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niektb

WFG Retired
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Everything posted by niektb

  1. Depends a bit on your OS. For Windows, extract it and put the files in C:\Users\JohnDoe\Documents\My Games\0ad\mods But be warned, it requires SVN. (It doesn't work with Alpha 17)
  2. niektb

    300

    Does it also differ with the Civilization you use? Are some civilizations more suited for mass unit production than others?
  3. I must say I do not like the leg movement of the new walking anim, the body movement is fine though (at least that's what I think). The pickaxe indeed needs to be lifted even higher.
  4. v1.4 is out! Changelog: - remove a debug warning See the topic start for a download link.
  5. No, it is actually related. I forgot to remove a debug warning I will fix it ASAP and re-upload a new version! (If you're up to some code yourselves, remove line 597 in A_Silent_Day_In_Gaul.js)
  6. I think indeed that you should go with a more neutral and natural color (a bit gray). You also shouldn't forget that the player needs to be able to see player colors.
  7. Not sure what you mean with that question... Do you mean the trigger code? Look in ./maps/scenarios/A_Silent_Day_In_Gaul.js
  8. v1.3 is out! Changelog: - decreased the difficulty further by shortening the waiting time and giving additional resources. See the Topic start for a download.
  9. niektb

    300

    I think I would go with OBS. In my experience that works much better than Fraps. https://obsproject.com
  10. I think it's mostly because they look so green. (But then again, I know barely a thing about Meso-American architecture)
  11. v1.2 is out! Changelog: - Decreased the difficulty (I found it pretty hard even on easy difficulty) - Added details to the road - Repainted the river - Added support for repeating objectives See the topicstart for a download link. (http://www.wildfiregames.com/forum/index.php?showtopic=19552&p=302462)
  12. Download, extract and put the map files in [Drive]:\Users\[username]\Documents\My Games\0ad\mods\public\maps (assuming that you're on Windows)
  13. Maybe the section here about Collada works? (It is already rather old but I hope it still works) http://paengpaeng.com/2008/12/animation-export-from-cinema-4d-to-blender/
  14. Eh, I think you rotated the map accidentally. (Since West is (should be) in the direction of the position you started). But I clarified that for the next version!
  15. Let me first try with what is already available (reeds f.e. are already available, see the other screenshot) before giving (possibly unnecessary) work to you.
  16. Unless I misunderstood what you're pointing at, I don't think corn or reed could enhance the the looks of the Stone and the grass around it.
  17. Lion, I wouldn't have any problems with this map landing in the official game, but I'm pretty sure that it needs to be fully finished first. Stan, I must say that it looked simply epic on my 1080p IPS screen but now that I look at it from my notebook I must indeed say that it doesn't look very cool. It looks fine in-game though.
  18. Actors can be selected by holding the Alt button
  19. Ultimately we should have an objective screen for that but I could look into repeating objectives as a workaround. Depends a bit on what you already did. The farmer is just a 'hidden' world object that doesn't participate in the storyline itself.
  20. You probably already had seen me releasing this map in the Athens Triumphant a couple of weeks ago. It turned out to be the ultimate trigger sandbox for me so I continued its development and today it is finished! I hereby proudly present the first ever(!) storyline-driven scenario for 0 A.D.: A Silent Day In Gaul I don't want to spoil all the fun by giving a full overview of the map so I'll stick to sightseeing some of the nature that you can see in this map. Read this if you're having trouble with the scenario. SPOILER ALERT!!! Compatible with Alpha 18? Yes, it is! Just download the appropriate version. Changelog:v1.6: - Strengthen the bandit camp to prevent (too) early rushes. - Adapt to A18 balance changes. - Add some additional information for the player. - fix crash on SVN. (separate version for A18) v1.5: - implement Shieldwolf's suggestion about the more challenging endgame - update the visibility flag to svn's latest changes v1.4: - Remove a debug warning v1.3: - decreased the difficulty further by shortening the waiting time and giving additional resources v1.2: - Decreased the difficulty (I found it pretty hard even on easy difficulty) - Added details to the road - Repainted the river - Added support for repeating objectives v1.1: - Added player names - Fixed a warning v1.0: - Initial release map_A_Silent_Day_In_Gaulv1.6 - Alpha 18.zip map_A_Silent_Day_In_Gaulv1.6.zip
  21. Read my edit. And what did you expect when you're shouting like that?
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