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Stan`

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Everything posted by Stan`

  1. We are still frozen in the art dpt. Only programming and GDPR.
  2. If that is for terra magna or a CoM mod one could create issues on the repository and post the relevant references there This way if we want to tackle a list of tasks for a future release its easier it also means the poor sool who has to make it doesn't have to go through hundred of forums posts. Example : you want an aloe plant with let's say 4 variations. you create a ticket say the number of variations and add the pictures there. Someone picks up the task and once it's done it's closed
  3. Yes, I was refering to those documents. As you can see they detail how the units should look like. It makes it easier for us artists to then put them together. IMHO a good design document for a civilisation should have a sketch or an example of what main buildings should look like (it can be just a list of features) then as much as possible we should make them consistent with each others like it was done for shooting ranges, stables, and siege workshops, so they have one identifiable shape with the specificity of their civilization. Then the props, their storage, in what they eat, dummies, shooting target etc. Then when it comes to units and ranks basic (_b) advanced (_a) , elite (_e), champion (_c), we should have informations relative to their armor (boots / naked feet, sandals..., skirt / trousers / robe..., pectoral armor...) their possible helmets props, could even go as far as facial hair/features) , their weapons, shields, scabbards, backpacks etc. Once all these pieces of information are gathered, a nice sound track, a few voices to be recorded, and specific names for everyone and you have a full fledged civilization. It's a pain for artists, but as much as possible we should reuse props. For instance gaul barrels could be one single mesh. This way, if I want to update the shape of it because computers can now handle it, I just edit it once, and the whole civ benefits from it. Of course this doesn't mean we should have one prop per civ, but just that we should reuse stuff as much as possible.
  4. Could be this Or this Could also be a Roman helmet in disguise On the used material I guess the idea was iron would be for higher ranks Could look at the design document see if there is info there.
  5. If you have time could you share why you chose those name over the ones we have ? Its for history so if one day someone comes and says all those names are wrong we can argue why
  6. Sorry, We get so many spam these days that we can't be too cautious @feneur Can you unlock his account ?
  7. Well we have been making the same game for eighteen years, how healthy is that ?
  8. Triggers are basically a JavaScript script that you add to your map to trigger specific events. For instance you can make units spawn from a specific area, or make the water rise. There is no current way to edit it directly in the editor, so you have to create it manually. Look at other maps to see how it is done. One thing you can try (I'm absolutely not sure whether it works) is to start the simulation in atlas, make entities garrison walls, and save the map.
  9. If that is genuine and not just spam, I will just say everything here is done for free, on one's free time, and for now, nobody has been paid for doing it. So it seems highly unlikely we will hire someone to redesign our interface. But thanks for sharing.
  10. One more examples of a bug that became a feature You missed a nice pun there
  11. I tend to avoid putting gameplay mods in CoM mods because I want them to be close to Vanilla for compatibility and because the code maintenance is not really simple. Would be nice also to be able to ovveride only parts of functions instead of having to carry files around. I guess we could have one with a suffix with only the affected functions but I'm afraid the loading order is not fixed.
  12. I believe @wraitii is using brew though. Maybe there could be an alternative option.
  13. It is a planned feature. See the status of the ticket #252 on trac.wildfiregames.com .
  14. I guess aristeia is not up to date then. Since we haven't made a release that's not surprising.
  15. Farmstead is me, civ center Alexandermb 's, units textures wackyserious, and the sheep I don't know
  16. Fixing the cost. I thought it was a Xiongnu only bug.
  17. Generally, computers shouldn't shut themselves down for any reasons. Over intensive usage of computers like crypto currency mining for instance could cause such a shut down only if the computer cooling system was badly designed. In your case I'd look for dust in the ventilation's if that's a recent issue. The most common cause for such a dusting is using it on a bed or a surface that easily collects dust. That being said Delenda Est is quite greedy when it comes to resources.
  18. Of course this will have to be added edited by @Itms and @Prodigal Son in their documents. If it is to be included of course. But to me: A Stunnable entity is an entity that instead of dying when its health reach 0 just falls down on the battlefield. When friendly units arrive nearby a bar charges with a given timeout and if they stay around for enough time the unit goes back to life. If you don't stick around the bat discharge to 0. This ability will be configurable. The timeout will be variable, and the unit can have a limited or an unlimited amount of revival for potential scenarios. An entity can be optionally dropped on knockout like a grave. The bar charging could be a bar or stars filling up as long as the feeling of progression is conserved.
  19. I created a repo for a Stunnable component but never got around implementing it. Could be in Health.js too I don't know.
  20. Likely because you are root on Kali Linux do you get any sort of errors ?
  21. Now we'd need someone to try and report...
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