Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2020-12-31 in all areas

  1. Hello everyone, This message to inform you that I have merged in SVN the 'default formation' patch, which is a rather substantial behaviour change, though it can be de-activated. In Alpha 23 you have to put units explicitly in formation. In SVN and A24, units will now go into the 'default formation' when walking, and will act as individual when given orders like 'gather' or 'repair'. This is intended to leverage formations for movement, but to avoid issues with specific orders where formations make less sense. The "box" formation is the default. You can change this in your config file, and by right-clicking on a formation icon in-game. If you want, you can deactivate this entirely and go back to A23-like behaviour by choosing the 'no formation' as a default. Modders, you can easily chance which orders get which formation by changing the calls to g_AutoFormation. Since this is all GUI-only, you can mod it locally and still play games with unmodded players, too. Hope you enjoy playing, Wraitii
    5 points
  2. After the 5th time clearing the cache it worked...
    3 points
  3. Sure, game runs well with it, here is the link for anyone with the same issue with the WWDM 1.1 driver, Microsoft remove the OpenGL as it is a competitor to DirectX. https://www.4shared.com/zip/_Ie-rc3vea/Intel_GMA_4500_MHD_Extreme_2.html I will look forward to the next 0AD release. Safe and happy new year to all.
    1 point
  4. The time has finally come! DerpHammer version 1.0 has been released over on ModDB: https://www.moddb.com/mods/derphammer
    1 point
  5. hey, i think this is really important, is this still in consideration to make the unit stats visualization better? Tbh this was one of the things that bothered me when playing the game as a beginner, not really knowing which units to choose. I think changing the unit window to a more table like structure, using symbols instead of written text, and hiding irrelevant information like what they can build (or information you only read once like history) under drop down menus could do a lot. I think there are lot of good ideas in this thread already and a common agreement that there's room for improvement. Unfortunately i have no programming skills but i could maybe get into designing the icons and i have some ideas if wanted?
    1 point
  6. Hi everyone, I'm trying to improve cinematic camera code. I think the adding cutscenes in scenarios maps makes them more exciting. After trompetin17 AtlasUI2 merging, you can find patch with UI tool at #3301. Cutscene starts when path has added to playlist from map triggers, and after every path end triggers are receiving an event: which path was ended. I want to share with you for some results. Example of camera movement: And camera path for that: UPDATE0 Camera movement with target movement:
    1 point
  7. I am with karamel. Unit role should be the point. Unit roles are way way way more important than the stats. In fact, I think it better to rewrite tech tooltips to better reflect this point of view (Instead "+2 pierce armor to spearman", say "Spearman +2 resistance against ranged attacks"). Make the unit roles more clear.
    1 point
×
×
  • Create New...