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Showing content with the highest reputation on 2020-07-23 in all areas

  1. I have now implemented this thanks to @Freagarach @wraitii @Angen and the team. By training Cleomenes, Perioikoi Hoplites and Spartiate Hoplites are swapped for Perioikoi Phalangites and Reformed Spartiate Phalangites. Also, by training Cleomenes you get access to Stone Walls. Training the Classical heroes keeps the hoplites and doesn't unlock Stone Walls (the option doesn't even show up). -> ->
    4 points
  2. hi, I saw on the mods page that you were accepting help, is it still the case? were do we have to apply? what are you working on right now?
    3 points
  3. If i played seleucids i noticed there are greek horse javelineer (athenian), and his cover looks persian horse javelineer. I think its better for arabic camel javelineer or lancer to implanted. The seleucids use them in great battles, u can read this in wikipedia: Dromedaries Camels are attested in use in the Seleucid army at the battle of Magnesia, but their small number (500) suggests they were not a regular addition.[51] According to Xenophon, their scent scared off horses. Some ideas :
    2 points
  4. Well, `Engine.CameraMoveTo` will suffice for now. This is an early release, much of the code was borrowed from @leitoso's https://gitlab.com/xxleite/specmod. Kudos! It works for specs and also for players. For specs unfortunately, given the chat messages and hero buttons the position is a bit awkward, but should be usable. There are many adjustments necessary yet, like making the progress bars brighter for darker player colors, rearranging gui items other than the prod mod, hotkey and menu option for enabling/disabling production etc... These are on the backlog, as well as making an option to show all current units from players using the same system. Hope you find it useful. prodmod.pyromod
    2 points
  5. First game of a very rapid series from Derek O's 0AD 1 v 1 World Cup July 2020 Tournament
    1 point
  6. @user1 i was playing against Queen_of_Persia and he ended the game before surrendering. commands.txt metadata.json
    1 point
  7. Some progress: The buttons also have tooltips, which is quite helpful to know how many seconds it's missing to finish and the unit name. Additionally I'm considering to click on button to move to recruiter entity but that should take some effort. I'd like to improve the visual side though, in particular I want to make the left indicator (the vertical bar) with rounded borders. Most importantly I want to make put the same kind of canvas around the progress bar as the button has, any pointers would be welcome.
    1 point
  8. Ich habe soeben nochmals D14 angewendet, das "large-address-aware"-flag explicit gesetzt und neu compiliert. Während das Spiele läuft, als erstes die gute Nachricht: Das Spiel startet mit "Schattenqualität - Sehr hoch", also maximum ohne die obligatorische Warnmeldung". Das ist schon mal erste Sahne! Mal sehen, wie lange das Spiel läuft
    1 point
  9. To be clear, this is just the Fortress random map. I didn't build anything myself. I merely wanted to show that realistic walls could look great in game, but then it turned out the script placed them in the opposite direction, which still looks good, though not as intended. Anyway, it turns out it could easily be solved by inserting <WallPiece> <Orientation>2</Orientation> </WallPiece> or 0, or 4, or any other multiple of 2, into the `byza_wall_long.xml` template: Which makes me wonder why specifically 1 (i.e. π rad = 180°) is chosen as the default value. (@s0600204?)
    1 point
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