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Showing content with the highest reputation on 2014-04-29 in all areas

  1. Just as a note for anyone thinking of coding this: I did some work a year ago in preparing a patch. It's on trac as ticket #1919, and includes a (then) working implementation of packing and unpacking of structures into units and back. I'm not sure if it also accepts structure to another structure and unit conversion to unit. For anyone interested: It should be easy to get the code to work with the current codebase and see what bugs remain. I stopped short of implementing a proper GUI button placement (the pack/unpack button went on top of the first other trainable unit/buildable structure button). But it would be useful for truly nomadic civilisations to have this patch updated and added to the codebase. I remember there was some discussion back then to use a more generic Transformation component instead of the additions I made to the Pack component.
    3 points
  2. The main problem with A15 was that fields got a quite strict worker limit, and the AI wasn't prepared to build more fields, so got stuck with a low food production at the start.
    3 points
  3. As far as I can tell the problem isn't in blender, but with your actor files. You might just need to mess around with the actor editor a bit. also, I opened up your model file, and it seems you have 966 triangles in the fire pots flanking the staircase and the normals on the bottom tier are inside out. when you use the circle tool you can set the number of sides the circle is made with the last action menu in the toolbar You can double check your normals by selecting everything in object mode and pressing ctrl+a to apply scale after that enable 'backface culling' in the display dropdown on the left interface. This probably won't translate well. this is difficult for me to explain, even in my native language x3
    2 points
  4. So I am combining all my programs into a 0ad modding toolkit
    1 point
  5. Do you still have the problem (it's a bit hard to read all the Spanish here)? As the solution is quite simple. You called your file cc_decor_escaleros.xml, while you try to use cc_escaleros.xml. So fix one of those.
    1 point
  6. In taringa communities did some topics inquiring about my problem, I also ask some of the forum who have more experience than me
    1 point
  7. Grateful Lion.Kanzen! More some aspects: reconstitution of the vessel would have been used in the settlement of Kallaikia Ireland.
    1 point
  8. Check to make sure your normals aren't inside out either, not that that's creating the error message, but they're probably inside out.
    1 point
  9. Surprisingly enough, it's more accurate than a lot of the stuff in this thread. And the leg guards are based on Roman Manica, which we know the Sassies used, as well as the Romans. Most of what we know of the Sassies is from their Art as they don't leave much in terms of Artefacts. Not like we could waltz into Iran and excavate anyways. But yeah, it has its issues. Nazeem on RomanArmyTalk is a Sassanid Reenactor and knows what he's talking about. There's another guy on that forum too that's a Sassie.
    1 point
  10. Rebuilt on an island after the sack by Nebuchadnezzar's army, Tyre flourished as the prime Phoenician city-state, ruling the waves, and setting up colonies as far as North Africa. Alexander's armies laid siege in 332 BCE by connecting the island to the mainland via an earthen causeway so that his army and siege towers could reach the rich treasuries within the palaces and temple complexes throughout the city.
    1 point
  11. Thanks, I made the model in 1 hour, keep adding more things in blender, I'll add some details in the Actor editor as trees and rocks.
    1 point
  12. well on the idea of water, i partialy added your idea, all you would have to do is make the wells and replace a few things to change my "sandpit"(acctuly farm but gives you water) then change the cost of animals to use water then tada you would be mostly done with water and livestock, but you would have to modify the water part(IE: Lake water,rivers,oceans and other bodies of water)
    1 point
  13. Which is normal for any FOSS project and why project leaders have to be good cat herders Enjoy the Choice
    1 point
  14. ... we're not really focused.
    1 point
  15. (...) + Gui, Multiplayer/Lobby, random map generation
    1 point
  16. Internationalization. Formations. And ptolemies+animating for the art team.
    1 point
  17. Those [PATCH] issues are mostly issues where the patch is not complete and/or needs improvement. So it's not ready for inclusion. It's marked as PATCH as people know they can continue with someone else's work. The real problem are those marked with the "review" tag. Those patches are supposed to be ready, but are waiting for approval of some kind (code quality, gameplay aspects, ...). Depending on the complexity or the multitude of opinions, it's sometimes hard to review them. And it's something only team members can work on to get them included. While those PATCH issues can be continued by anyone. For the naval support, it's getting better. The code to let the AI plan a path through the water towards the opponent is getting better.
    1 point
  18. Hello, I listened your indications here are two options a square corral and a trapezoid coorral I like more the trapezoid because it is a more egyptian fashion but both are ok with me I couldnt put the hay stacks because there is no hay stack textures in the texture pack of the egyptians, i didnt want to put my own textures, how can i get the generic hay textures so i can put the hay stacks insde the corral or can i put my own textures for the hay?. any modification?
    1 point
  19. Excellent! i like your idea for the roof, it gives you a "poor people" feel. Also that the building has just 3 walls so you can see the insides of it. More buildings should show the insides that would be awesome.
    1 point
  20. Hi, what do you think? What do you need next? I am learning "Blender" to help you in the textures because in 3dsmax I work with another texture management or if you have a guide to do it in 3dsmax that will be helpful. Obviously the props are missing, I tried to download the archive you have for the props but the archive is too old, do I make some? Or do you have some you could lend me for standardization?
    1 point
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