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Showing content with the highest reputation on 2019-11-13 in all areas

  1. 3 points
  2. If e.g. archers have an attack range of 60, then make sure all human soldiers have a vision of at least 65, otherwise they wouldn't be able to see who's attacking them. Range is calculated from centre to edge (see e.g. https://wildfiregames.com/forum/index.php?/topic/25424-structure-range/&tab=comments#comment-370070 ), which means melee units ought to have an attack range which is greater than their footprint radius. Cavalry has a footprint length of 6, so they need an attack range of at least 6/2+1=4.
    3 points
  3. Looks more and more like a TV interface...
    2 points
  4. 2 points
  5. @Alexandermb great, now only capes/rider need same update and one more request, slaughter animation used in cape actors has knife prop
    2 points
  6. Commited for ranged attacks variants
    2 points
  7. Position: The position or role you are applying for. See the list above for the current available staff roles in Wildfire Games. Do you understand that Wildfire Games is a non-commercial project, work for 0 A.D. is volunteer, and work is done for free? Yes Do you agree to distribute all your work for Wildfire Games under Creative Commons Attribution Share-Alike license? Yes Are you sure you are not wanting to work on something programming related? (Then you don't need to send in an application form.) Yes/No Name: Andreas Beisemann Email: ABeisemann@xyz.whatever Location: Düseldorf/Germany Availability: Depending on the working time. Work in shifts Age: 62 Occupation: employee Skills and Experience: I'm a bit lazy, please take a look at Xing Motivation: 1.) I volunteer with refugees and disabled young people. They also like to play but rarely speak English. So I would like to translate your Wiki and / or the manual. 2.) After an unemployment I did a training as a technical editor and I would like to continue my education in dealing with XML, EPUB, DOCBOOK and Scribus. 3.) I am 62 years old and do not want to stand still. Personality: pretty flexible for my age Short Essay: I've been playing the game for a long time and think it's great. I like open source. my motivation you find 2 sections before. Interests and Hobbies: social activities, running and watersports Staff:(Optional) Do you know, or know of anyone on the team? No Community:(Optional) heise.de, opensuse Favorite Game: I'm not the classic player. Came from AOE to 0AD. Work Examples: If you can find that on the web, I helped translate the Chandler project a long time ago
    1 point
  8. I could have put a spooky skeleton in there I have some of those in a mod of mine. Reminds me I need to make a mod with my Avatar.
    1 point
  9. Sure, for next time Also I guess we didn't pick the best images Also maybe the text could be justified instead of pyramidal. There is always room for improvements. Thank you so much for your help so far. We'll see when 1000 people take those flyers home.
    1 point
  10. I will take a look tomorrow, too tired to do it now, if that's alright.
    1 point
  11. I was thinking exactly the same just the past minute
    1 point
  12. New Youtube homepage, going from an acceptable 24 recommended videos to only 8 recommended videos with supersized thumbnails, as if I'm visually impaired and easily intimidated by options. I don't know why it upsets me so much, but it really does. I feel like rioting or something... I know there's worse things in the world, like hunger, war, poverty and disease, but youtube's new layout... It's pretty bad too...
    1 point
  13. A follow-up post to state that I regularly update the 0ad snap with the latest releases. The current version in the stable channel is 0.0.23b-alpha, while the edge channel has a fairly recent svn development snapshot. Maintaining the snap is a minimal amount of work (builds happen automatically on Launchpad) so I'm happy to continue doing so, however I'd like to highlight that one big advantage of transferring the ownership of the snap to Wildfire Games is that it would give the project control over the branded store page at https://snapcraft.io/0ad, and access to a dashboard with detailed metrics (versions, distributions, territories, weekly active installations). As a quick glimpse of what this looks like, here is a screenshot showing active installations per version over the past two years: As you can see, there are currently more than 4K users of the snap, and whenever an update is available the way snapd automatically installs it ensures that players will always be on the latest version. And the snap is being used on 19 different linux distributions (snapd currently supports more than 100 of them).
    1 point
  14. It was hot in that part of the world I guess, so having a little breeze might have been well... a breeze
    1 point
  15. I know we should refrain from applying modern criteria to past housing standards, but to me it looks highly impractical having such a huge hole spreading all over the building.
    1 point
  16. During a game, I have noticed that a metal minewas bugged: depending on which angle I was looking at it, it has either its normal texture either a tree texture... Nevermind... while watching the replay, I can't get the same bug.
    1 point
  17. Yep, that's a bug I'll try to find out when it was introduced and notify the author. There is a way to change that, but I think it would introduce nasty side effects (units attacking units in FOW). You'd probably need to play around with the "GetQueryRange" function in UnitAI. As one can see now it takes the minimum of the vision and attack ranges. (I was thinking about splitting the ranges to make them less dependent, but I think it is hard to get right.) Not much more to say than: "Yes." Work has been done on this but probably the best solution would be subunits; the rider being able to attack independently from the movement of the horse. That would allow the horse to keep following the animal whilst the rider attacks (Total War style).
    1 point
  18. The stone arch + wooden door.
    1 point
  19. I decrease the units 'vision, but it also seems to affect the units' attack range. Even if I have something giving vision to the units, they don't attack. Is there any way to change this?
    1 point
  20. Simple deform and array probably, curve isn't very helpfull in this things because of imperfections at the end. however with a simple deform and array it gets a better angle and lastly a mirror modifier. Door texture could use a re-texture in the rome_struct file. @Stan` anything possible with substance painter?
    1 point
  21. Is that why you don't want to send me them buildings ? You could zip your public mod and let me do the rest
    1 point
  22. that black powder demo is super hacky, so much so i think building an entire mod on it is just asking for trouble. the particle system needs some work first
    0 points
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