Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2021-02-10 in all areas

  1. Going in to Hero Mode could be unlocked a couple ways, either with a Delenda Est-style resource like Glory that can be used to buy Hero Mode time, or maybe allow the Hero to rank-up with kills like other units, ranking up far enough to allow Hero Mode. While in this mode the hero has double resistance and double attack. The mode has a time limit, and takes time to recharge. Upper left button: Hero button replaced by the "Back to Strategic View" button; hotkey: Spacebar; take player out of hero mode. The health bar here indicates how much health all of the player's units have (if you see it dropping precipitously, you might have an indication that there's an attack elsewhere killing your people and might want to go back to Strategic View to deal with it) Lower right: A panel combines the Unit Viewer information and the health bar of the hero. W: Move Forward A: Strafe Left S: Backup D: Strafe Right Q: Turn Left E: Turn Right Z: Toggle Weapons - Whichever weapons are available to this hero X: Army Command - Follow; affects nearby soldiers, causes them to follow and guard the player's hero C: Army Command - Charge; affects nearby soldiers; causes them to charge ahead of the hero by 50 meters in an Attack-Move
    2 points
  2. Hopefully it no longer looks too dark, even though it's the same brightness, after adjusting down the terrain. See my second-last post for screenshots.
    1 point
  3. https://code.wildfiregames.com/D3555 It's diffed from the folder .../binaries/data/mods/public
    1 point
  4. UPDATE: I was accidentally applying this to the color after lighting and shadows, instead of to the color from the texture. That is fixed now. I also improved the algorithm to give it much less influence whenever or wherever the saturation is not close to zero. As such, the most affected ground is the Acropolis map. Alpine Valley and Belgian Bog are unchanged except for the gray stone paths. Bactria is not affected at all. terrain_common.fs
    1 point
  5. I created #5970 for that. No promise whatsoever that it will be worked on for A25, but it seems like it would be useful for campaigns, which are aimed for A25, so maybe.
    1 point
  6. I also have the impression that some actions might be lost in game, as nani noticed in point 7). The reason might just be different than the one suggested by nani. I have noticed that I suspiciously misclick more often than what I am used to do to assign units to collect resources. Since I often Shift-click and queue these types of orders, I am wondering if there could be a conflict between some type of orders + formation+Shift-click for example (which is also more likely to occur in late game because there are more units and could also be more easily noticed in a lagging environment)? Some knowledge about the code would help to formulate a correct theory and help reject the wrong one directly. . If someone could tell me if something like this could make sense, I would test more. I am still trying to understand why units control feels different. Thanks !
    1 point
  7. Yeah you ordered it to go somewhere unreachable and it took a few turns to realise it was indeed unreachable. Compared to A23, units will probably lose a little more time, but you'll also have fewer cases of units that fail to reach points that were actually passable. It's a tradeoff and for A24 it's in favour of 'correctness' over 'efficiency'. That's an unlucky situation, but it's not new, it could also happen in A23 and even earlier. Pretty rare that it happens with 2 moving units, and unfortunately not a _lot_ that can be done until unit pushing is introduced.
    1 point
  8. (Needs compilation)
    1 point
  9. The current ticket is here #5997 and the current (work in progress) patch is this one Phab:D3543. No, I don't think DE is the problem. @wraitii
    1 point
  10. Do you guys think it's a problem with DE or the core game?
    1 point
  11. For DE I set all of the shaders to .90 for AO (up from .85 as you noted) and that's already a good improvement. Thanks for bringing this up.
    1 point
  12. It's pretty much the only thing that keeps my mod from being entirely automated. I already have the code finished to do all the location mapping automatically but i cant use it because the previous spot will be visible without a manual workaround. Maybe one of the devs want to make a function in the future for us to reset exlored areas, but i'm sure they are busy enough as is already. Still hoping though
    1 point
  13. I guess a platform where people dont have to register is good. But the main thing is to be a good coordinator and have a clean communication. Which has not been made in previous tournament. Meanwhile saying that, I appreciated the effort that have been made into it. Anyway, seeing the answers not coming here, not sure if it's worth the effort! But to know... just do, invite and see what happens.
    1 point
  14. For A25 I plan more realistic impact sounds depending on what is hit
    1 point
  15. For a split second I thought this was 0.AD and was like; what.
    1 point
  16. I'm using: 1. The textures came from 3dtextures.com and/or cc0textures.com and/or textureheaven.com and/or textures.com and/or opengameart.com 2. Blender 2.91.0 3. Addon's Node Wrangler, Magic UV and Building Tools
    1 point
  17. I think I love the enthusiast community more than the game itself, how do you guys know so much about stuff like this?
    1 point
  18. A first try converting the famous map "Sahyadri_Buttes" to a random script ... It's difficult to position the CC's on an plane point without flatten the area per painter or heightplacer ... Btw: the problem with the "red" water is still alive ...
    1 point
×
×
  • Create New...