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Everything posted by niektb
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Loki, that's not true. The solution would be (iirc) to split the memory allocation up into several small fragments instead of one big chunk
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World Map -> Partial Maps of arbitrary size.
niektb replied to Radagast.'s topic in Scenario Design/Map making
The problem is that you need to convert the bit depth. (16bit per color to 8bit or something like that. See the video) the actual file size doesn't matter I think -
It's Delenda Est; wowgetoffyourcellphone's own mod
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0 A.D. doesn't and I don't think it will benefit from it (terrain quads are way too large in 0 A.D. and 0 A.D. does use an earlier version of OpenGL than 4.0 -> afaik 2.1)
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A little of practice, a couple (say 3) of corrals and a couple of cavalry can really give a boost to your food. 1 cavalry gathers 5 food/s, compare that to a female citizen that gathers 0.5 food/s -> 10x faster.
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You should use cavalry to gather when using corrals.
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I've annoyed myself for quite a while now with the mediocre looks (only one texture and no snow whilst the other parts are covered with it) of the mountains in Alpine Valleys (2) so I tasked myself with reworking them. Here is a first screenshot: Question: Is it better? (only look on the one in front)
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While for us, seasoned modders, that might be trivial, I can perfectly understand that that's hard to do for a starter. I suggest, like wackyserious does, to follow the tutorial exactly from beginning to end (and create a Gallic Axeman). That way you'll get some feeling with how those templates work. After that I think it's fairly easy to modify a Roman Legionnaire into an archer.
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It's a feature. You need to research a technology at the market before you can see your allies. (just like in AOEII)
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Hmm, the temple works fine though
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I'll tell you something: Svn is the only version I have on my PC and that aura visualization was implemented months ago (I know that since I made these icons). I would check and compare your setting on both versions... (Unless something went completely wrong with packaging of course) BTW, my name is niektb, not Ritterbrüder
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I've seen Alekusu doing something comparable with the hunter (queuing deers). It was one of his recent videos in the YouTube topic Assuming that you play Alpha 19, when you select a female, all males in range get an icon hovering above their head (just like happens with the temple or with the rotating mill)
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That's right. It is a known issue to windows systems and isn't likely to be fixed in the next few years...
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They're already in place
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I've been working on this map in the past few days to beautify it (first screenshot is a work-in-progress shot) I also pushed it to a mod format (i.e. adding a folder tree and a mod.json) map_Golden_Island.zip
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Sorry, now I see it. Must be something with my ISP.
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Image?
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Technically yes, that's possible. It's untested though. The current civ in Millennium A.D. is the Norse faction
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Alekusu has recorded a video: but it was quite a while ago so it isn't quite up-to-date and accurate. Other than that I'm not aware. tl; dr: no recent videos
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The Council is both happy and proud to announce a brand new release!!! I think this is what you all have been waiting for! Millennium A.D.'s first release ever! What is it? Millennium A.D. is a total conversion mod for 0 A.D. focusing on the Middle Ages. It is divided in two parts, this first one is focusing on the first half of the Middle Ages; the timeframe of Charlemagne and the Viking Age. The name of this release is Ashmen. This is the word Norsemen were called after by the Germans because they used Ash wood for their boats. What is new? This is our first release so in a way everything is new, but compared to last development the unit textures from the Norse faction are completely reworked (by wackyserious). Also we have better and more house variants. On top of that we have a new storehouse building. (all modeled by Stanislas69) I tried to capture everything in one high-res screeenshot: In the background on the right you see the new storehouse building. The two small buildings are two of the house variants. The units that you see are (nearly) all the new unit textures. Next to that we also added a Norse hero: Eiríkr hinn rauði (better known as Erik the Red): Who are we? The Council of Modders was formed up of two small modding teams and a few newcomers: Aristeia (about the bronze age) and Millennium A.D. (about medieval times) CoM aims to create a umbrella for all wannabee modders and help everyone needed and of course create their own projects. How to:1. Unzip the download but leave the inner archive intact. 2. Place the unzipped folder into <installationdirectory>/binaries/data/mods. You'll see another folder there called 'public'. 3. Launch the game and enable the mod in Options>Mod Selection. Press 'Start Mods'. 4. Enjoy the mod! Download: millenniumad.zip mirror: http://www.moddb.com/mods/millennium-ad/downloads/ashmen-19 In the last few months some members retired leaving us shorthanded. We are currently especially in the need of artists. So if you're a talented artist with a passion for history and you would like to help us out, please contact us using a PM or (preferably) in this thread: http://wildfiregames...showtopic=18412 Thanks in advance! Our thanks go to everyone that helped us to achieve this mod through contributing, play testing or in another way! If you have tips / suggestions, feel free to let us know. Also if you find bugs, let them know too. Support 0 A.D. if you like us: http://play0ad.com/community/donate/ The main menu background is made by Alexlinde from Deviantart. You can find him here: Alexlinde.deviantart.com The soundtracks are created by Antti Martikainen. You can find more of his work here: Anttimartikainen.bandcamp.com and Youtube.com
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wraitii already knows about this issue (I told him)
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Actually, the ability to choose your own trading resources is something I really value in 0 A.D. But how does one get a better rate when focusing on 1 resource? I don't get that.
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Dang, did I upload the wrong folder!?! Well, after all we're in alpha The error and the warning I mentioned are fixed in the dev version
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@fcxSanya: that's what I did in the re-release. Edit: it seems like I only fixed that with Gobi Desert in the re-release (but both are fixed in the dev version)