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Everything posted by Stan`
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Can you make a patch upload it somewhere ? You know just in case
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Part II will only start when we are done with Part I, so no page. https://www.moddb.com/mods/rote
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Hello and welcome to the forums. The reason we "stick" to this time frame is to be able to properly depict history. If you start adding the XIX century English to a mod about antiquity, that's retarded. Even if you make Britons evolve to that. How much history are you gonna skip ? There are already 13 civs, while it was decided 12 was enough so there is still hope for new civilizations in that time frame. I'm also gonna say we are open source, our art is open source, we are not paid for this, and we do this on our free time, mods included. Also a part II is planned when part I is finished, and part II will cover 0 - 500 AD. I have no clue what you are trying to say here. However Terra_Magna adds Zapotecs, Xiongnu, and the Han Dynasty to the game. A version will hopefully made available soon. If you wanna go medieval, just look at Millenium AD that covers roughly 500 - 1100. If you make your own mods, you can add as many civs in the game as you want.
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Ratings Disputes and Offence Reporting (Discussion)
Stan` replied to gator303's topic in General Discussion
Let's assume I want to make a campaign for 0 A.D. I have several missions, with different objectives, and I might want to have the same mine model with different values of resources, to simulate for example a mine being nearly empty, or one being extra full. Currently there is only one way to go about that. Make XML templates. If I could affect the templates resource amount by script, I would only need on template for a normal, a depleted, and an extra full mine. -
Ratings Disputes and Offence Reporting (Discussion)
Stan` replied to gator303's topic in General Discussion
How many things have you planned to do exactly ? :P This is an awesome list you have so far ! On that topic there will probably be a timeout needed, cause you might just have crashed, or lost your connection because you idiot brother disconnected the cable :) Well it would be easier than to create custom templates for it ^^ -
Nah, I saw more like a special tree in the middle of the forest, that spawns other trees when forest starts being empty. https://trac.wildfiregames.com/ticket/1973
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If you make it so.
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[Request/discussion] Siege animations for infantry/cavalry
Stan` replied to av93's topic in Art Development
We'll have them at some point. The good news is thanks to sanderd we support damaging building (making flame props appear here and there) so once units start throwing torches, building will be able to catch fire, with a little work from the art dpt.- 9 replies
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[Request/discussion] Siege animations for infantry/cavalry
Stan` replied to av93's topic in Art Development
Not in a clean way. The only exemple of such a thing would be slaughter and it's a whole new type of attack all together with its own stats. That means to add attack_building there is a lot of code that has to be changed. Also UnitAI a 6000 lines js file.- 9 replies
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- fire arrows
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No I have an air guitar.
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[Request/discussion] Siege animations for infantry/cavalry
Stan` replied to av93's topic in Art Development
Likely doable once secondary attacks are in. *points at bb_*- 9 replies
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Unreachable goats... I can see the bug reports waves coming from here...
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That's because you underuse the engine
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I figured it out I think. A lot of companies put my documents folders inside a network drive so that they are shared on various computers. Sometimes it's the whole thing sometimes it's a backup. Anyway what must have happened is the game has tried to write some stuff in the network drive failed and crashed. A solution to this would be to pass -writableroot to the exe file so that it uses local folders instead of the system ones. Another solution is something I hope to do in the future (it's in the works) is to get portable apps to package our game so you can have the game on an USB thumb drive
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I don't need those fixes If you want some you should probably fix the archive builder
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Apparently it works now that the network is back so... Needsinfo.
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Question is, have they ever worked (In packaged mods), If not it will be harder to find what broke their support. @wackyserious @Alexandermb @niektb @Lion.Kanzen @Sundiata @balduin @asterix Can you guys try the mods please ?
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I will I thought I had actually EDIT: @wraitii https://github.com/StanleySweet/0AD-Actor-Viewer
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I like the ideas of growable things, which would basically be a unit evolving into another after a variable amount of time. Could work for trees too. Might be a nice js component
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Okay but how does that work out for the game though ? We can't decently have three units trainable per animal in corrals for instance can we ? So it only makes sense from a wild animal point of view, in which case that's fine.
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No you have to download the 1.1 zip
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Yeah. I think too much in term of game contents where it will make no difference unless we create one template per type.
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@elexis any idea what could crash the network code in case of no connection? Crashlog.txt and Crashlog.dmp. If you are concerned about your privacy you can send it to me via PM
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Uh the game shouldn't crash if you have no network connection. If you are on Windows can you upload the crashlogs and crashdump ?
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Exploiting an open source project bugs to make money. How cool is that