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niektb

WFG Retired
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Everything posted by niektb

  1. That's done by adjusting the 'Water Murkiness' slider (not sure what that's called in Spanish). He could also open 'Sporades Island' in Atlas and see how the water settings are set.
  2. Nah, Cossacks has a waaay toooo complicated battalion system with a high realism factor that wouldn't fit in 0 A.D...
  3. That clarifies it a bit. It should be in documents/my games/0ad/mods/ (not inside the public folder). Also make sure you've read the install instructions on the moddb page (at least when you want to use the mod with Alpha 19, and not the developer version): http://www.moddb.com/mods/millennium-ad
  4. Clearly no mod is installed (or at least you put it in the wrong place)
  5. You want to share it on this forum? Then you should create a topic here: Game Modification subforum
  6. Silk Road has indestructible and undeletable buildings: https://github.com/0ADMods/map_Silk_Road (Check the forum topic for more info on the intended alternative gameplay)
  7. To see these you need to be in the 'Object Tab' (see also: http://trac.wildfiregames.com/wiki/Atlas_Manual_Object_Tab) You can copy and paste buildings, units, trees, you name it. That way you can create a small group of objects and duplicate them all over the map. Just to be sure: you're using 0 A.D. Alpha 19?
  8. How does this affect the minimap?
  9. I've added the civ bonuses, please let me know if anything should change...
  10. Alas, unfortunately you can't The only way to get realistic water is with lowering the terrain...
  11. https://github.com/0ADMods/summary-charts You can try this mod, but it is not guaranteed to work.
  12. This entirely depends on the sky that's used and therefore differs from map to map (and won't be visible at all if you can't see the sky)
  13. I was wondering, from a scenario designer POV, how does this affect the 'murkiness' option in Atlas?
  14. It is really difficult to capture a garrisoned building (since garrisoned units really help with defending against capture attacks), so I'm not really sure how you tested it...?
  15. Terra! (If we can add a few additional maps to it )
  16. You might want to press Alt+G before taking a screenshot (hides the UI)
  17. Hmm, now that you say it, I'm not entirely sure if it was committed...
  18. I should mention that water is not the only place where the sky box is used for reflection: (Though I assume that it's done in a very similar way)
  19. Compiling Atlas yourselves is indeed a bit of a pain. I managed to build the experimental AtlasUI2 (from trompetin) but I'm not entirely sure how I did Did you read the README.txt located in /libraries/win32/wxwidgets? Trac
  20. When it's ready I want to cross-compare it with this one @render glitches: Yes, happened here too more than often. I also have some red water at certain camera angles.
  21. Better ask Yves directly, but it's all about performance improvements (like full instancing et all) Edit: here is his Git branch: https://github.com/Yves-G/0ad/tree/OGL4
  22. The idea is to keep supporting the current renderer though so I suppose that enhancements are still welcome...:)
  23. There is already already a upgrade to 4 (.1?) ongoing by Yves`.
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