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Posts
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Everything posted by Stan`
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- Yeah I forgot ^^' - I needed to fix it but didn't wanted to break uv's ^^ - Oh yeah, crate texture was taken from the gaul farmstead Talking about it maybe we should drop prop it. - They are transparent actually the blue one should change colors, I guess I broke it when exporting from paint --' - Agreed - The row was that way because it was phototextured at the beginning - Bout the last point ^^ Gimp textures took me 1/2second ^^ I hadn't seen your links
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Hmmm... Actually WijitMaker asked me if it was worth it since, sooner or later they will have to be remade. I asked him to ask Enrique, I'm waiting for his reply.
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What would be nice is to have something like the mod system of warband. When launching the game a menu appears and let you choose which mod you want to load vanilla is included in the list. Also in the game folders there is one with a mod folder with all of the mods separated in folders with their name that you just have to drag there. If you don ´t want one delete the folder. It´s using cfg files to see the names of the mods and displays them with their own icons. If modified equivalents of the game files are found mod is prevalent
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Here you go. https://github.com/StanleySweet
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@Niektb I ´ll give you mine when I get home, provided you want me in this council.
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That would require some coding stuff, Maybe keeping them separated, but allowing player to research technologies only when there is a mint nearby would be great. For Instance Technology : Coinage should be grayed in the warehouse until player builds a mint. Another one Technology : Tempered wood when a sawmill is built.
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Any other thoughts ?
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Yeah two objects in signatures like army generals.
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That'd be great, need to define concepts for the artists to work on if it gets approved by the team.
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It actually supports in theory 2014 but it's broken since last service pack --' Not tried the other one.
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A tavern would be nice for them.
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Well I'd like to make it and leave programming to you guys.
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@Sanderd that was the system info says
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Did you make any reference we could use to model it ?
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What happened to it ? this was how it was suppose to work in the orignal. Yup.
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We've got one big conqueror here ↑
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It could be a decorative building, like for instance boosting like 2% the units. Like the embelishment in the Settlers.
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Yeah a lot, has it a bump or a specular or only AO/Texture ? some parts look a bit flat Anyway good job. Or maybe too "clean" not sure.
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Hi all here is a building that I'd like to see in the game since it is historically accurate. http://en.wikipedia.org/wiki/Mint_%28coin%29 I was thinking that it could be a special building, for scenarios, or something for some of the factions to have which would either refine metal or, improve trade routes. I could also be an eyecandy building. Here is an example of a building from my favourite game(after 0ad) Die Siedler V : Das Erbe der Könige (The Settlers 5 : Heritage of Kings) In that game every building refines extracted ore (wood, stone.. etc) except this one for it is not present as a playable building. There is also a ticket made about this game with animated buildings. So what do you think about adding this kind of buildings to the game ? Also here you can see how obstruction was calculated in this game.
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I'm adding this reference here since it will be used for Enrique to make new towers - Taken from my Rome II game.
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Three More Found 3x3.7z found 3x6.7z Found_Dock_Super.7z
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I wish more artists contributed. I may spend a lot of time here, I'm not as good as the people that passes by. And Enrique is working alone those days.