs, but they are not available anymore for SM45. So it would be better if you could test the patch that I will make, in case we need to patch more bugs. Are you comfortable with using our patch review platform? Else I'll provide the patch here and will give you instructions to test it. Thanks for the report2 points
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Tiling is necessary because it handles resizing of the window/ odd monitor resolutions too. any layer that interacts with both edges of the composition, left and right, need to blend into one another. I had mentioned that to pedro several times. also make note that textures in this engine need to be a power of two to load properly2 points
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This is something that bothered me as well. The problem is not your aspect ratio, it is the required resolution. The session gui is designed for a width of 1024 pixels. Unfortunately the tech tree uses about 1600 pixels (Persians), more for mods that add more entities. A scrollbar would certainly help. I have a high resolution screen (3840×2160), but I tend to play it in a half-screen window (1920×2080), and with guiscale = 2 to keep things readable that means I have effectively a 960 pixel equivalent width. [EDIT]:2 points
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I noticed that too, but then I realized it actually makes sense. Since people are much smaller than elephants, when they attack it with spears and swords they'd be stabbing upwards. If the scales are orientated downwards, the blades can dig underneath the layers of scale, especially when the scales are so big.. That having said, I haven't personally seen the original sources for these types of scale armor, but they're apparently described or depicted somewhere. From "Animals in the Military: From Hannibal's Elephants to the Dolphins of the US Navy", by John Kistler also repeated in his other book "War Elephants", he says: Apparently Seleucids were also also forced to switch to the smaller North African elephants in later years, just like the Ptolemies (Greco-Bactrian Kingdom, Indo-Greek Kingdom and Iranian Parthians would have blocked their access to Indian elephants). Perhaps it would be an interesting option for Ptolemies and Seleucids to be forced to choose from either stronger but more expensive Indian elephants vs cheaper but weaker African elephants? 2 more pretty art refs: "A turreted war elephant wearing a saddle cloth decorated with a hippocampus (Eastern Iran, ca. 3rd-2nd cent. BCE"2 points
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Why not only ban him from playing rated games then?2 points
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Also check out the Wikipedia entry for Wattle and Daub https://en.wikipedia.org/wiki/Wattle_and_daub for differing styles used since the neolithic till about 17th century. Enjoy the Choice1 point
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@Obskiuras we have the wood and the thatch i will post updates when i experiment with some mud wall with scratchs wich shows the wicker.1 point
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The construction technique is wad and dabble which is wicker covered by mud.One of the simplest building methods the other is rammed earthen walls. Enjoy the Choice1 point
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In his book "War Elephants", p. 154, John Kistler makes the claim twice. I don't know the original source for this... On another note, he also mentions the temple of Athena Polias Nikephoros in Pergamon as a source for the crested headpiece for the elephants. I just spent more than an hour looking for it because I'm dying to see it, but I can't find it (I did find the crested headpiece for the horses though )1 point
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I'm not sure I got this exact part. Could you elaborate on this please? By deleting the node or by changing it to <TerritoryInfluence disable=""/> ? You said "Entities (e.g. structures) don't really need a <TerritoryInfluence> node". However, looking at rome_army_camp.xml I can see that's exactly what they did. They just added a <TerritoryInfluence disable=""/> line.1 point
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Hey @sphyrth, Unfortunately like your original complaint this isn't new. Here is the ticket which I believe covers what you want #3038. @elexis was the last person to work on it, and he is working on the GUI cleaning currently maybe that'll make things easier ? The quickest fix in my mind would be to set the minimum resolution to something like 1366x768 and say anything below is not supported but I don't think that's the solution I mentioned. You could set the gui.scale to 0.9 in the user.cfg as well but that's nothing but a workaround...1 point
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I guess it's because of screen ratios and the way the background slides. In some cases the background could slide enough in one way and the rest in the opposite direction that there would be a black spot. With the background tiling that would feel that spot1 point
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My standard for the color of bronze materials are @Enriques pelte shields, I think the new helmets are close to that tone, specially the bronze phrygian.1 point
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From what I have read, their settlements were of urban structure typical of villages, they were not very durable. I don't think its buildings will last long enough to look dirty and damaged.1 point
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Oki.... I'm not too bad searching (indeed, I always search for my own refs for client work, etc) but I'm having some surprising issues to find the threads about menu backgrounds and portraits.... The 3D meshes ones pop up even without searching.... All I could find are these ... About backgrounds (this is my major interest, as would be complete illustrations which I can also show as portfolio samples at my site ) : https://wildfiregames.com/forum/index.php?/topic/17180-main-menu-background/page/6/ About portraits (indeed, I'd be inclined to paint (100% paint) these heroes portraits, not "unit" portraits, at least for now. Well, in any case, those who aren't assigned even by thoughts to anyone) https://wildfiregames.com/forum/index.php?/topic/21299-portraits-for-heroes/page/8/ Also ... Have been reading threads in 3D meshes and anims threads. Seems you have some really active members (Alexander, for example) at that, and very good. Who are taking care of all. Does not seem to me that you need help there. And I would need to get up to speed with all the engine specs. So, I decided to focus only at first in those two things : Menu backgrounds and (heroes, for now) portraits. Also, I believe is where I can be more helpful (more skills developed there than in other areas). I'm more eager to do that, but also, I think is a better fit, for now. So... if that (celtics ? ) menu background has no one assigned, or well, any other complete background/illustration of the kind/size, please if Stan or anyone is so kind, let me know which is it (the info/specs to make it) , where I can read the specs of what is needed. Also, the portrait heroes thread seems self explanatory.. an image of the size of any of those already there, I would only need to know which heroes are pending to be made and not assigned to anyone, yet. I seem to see here people really savvy about history, if there's some need to be very historically accurate or something, and need/wish to post references about those (whatever I'm assigned, lol), ideally before starting, feel free to !1 point
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Hey guys. Here I have a couple of questions: 1) How can I set up some structures so they can only be build OUTSIDE the initial territory limits? Edit: I tried adding a "BuildRestrictions" parameter to the simulation templates of these structures and set it no "neutral". Apparently it works. Should this be enough? 2) How can I prevent territory limits from being expanded every time a new structure is build? Edit: At least for houses, I tried modifying "template_structure_civic_house_big.xml" in "simulation\templates" as follow: Apparently it works too. Should changing this parameter be enough?1 point
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For some reason it does not let me upload the other image, my internet is slow.1 point
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