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niektb

WFG Retired
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Everything posted by niektb

  1. For the mill: I noticed that there aren't any meshes for that and no props too.
  2. should be this: "art/textures/ui/session/icons/formations/phalanx.png" One /formation too much. But where to put that?
  3. Lol, got the formations error Had written every formation with a Uppercase. Edit: should be fixed within a few seconds.
  4. Github is confirmed to be the latest version, every single change is committed there. But I noticed that the normals can we way stronger and that is has strange specular maps. Something to change too.
  5. Summarizing: The game still can't find those formations (hmm, I thought I had fixed those, maybe a typo) Females trainable in houses do not exist (indeed but we need to decide whether we want them or not) The persian mill does not exist: That is true, it hasn't been created yet. And a bunch of Aegis related errors which I can't help
  6. Yes, this one is a mobile version, created for Android, iOS and Windows Phone: http://www.ign.com/articles/2014/04/14/age-of-empires-world-domination-is-coming-to-mobile
  7. He is only putting ideas on paper, not really creating it.
  8. Hephaestion, this is warning generated by the new SpiderMonkey.
  9. Another option would be through snow shader: http://unitygems.com/noobs-guide-shaders-2/ I only do not know if it would work performance wise (you have to ask the experienced shader programmers around)
  10. I can see that you've put a lot of work in your concept. Well done!!! Looks very interesting!
  11. --mod is wrong, use only one "-"
  12. No, Win 8 too, but is it something Linux related? Or is it that I only use SVN?
  13. 0 A.D. is there to mod (at least for me) and therefore you're welcome to mod. There are people around who have some similar ideas, av93 for example is working on a battle for wesnoth mod.
  14. Even though you're always welcome, the best place to ask these questions is in the main game modifications forum, you'll see a few comparable topics there. Lion's remark was in the direction of the site admins asking to move this topic to the best spot to post such topics. Should be do able, never tried it though.
  15. Oh yeah, but that is more or less without preview.
  16. Deos anyone know if there is a comparable propping plugin for blender?http://trac.wildfiregames.com/wiki/ArtDesignDocument#Props
  17. It was a standard dirt decal, couldn't find any better.
  18. Sounds good. That should work. I now can compile tasks from it.
  19. Okay: Knarr: Merchant Skeid: Warship Karvi: combination but weaker warship/ less trading income. Drekar: Elite warship Simple Fishing ship. A total of 5 ships. Now to the gameplay: The initial longboat had 3 specials: 1. train units 2. mobile dropsite 3. loot bonusing aura. Which special should we give to which boat?
  20. In that case we need placer foundations first (premade foundations on which you can only build a certain building aka trading posts in AOE3. I created some kind of storehouse using existing props and eye-candy only in Atlas, suggestions for improvements?
  21. From your notes I read that we have 3 types of ships: 1. Knarr: Trade/Cargo ship. 2. Snekkja / Skeid / Drekar: Warship 3. Karvi: ? The first one looks in for me, but what type would you recommend to use as warship (Drekar looks most well-known to me as Dragon ship)? And what would the Karvi be in the game? Fishing ship (http://www.brighthubengineering.com/naval-architecture/71080-medieval-longship-designs/)?
  22. Maybe you could adjust some visuals (or music) to make sure your mod is indeed ran.
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