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niektb

WFG Retired
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Everything posted by niektb

  1. From the rules, You are allowed to make small modifications in other areas in order to create a proper blend You can do Shift + left mouse click to select the same texture as the one that is already painted
  2. I didn't say it wasn't possible (I did that too with Silk Road and I believe it worked out quite nicely) but the transition is difficult to do (rivers and mountains / cliffs work well for that purpose). It looks that the road from the Southern gate from the Roman camp stops quite sudden or is that just hidden by the trees? Otherwise it looks nice on the screenshot! (didn't take a closer look yet )
  3. Woah, that's quite a drastic change of geographical area
  4. Considering that only 2 sections have been painted (and considering the amount of active mappers) I'm not sure there are enough people to participate in a second version. But if someone takes up the organization, I'm happily willing to paint a section (or maybe two)
  5. Hi there! Some of you might know that there is an 0 A.D. release upcoming and as always we scheduled a release along with it but we need a release name for it. It should start with a 'C'. This new release features some additional content for the Anglo-Saxons so it would be nice to have the name related to that. Let us hear your suggestions!
  6. Actually, I think that the all stucco one looks too much like the normal defence tower (and decreasing the amount of windows to 2 isn't going to solve that).
  7. The roof of the tower is bit assymetrical, that looks a tad weird I've committed the ishtar icon in http://trac.wildfiregames.com/changeset/18855. Good job!
  8. @gameboy: http://lordgood.deviantart.com/art/Siege-of-Carthage-640563838
  9. @Alexandermb: yes, but your modifications are unrelated to how the Norse are represented in Millennium A.D. (which is the actual subject in this topic)
  10. @Alexandermb: should I split up your modding work into it's own topic? Good to see new people that try and mod this game
  11. You have some visible tiling in the two sections that I mentioned (and that you changed). Also I would suggest to make the color of the left part equal to that of the right part.
  12. Let me explain with an image again I was talking about these parts, the brickwall does look a bit blurry and not as lifelike as the brickwalls further down below, also it would be nice if the colors of the border around it also match the colors of the wall borders on the lower part of the icon...
  13. We have animated buildings in Millennium A.D. too (check the Norse blacksmith hammer on a sword in case you have downloaded the mod) so why not?
  14. @elexis: the icon did change but not in the part that you/I refered to (about the blur)
  15. @elexis: that part did not really change in the last revision, did it?
  16. Indeed, like Stan said, muzzle flashes and explosions (with particles flying around) are not supported in the render engine so you can't really have realistic battles in that aspect...
  17. No, unless someone finds time to rewrite the graphics engine to make use of it
  18. This was indeed changed when switching to SDL2 (before, at SDL1, it worked to change the resolution in fullscreen)
  19. There was no news (in that particular topic) because there was nothing to discuss...
  20. @Palaiogos: Part Two (where this faction is about) goes from to +- 1000-1500 (founding from the Holy Roman Empire till the Fall of Constantinopel to be more precise)
  21. Without wanting to bash your idea but I think that it would be a bit unlogical to add this civ to 1,000 A.D. (considering that this is quite a small kingdom and that there are better candidates that are not in the faction list). Also you shouldn't open a topic for civilizations that are not on the current faction list (might confuse others). Instead, do a post here to discuss the factions in the mod:
  22. @Lion.Kanzen: maybe you could reuse the glow and drop shadow from the existing gate icon for the Ishtar Gate (that saves you some work)
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