Jump to content

Stan`

0 A.D. Project Leader
  • Posts

    17.579
  • Joined

  • Last visited

  • Days Won

    557

Everything posted by Stan`

  1. Well it's still a military building not a city building so walls have to be high to actually protect something. Yes I was thinking making tiles Tile version :
  2. Indeed the point is modification will probably be made, and then will be a good time for adding garrison flags
  3. When/If @sanderd17 finishes #3983/#131 We will need prop points for flammes/decay, so that will be a good time for this.
  4. Trashed Fountain Reversed Tent Removed Decal Added some props
  5. It's quite hard to do that since texture don't match much, I mixed Seleucid Greek and Ptol textures to reduce the contrast difference. But since it's supposed to be a Greek building surrounded by Ptol walls it's a bit tricky Yeah would probably be better if only military I was trying to follow Michael's comment on the ticket: EDIT : Militarized version Removed Trees Added Doors Added Greek Tent Kept the fountain as you want to have water when you are in the desert.
  6. Not yet, but soon maybe http://trac.wildfiregames.com/ticket/252
  7. Afaik they do now that sanderd fixed some stuff about them.
  8. Somewhat, since we are planning to be able to resume a game after rejoining by sending data to the player. So that would be an extension of that. Also ticket was edited two hours ago.
  9. So... I had those exams to work for... and this happened. Refs #2214
  10. I think the decay was to simulate the fact they are temporary
  11. That should not happen in my last patch, have you checked it ? It only did in the first one. Sounds fair, looks like some CPP will be coming along... Maybe it's broken in the templates ?
  12. I think that's because now classes are mandatory, I removed the optionnal keyword. Sorry for the late reply. I did play it, but making units movable is another problem, since it relies on pathfinder more than anything else. Visible Garrisoned units don't/can't move, only rotate. Same that's totally different ^^ Well currently in the game it's used for walls. I am not adding a new feature, I'm extending it to all buildings. This is already in the game.
  13. +1 I managed to open it with MPHC; It looks nice to me maybe you should invert the last part so that the logo gets in place instead of getting out of the screen.
  14. @wowgetoffyourcellphone Can I see your templates ? @FeXoR My bad I might have been somewhat distracted when answering last time. That's why they shouldn't be automatically replaced IMHO. That is the current state of the patch. I don't see why this will have a bad impact on gameplay since it's only adding a bit to what's already in the game AKA units on walls. I'm just allowing different kinds of units on buildings/walls. 1 - 2 This is already what happens in the game right now. 3. True, I did not think of that. We are not forced to use big siege engines either. 4. It would make sense since it will lower down the capture protection. And that assume units are automatically replaced which they are not in the current state of the patch. Dunno how hard it is to do. Wonder if @sanderd17 still have his old patch.
  15. @wowgetoffyourcellphone You should probably use my last patch now. It fixes some issues
  16. Mmmh looks like an error with the interface...
  17. Maybe the dock shouldn't be a temple styled building ?
  18. It is possible but there are quite some warnings to take care of.
  19. @Lion.Kanzen In theory it is. I know @sanderd17 managed to do it somehow but ran into graphical trouble. Still I guess It would be nice to have that patch maybe there's an easy fix.
  20. When I was really active around here I actually had all the non gameplay related mods workinf together so ponies vs chinese vs vikings vs caro vs egyptians. This is doable.
  21. 1. Yes in this case that would work. If the units take cover after being damaged that would solve the capturing issue. 2. Yeah so I guess 1 is better in this case. 3. Well it won't necessary have a bad gameplay impact as you were supposed to be able to have a catapult on quinqueremes for instance. Also that makes defensive building more efficient as they might be able to respond to attacks with more deadly projectiles.
  22. I agree but the main idea was being able to have small siege engines on top for now if you try that the first unit to garrison gets on top wether its an archer an elphant or a ram. The idea was just being able to restrict. Nothing more nothing less. For now AFAICS units on entities get shooted at first. The Auto replacement thing was one of the question sorry if it was not clear. The main drawback of that is you are able to deplete a garrison of archer that way. See feneur's comment above.
  23. 1. No I removed the addition of arrows. 2. Yes as they are members of the building 3. Yes like units on walls. 4. See questions about being able to retreat units or add them back.
×
×
  • Create New...