-
Posts
2.843 -
Joined
-
Last visited
-
Days Won
67
Everything posted by niektb
-
Technical Triggers discussion
niektb replied to sanderd17's topic in Game Development & Technical Discussion
Ehm, a few months ago I and sanderd17 made some code (see the supply topic) that broadcasts a message whenever the territory an entity is on changes. http://www.wildfiregames.com/forum/index.php?showtopic=18272&page=1 -
Check this one made by jamial: A cool example of how a harbor could look. You could use these images as references:
-
No, currently there isn't a way to do so (but it is on the wishlist)
-
Technical Triggers discussion
niektb replied to sanderd17's topic in Game Development & Technical Discussion
It is all described here: http://trac.wildfiregames.com/wiki/Triggers -
Phew...
-
It was an Aok mod But we indeed try to contribute where possible.
-
Sirhotalot: true, these settings can't be changed during the game. To make them work you need to enable them in a config file.
-
This is HUGE!!! Contributors in general are also very welcome But indeed the main game should be top priority. (But let's stay on-topic) Did you BTW made that map yourselves?
-
That is a project for the Council of Modders (which is a modding team around here)
-
How to map a javascript function to a keyboard button ?
niektb replied to Le Barde's topic in General Discussion
Did you launch the mod (using the -mod=activepause argument)? Also you need to retain the same map structure as the public mod. Therefore you need to place your files in the same folder as the other hotkeys but in your own mod instead of the public mod. -
Houses and barracks are also fixed.
-
To bad, leper. They've used that button! Yes, auron2401. That button was landed by accident in the release, the modloader isn't ready yet.
-
The bright side is that existing animations can be used. The only thing is that the mesh needs to be rigged using existing bones. That indeed needs to be done by an animator.
-
The wallset is also not completely finished. We need a gate, a short and a long wall.
-
I've opened a separate topic for it: http://www.wildfiregames.com/forum/index.php?showtopic=18823 And I will check your newly reported.
-
This topic is to report bugs and possible imbalances. I'll keep this post up-to-date with all reported / fixed issues. Reported issues in release 16: 1. Too expensive swordsman => fixed. 2. Usage of athen walls in the Fortress Random map => fixed. 3. mod selection tab freezes the game.
-
Do you have a screenshot?
-
https://github.com/0ADMods/China/commit/87b85064975d92a5a6378062cba9dd5d1c90f7c2 I rebalanced it a bit (but this will of course be available in the next release) If you find anymore of these let us know.
-
Lion, the design docs are behind closed doors @Scion. But Auron2401, if you have specific things don't forget to point it out. Then we can take a look at it. The swordsman cost is a valid point I think. I will have a look at it.
-
Balancing isn't a high priority right now (a lot of Chinese units aren't in yet), besides Chinese need their walls and towers which are stronger than most.But I agree the swordsman could be a bit cheaper.
-
Indeed. you can find the folder where 0ad is installed using http://trac.wildfiregames.com/wiki/GameDataPaths From what I know about Ubuntu: - you can create aliases so the to be typed command is shorter - When you would place a shortcut to the desktop can you set some kind of argument to run it (that is at least possible in Windows). But leper and Hephaestion are working at a mod configurator which automates running mods, version control and all that kind of stuff about launching mods: http://www.wildfiregames.com/forum/index.php?showtopic=18400&page=2#entry293686
-
Thank you for reporting and sorry for the inconveniences! (Thanks for helping out so quickly leper and sanderd17)
-
The minimum range in AoK was something that you could remove with a tech. That means it became more powerful at the same time siege engines came in (unless you were Teutons). It could be something worth investigating.