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Showing content with the highest reputation on 2020-05-07 in all areas

  1. New 'stable' release, v0.18.0: - Revamped food, wood and mineral generators - Fixed inconsistent fish spawns on cross - New map: Britannic Road https://mod.io/mods/file/143785
    2 points
  2. Though notepad++ gives you syntax highlighting for both XML and javascript Enjoy the Choice
    1 point
  3. If you do that you will break the scaling of all the art files. Depending on how they were exported it might break the files luckily the engine does not support scaling so everything is ignored.
    1 point
  4. So i am asking, why are you talking to yourself ?
    1 point
  5. That's looking promising! If it's not too much trouble, yes please! The purpose of bundling things as a mod is that people can try it out in game and spot mistakes before it's committed to the main repository.
    1 point
  6. Yeah its good :). wanna try making a mod?
    1 point
  7. I knew about this game for years but never played it. I finally got my hands on it and it's such a fresh take on the AOE genre, for the little time I have spent with it, I love it. Only problem, and it's a big one, and a technical one: performance is downright horrible. Right from the start, my framerate is at a mere 40fps. Past around 40 minutes of play with armies of 100+ soldiers building up, the game becomes a slug hell. If I look at an empty area, the framerate goes up 20+fps, but If someone attacks me and I need to look at the action to move my troops, I have 2-3 fps, the interface is unresponsive, and I lose because I can't control my units properly. I think I have a solution. When searching about this subject, I found a post by someone from intel that looked at the game to give a practice run of the intel optmizer tool. He pointed out that a major bottleneck in the game was caused by a function called BlendBoneMatrices. I don't know how major is this bottleneck, but I know for sure that it has something to do with what is happening on screen because framerate goes up quite a bit if I look at an empty area. tldr: If animations are indeed such a major bottleneck, would you please add a setting to disable animations entirely. It could be in an advanced performance options submenu, anywhere really. Just put it somewhere
    1 point
  8. I had some obligations these days and couldn't work that much, but I'll work on the palisades today or tomorrow
    1 point
  9. Just for reference: I saw this one before, but maybe just the message is similar, not sure if related.
    1 point
  10. As for Blender units, I'm genuinely confused. Perhaps you could import romans/siege_wall_long into your palisades Blender file for reference? That one has a length of 36 in the simulation templates, i.e. 9 art tiles. Curved palisades can be done later, after the normal palisades are correctly lengthened. I was thinking about the following: Anyway, I'm eager to try out your lengthened palisades in game. @Stan`, could you help @Pablinski2 make a mod for that?
    1 point
  11. Most of the time that is only issue with compiler started by jenkins, not with linux building 0ad. Maybe it gets out of memory or something, logs are not very helpful about that.
    1 point
  12. Not related with this but i dont care xd (It won't be in the mod). I couldn't put it in a spoiler
    1 point
  13. Persians villagers should be all slaves, since they are evil. Xerxes does not fight much, maybe he has low attack but a lot of health and serves as support for the ninjas ? Might be interesting to feature the war rhino (I think there is a Rhino in game, not sure if it has an attack). Athenians could have the weakest champion unit (They don't have the same awesome training as Spartans nor the dark magic of the persians).
    1 point
  14. make sure to make them bare chested and shaved like in the movie ... and manly manly man
    1 point
  15. Nice feature. This will make housewalls easier. Will it be available in the editor as well ? Also, we need a similar feature when building walls next to cliffs and docks next to water edges. Perhaps also when building next to trees like suggested in an earlier post.
    1 point
  16. That's because when importing actors it imports the unit they were exported in. You need to switch it back in the options. Safest way - Import inch exported mesh - Save blend file - Create new blend with meters - Append from the first blend.
    1 point
  17. You usually want to prepare some sword cavalry trained in barracks to destroy (not capture) catapults. If the enemy is guarding them well, you'll first need to distract their army or wait for a good moment. A sword cavalry hero is even better for this, can easily destroy catapults sneakily when the enemy is not watching, or he can destroy one or two of them even when the enemy notices (because the hero is tough). If you have a lot of slingers, you can try attacking catapults from a distance with them. It's quite slow compared to swordsmen, but it can be a way to go if the enemy units don't let your melee units near. If you already have a fortress, using rams against the catapults is another option. Catapults can target rams and destroy them quite fast until the rams get near. However, if you manage to get one or two rams in a close distance, you can destroy many catapults fast before you lose the rams. If you don't have a lot of metal or stone, infantry spearmen are one of the worse but usable option. I would never advise to use any skirmisher units against any siege weapons because they deal basically no damage to them. Even women have a higher chance of success. A combination of different counter units, especially from different sides at once, has the best chances to succeed.
    1 point
  18. Thanks for taking care. I saw there were a lot of related issues with wayland, but actually I use x11.
    0 points
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