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Showing content with the highest reputation on 2021-07-09 in all areas
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Have you altered the Structure Tree within your mod at all? Perhaps increased the amount of "Trainer Units"? (Do you have a file called: gui/reference/structree/Sections/Trainer/TrainerSection.xml ?) If so, you will need to change style="StructNameSpecific" to style="StructNamePrimary". As to the other error, could you check that all templates listed in the StartingEntities section of your simulation/data/civs/{civ}.json files exist? (If they don't then you should also see errors when starting a "Random" (instead of Skirmish or Scenario) map with that civ in play.)2 points
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The current loading screen tips are outdated, both the information, as well as with the visuals. This thread is to make new nice looking pictures and possibly also crowd check the descriptions themselves. Text: https://code.wildfiregames.com/D4107 Give your comment, give better pictures.1 point
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Hi @Ceres. Thanks you for feedback Yes. The game does not standard names civic/civil center/centre. Added a special rule to fix the issue. https://nwtour.github.io/compare-0ad/de.html Unfortunately for this issue, this method is not suitable since HTML files are created automatically by script. If you plan to make changes, in Git a slightly different sequence of actions: - To begin with, we make a Fork project. Your personal copy of the project from which you can do manipulations appear (With full access permissions). - Next already this version clone/download on the local computer - When you created a version that you consider more perfect in the Pull Request section you can offer your changes.1 point
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Some of the accounts at the top of PO file don't have emails. So maybe there is an option on Transifex.1 point
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@Grapjas Not sure if you seen this thread already. Ideas for D4189.1 point
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I would have to research the land units part; but why can't warships collect treasures?1 point
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so it's been a while since I posted DerpHammer 2.0 is progressing slowly, but it is progressing! I just ported it over to the Alpha 25 Pre-release version (the second release candidate specifically) everything went well, except I'm having issues with the structure tree for the Dwarf faction it is completely broken and I'm getting these messages, though I don't know what they mean: for the Empire faction, the tree works but I'm still getting some of the messages: I've tried looking what I did differently between the two to find out why one works and the other doesn't, but I can't figure it out...1 point
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By the way, here is another rather unique variation of those Azande shields. This one is from DRC Congo, but they stretch into southern South Sudan as well: Nice Azande shield wall: The Azande are an 18th century fusion of the Vungara, with a ruling class of conquers known as the Bandia Dynasty or the Ngabandi people. From Britannica: "The Ngbandi came from what is now South Sudan, converging upon and assimilating a number of small groups in their present lands. Ngbandi of the Bandia clan conquered Zande areas in the 18th century, creating a series of states; they assimilated Zande culture and language and are now indistinguishable from that group."1 point
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Yeah I get your frustration. The chance of what you just saw happening is very low. With more names I am sure we can make it near impossible.1 point
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First of , thank you for taking the time to read this. The questions might seem silly but Im just curious. Also i know that standardization of goods wans't a thing at the time so that migth explain some things My first question is why some call the phrygian helmet thracian? I tought the thracian was this: I also the same for the attic and the thracian: Another thing, I have the impression that both of these last helmets wer phased out for the pilos and the konos helmets while the phrygian remained popular, is this true? If so , any theories why? One would think the thracian helmets , specially like the one found in the prodromi grave were the epitome of protection and visibility, so much that millenia later , people came up with the burgonet and the morion with seem to harken back to these. Also is it correct to say that multiple types of helmets kinda merged in the late hellenistic period? I base my assumption on these images, which are obviously beotian helmets with an eastern flair : Also what's up with this one? I have seen some frescos that depict these , i'm guessing that they were easier and cheaper to mass produce.1 point
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A sneak peak of the next update. What it shows: Units will switch to melee attacks on walls (because ammo is valuable). Aesthetically weapons will be sheathed/unsheated when switched (no animation). Units have ammo bars (pink) Military structures & forge have a re-arm aura, some buildings have a large aura, most buildings have a small aura. This aura will only work if you have at least one forge Showing the re-arm aura in action (+ icon) What it doesnt show but does work already If the current target is to close they will automatically switch to melee attacks If there is a champion counterpart of that unit type for that civ, soldiers will have a 4th rank. When reached, they turn into champions (without status effect attacks) Units will be rebalanced according to their visuals ingame. I will work with a point system for this. Example - movement speed: Base speed will be something like 18 for infantry units and will be reduced with the armor they wear as following: Material Cloth: none Leather: -0.75 Chainmail/iron: -1.5 Shield: small -1, large -2 Eligible Parts: Helmet, chest, arms (as one), legs (as one), shield I will also work with the same point system for attack speed / ressistance (but different numbers). Primary melee units will probably receive an health bonus (as is). This means units will be rebalanced per civ differently, and even more specifically, per rank. (read more on github - planned features) 2021-03-27 17-09-27.mp41 point
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