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Showing content with the highest reputation on 2015-12-08 in all areas

  1. Got a report on G+ (posted there asking for people who are using 14.04 and their experience with whether or not Ctrl groups work), and for him it works. He did say he's using a 64-bit version of 14.04 if that makes any difference. Hopefully more people will let us know of their experience so we can begin to narrow down the issue.
    2 points
  2. Thanks Erik for you kind support. Before this issue, I did not kwon that this game was multi-platform (windows, linux, mac ...). Many OS, many version and many PC configuration. May be my graphic card & driver is too old or I did some system change that this game version does not like.
    1 point
  3. No, 0 A.D. already use other kind of restriction too, not just range. If Market to auto-generate income, I think it better to be a series of increase technologies. I have such a tech in Delenda Est ("Commerce Taxes") but it's just 1 tech. A series might be good.
    1 point
  4. It should already be possible as you can already garrison either an infantry unit or a female citizen in a fishing boat And it should increase the gathering rate as well. There are probably ways to make this easier to discover though, and we should certainly include things like this in a tutorial once we make some.
    1 point
  5. I don't know enough of Ubuntu to give any advice for how to install the old version, though I would recommend to try and give some more information in case it's something that can be solved before taking that step. I just tried on my Ubuntu installation on my laptop, and it worked fine (though it's using 15.04 rather than 14.04 which might make a difference, my point is just that we need more information to find the cause). Are you possibly using a different keyboard/keyboard layout? (Non-american? Dvorak?) Have you changed any settings in a config file?
    1 point
  6. Honestly, the report function is not really all that useful for spam posts. We can see spam posts ourselves, so the reports is just one more thing to look through. What's really helpful is when you report a potential spammer, who hasn't yet posted any spam. Then it can be dealt with before they have a chance to cause issues We will most likely have to look into getting some more anti-spam measures as the number of them seems to be increasing.
    1 point
  7. That fixed it for me. So, I guess the bug is that the drawing of the background is tied to this overlay?
    1 point
  8. I try mod. Interesting stuff, but the current UI was definite not design to show this stuff. You should redesign entire UI before you add this stuff. The garrisoned bar looks especially ugly (why add garrison bar when you have a whole blank panel?). Health bars and stuff now look ugly. Keep thin. Also it would give you more space if you reduce number stance and formation. (eh hem)
    1 point
  9. I Dont like, is too much info, the icons are very confusing(i know we lack of them) but you need have clear one thing, this is very Semiotics are. my area, for example you use an sword for melee attack and bow for ranged, my suggesting is using a same symbol, for describe an attack, dont care if is a bow, sling etc. attack is the attack represented by symbol. is like you use a standar symbol and you split them. in all other games the Attack Symbol is a single, don't care the kind of unit. the armor can be nice use icons like AoM specially the percentage. shield, body armor (Peto), and Helmet (EE have good references about these icons) the middle icon even cant imagine whats is that. the last must be range that is perfect, obviously need artistic work to improve the Bars are very ugly or have that perception . the proportion is not the best. but must be the composition.
    1 point
  10. Then this is where those two projects differs, here we work on the features we want not the ones that are necessarily best for the game. Which is why we don't have building damage yet for instance. So maybe the ask themselves that question, but in the end it's just doing things, not THE things. Which is fair as long as things are getting done.
    1 point
  11. What a pity.. Should be done with a high priority as it helps the game in many areas that it's currently lacking.
    1 point
  12. Here are more olive trees variations maintaining the three designs by Stan. Also other tree species, with all their unique variations (not counting leaf texture variations). There are also some firs and dead trees under construction that are being prepared for a big flora commit.
    1 point
  13. This is what I do to create player_trans or player color in textures 1.) Select the red parts or desired parts that will use player color using software select tool and cut the selected parts 2.) Place them in a separate image layer. 3.) Tweak the colors and lower the color saturation/deepness (best color for me is light gray) 5.) Once desired low sat. color is achieved, change layer transparency between 5% - 25%, make sure there is nothing below the transparent parts of the texture. 6.) You can now save the png and test it, in-game. I hope this helps
    1 point
  14. Had a better idea, so I changed the mod. Previous idea wasn't very elegant after all. New version, partly inspired by ffm's comments: -Markets generate income. -Markets garrisoned with workers generate more income (ungarrisoned markets only have 20% efficiency). -Markets generate income based on "connections" with other markets. -Traders increase this "connection". -You can only build one market per CC. Basically the way it works is that traders link markets together, and the more markets a market is linked with, the higher its efficiency. This means you don't need 100 traders, you need between ⅔ and about 10 for the most distant markets to keep a full connection at all time. This is also modulated by distance: the efficiency bonus from a connection depends on distance (specifically, I'm using the log of the distance/100). This means that it's better to trade with far away markets, but moving them 10 meters from one another won't change much. Another modulation is that for each market, the total efficiency is sqrt-ed. Ie the more markets you are connected to, the higher your efficiency, but there are diminishing returns. It's quickly better to make another market and connect that one than focus solely on one market. The effect overall is that: -You need more markets. -You need a "web" of connections and not a straight line. -You need fewer traders but more workers so the overall pop is the same. The good thing is also that the income rate is very easy to manage and control. There's also plenty of opportunity for technologies: traders could increase the connection more/go faster, so that you need even fewer, markets could leverage efficiency better… Please try it, I think you'll agree with me that it's a much much better idea. Note that I probably broke naval trade but that's not a big issue. TradeModv2.zip
    1 point
  15. New Olive Trees Render : References : Blendfile Attached. OliveTree.7z
    1 point
  16. Question to myself is: who is gonna work on that feature? I believe the game would benefit alot from that one..
    1 point
  17. I'd say we shouldn't think too hard about techs yet, they'll need some reforms when we are balancing the units, so it's a waste of time, yet. Michael's tree should suffice for now.
    1 point
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