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niektb

WFG Retired
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Everything posted by niektb

  1. I think it might be a little early in the timeframe to have full-stone donjons of that size (I think a smaller wooden version would be more appropriate). Also it is not so much Motte-and-bailey style (though on the other hand such an approach might be a compromise to let it fit in 0 A.D. in a similar style as the Britons in the vanilla game.)
  2. Now what happens if you have 2 different units selected?
  3. Commit the whole sibyllae vox mod on the fly too, it deals with the majority of the suggestions in this thread Check out the wiki for the foundation docs: https://git.framasoft.org/0ad/sibyllaevox/wikis/home
  4. I think there major problem is that you have to hover over a tooltip before actually knowing the stats. I think we should display it directly on the unit panel, rather than hiding it in a tooltip.
  5. gamebot, wraitii fixed your issue
  6. It's about running a mod, not running a game
  7. Part 1: did you make a simulation template? If no, than you should look under the actor section. (there's a drop down in the object tab saying 'Entities', switch that to Actors. Part 2: You've put it in the wrong folder, it should be next to the public folder, not inside. Also due to a packaging oversight you need one additional step: In the public.zip (which is in the public folder) there is a mod.json. Copy it and put it just outside of the zip file. (so you have 2 files inside the public folder: public.zip and mod.json)
  8. Yeah, I linked the author of this mod to the concept art of the Roman buildings in 0 A.D. so I'm not surprised to see some similarities in the buildings. But indeed it seems he re-used quite a lot of 0 A.D. sources (notice some ground textures, especially the decal of the buildings. Also check out the building icons.) I must say that the ground textures look pretty good in the AOE2 engine
  9. Following http://www.hardocp.com/article/2013/03/12/crysis_3_video_card_performance_iq_review/6#.VkBVX7fhBhE and http://www.tweakguides.com/Crysis3_6.html it depends on which option you pick. The medium option seems a real nice one to me... (probably with an option to go for the low preset?)
  10. From you images it looks like towers have a territory influence. Is that true? Doesn't that introduce a tower rush? (quickly building a couple of towers near the enemy camp)
  11. Small correction, Spike, the version you use from the dev ppa is not the most up-to-date version. from play0ad.com ^ It is more up-to-date than the alpha releases but still not the newest. For the real dev version you should download the source code (this version is also known as SVN) For that, see these instructions: http://trac.wildfiregames.com/wiki/BuildInstructions#Linux
  12. I don't think there is a ticket for that, better drop by on IRC (though we can always make a ticket for it ofc)
  13. fyi, (if AA is something you like) my shader was an (attempt to) implementation of FXAA as described here: http://developer.download.nvidia.com/assets/gamedev/files/sdk/11/FXAA_WhitePaper.pdf But like Stan said, the shader did smooth everything rather than just the edges... Anti-Aliasing is definitely something that 0 A.D. lacks though, so a good and performant shader is welcome.
  14. Seems like the post is somewhat messed up, Lion (with missing images, and double texts). Here is the original link: http://www.forgottenempires.net/age-of-empires-ii-hd-dev-blog-4-african-architecture (which is somewhere half-way in the post too)
  15. (For the record: http://wildfiregames.com/forum/index.php?showtopic=17014&p=304344)
  16. Hmmm, Confederate and Union Soldiers... That's indeed a real strange problem...
  17. You could maybe create a parent actor with 2 child actors; 1 using object_color, 1 using player_trans. I thought the support for that was added but I don't remember exactly
  18. The diffuse texture is relatively flat. You can afford yourselves to add some dirt, cracks and/or grunge... Other than that it's pretty good
  19. Yeah, Andrettin, since almost a year ago: http://wildfiregames.com/forum/index.php?showtopic=19289
  20. Is the current state that the barter rates are global or does everyone has his own rates?
  21. The resources represent the cost to train that unit, and not the value that represents the unit (e.g. a sword just costs N amount of metal to create (that's the amount the smith needs to forge it) and not suddenly 2N metal because metal has a lower global value)
  22. I think need to study Business Economics before understanding this proposed mechanism. (also I'm not sure whether economy was so complex at that time with bonds and tickets)
  23. Yes, it needs svn (as all versions do afaik)
  24. Have you tried modifying TerritoryDecay.js in simulation/components? Seems to me like if you modify TerritoryDecay.prototype.IsConnected() with some if statement that returns true. edit: probably you need to modify BuildRestrictions.js too.
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