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Everything posted by niektb
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Should Civic Centres Train Military Units?
niektb replied to Thorfinn the Shallow Minded's topic in Gameplay Discussion
That's the main deal. In multiplayer games you can't get away with only 1 CC (or 1 barrack), you need many more in order to field a strong army quickly enough -
AOEII uses the arrow keys only and I find it really uncomfortable to move my arm so often over such a great distance. (So much that I stopped using them and only use the mouse even though it's slower)
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I prefer to keep QWEASD for camera movement (or at least WASD, rotating the camera is not necessary)
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The fix for this particular bug is in Alpha 21 so likely you're experiencing a different bug
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The Kingdom of Kush: A proper introduction [Illustrated]
niektb replied to Sundiata's topic in Official tasks
That isn't sarcastic I hope?- 1.040 replies
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See my answer here
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The Kingdom of Kush: A proper introduction [Illustrated]
niektb replied to Sundiata's topic in Official tasks
@feneur: thanks for tagging. I already was planning to do some kind of explaining but I wanted to get home first I feel I should do a bit of explanation on the organizational side to lift some of the confusion around here. The 0ADMods organization on Github is one and the same as the Council of Modders in this forum. The Council of Modders is a semi-open (there are some group PMs) group dedicated to (guess what) modding and it was formed by joining Rise of the East, Millennium A.D. and Aristeia together. It's a fairly loose and semi-unorganized team (hence 'Council') and it's moderated by the initial members (I happen to be one of them). The mod pages on ModDB are also managed by us. So, in short, 0ADMods is not a collection of all mods created for 0 A.D. nor is it an absolute necessity to have a repository in here to start modding 0 A.D. (though some kind of repository in general is nice for version control). If you want your project to become part of the Council (and release the mod under it's banner), that's possible though preferably I (personally) would like to see some kind of progress first (I've seen too many projects that start eager and never come even near a release) @stanislas69: that's actually the same reason why I refrained from suggesting it up for merging with RotE so soon. Depending on our final decision for reworking RotE (a topic that's still under debate => it's likely to pass the votes but still...), it would fit nicely with the new theme (with more exotic factions). But I didn't want to act too quick and take my words back later because they turned out to be wrong @Sundiata: it's not always entirely clear what colors their buildings were and often multiple archaeological discovery show different variations/types/ornaments/colors of buildings. That gives a bit of artistic freedom to do what looks best and building a color pallet is a good tool to find colors that match with each other- 1.040 replies
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===[COMMITTED]=== Mercenary Thureos Skirmisher portraits
niektb replied to fatherbushido's topic in Completed Art Tasks
Hmm, the glow doesn't always fit nicely with the symbol (subject) of the icon -
You weren't rude
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Excuse me, I forgot to check some boxes. Please try again
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Oh, I thought that happened automatically on joining the organization. Should be done by now!
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You should have an invitation in your mailbox
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What's your GitHub name? (I think I removed some retired members about a year ago, not sure though)
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[Tutorial] Setting up a mod for your maps
niektb replied to niektb's topic in Scenario Design/Map making
You need to edit the XML file like explained here: http://trac.wildfiregames.com/wiki/Triggers#Modifyingyourmap- 29 replies
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re: git GUI: for Mac and Windows there is a fairly non-programmer client available: https://desktop.github.com/
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Do you maybe need to set 'phase_village' as requirement to that tech?
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[Tutorial] Setting up a mod for your maps
niektb replied to niektb's topic in Scenario Design/Map making
So in Atlas you open your map but nothing happens?- 29 replies
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Is there a Greek equivalent to Terra magna that we could use? @Enrique: you must be kidding
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It's much more fuzz and work if you have to maintain and release multiple mods (you know packaging, release announcements (and answering comments) and all that kind of stuff) Dunno but all these faction are far away from the Mediterranean and lesser known by most people so the first thing that comes to mind is to do something with 'Discovery' (or a synonym) but that's maybe too standard/cheesy
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[Tutorial] Setting up a mod for your maps
niektb replied to niektb's topic in Scenario Design/Map making
Is it throwing an error or does it crash? Likely you haven't updated the map file to make use of the new maximum height. Could that be?- 29 replies
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that name Nice background! But I wonder if it wouldn't be a better idea to go for something more generic (with regards to the logo and name) so we can gracefully merge it with RotE and so we have the freedom to throw in some other exotic factions too in the future (dunno if that actually will happen but who knows...)
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Hum, yeah... When looking quickly it seems he's squinting a bit
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@LordGood: it'd better be a good name
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They're both not bad but I think the one with roof is more special
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Lol, it's indeed true that you land in America if you go far enough to the East We could do it but probably we need to make some thematical adjustments to the mod (you know, different main menu background, different mod name maybe, different logo) if we want to justify it's addition