-
Posts
1.450 -
Joined
-
Last visited
-
Days Won
16
Everything posted by Radagast.
-
wow. this is what awe need man.
-
<Entity parent="template_unit_infantry_melee_swordsman">--> <Entity parent="template_unit_champion_infantry_spearman">OR <Entity parent="template_unit_infantry_melee_spearman">have adapted it and committed. Awesome this current progress.
-
GUI: Tabs for categories of constructable buildings (when selecting a builder unit e.g.). added
-
Excuse me, sometimes I have a hard time understanding what our councilors mean. It's probably that I'm not native in foreign languages. got it, added the link to the github for the eyecandy-construction. thx man! Great mod! okay, wll do. thx.
-
Wow awesome, that's a big surprise. Hadn't really expected the nubis to make progress. Thx.
-
Some day we can implement those GUI changes with "tabs" for each building category. It's no priority but we'll get it done, it's not too difficult, but just overkill for now (as we shouldn't break compatiblity with 0AD as then neither can profit anymore from the other). RoekeloosNL, did you mean we should have an extension system for buildings? That's already planned with techs, which should replace props on the fly (Sander's "Allow actor changes on tech research" is a good start for that.). Wow. Awesome work. The gardener is another interesting addition.
-
I hope the .gif image I attached previously helps. For figuring the transparent parts (which you can define via Alpha-Channel in your texture [just mentioned for completeness' sake].) If not then you can open the .blend file I posted some messages before in blender to better see which part belongs where: - In one-sub-window within blender open the 3D View (already opened in one by default) - In another open the UV/Image Editor. - Select the building in the 3D View and Tab into Edit-Mode (TAB key). - Select all vertices with key A (press again if it did not work, it toggles between all and nothing selected)
- 175 replies
-
- 1
-
- Ocelotlazohteotl mod
- Olmec
-
(and 1 more)
Tagged with:
-
Your very welcome in our Council. Feel free to ask Zophim or Rodmar for coordination, but usually we work quite freely as everyone feels like. You can also involve in discussions with Flavius Aetius or any other historians on this forum. Sometimes it's really hard to tell what is historically accurate and what not. But we must not be 100% perfect, so don't be worried and take arguments too seriously. Science finally lives from discussions and I'm pretty sure I don't tell you sth. new here. Thx for you offer and a warm welcome. (we still work on a database for our researchers, also our work ranges from 1500B.C. until tomorrow. Choose what you like and don't hesitate to state your opinion or ideas.) Greetings, Jan aka Hephaestion
-
Okay, so does the Mesoamerican civilisation get an own repository on Github? I'd say yes. (in our concept at least every civilisation should get a own repo or we have to fiddle the things apart later on what will not be automatic and tedious work. So beware)
-
-> updated, now structured in groups of approx. 10. -> put you to what you claimed. Also updated other credit like Sander working on unit variation.
-
That's what Mute and me also discussed and plan to support. There are the following types: - support companion (male/female, healer or civil) - support independent (male/female, healer or civil) - military companion (male/female, scout/warrior) - military independent (male/female, scout/warrior) Edit: The difference between warrior and support is just that warriors are trained and have armour and weapons. That's pretty much it. The functionality to have unit follow (i.e. guard) is what we already have and should reuse. (for the hawk this means we need to rescript the movement and add attack moves)
-
Nice. The only chance to come to wild animals in your army so far was to use the converting priest of idanwin which we repaired recently. Now we can even train those directly. Awesome. Indeed there's no UI icon for the Hawk.
-
The big eye-candy list All eye-candy art is in SVN. You can have a look at it in Atlas. (which is also development boost for testing, so use it! you can play the complete 0AD simulation inside of Atlas (1st tab -> very bottom -> Play))
-
It's for very small eye-candy objects. That's why it's missing. Stan, e.g. if we construct a fence, something like that, some planks laying around, very small foundation indeed..
-
What stan means is the gather point. How is this called? I forgot? Ah, rally point.
-
Partially fixed in newest revision.. (no idea if flag or something) this post will be deleted.
-
Garrisoned prop point missing in all buildings. Will open issue for it.
-
The baracks don't have a prop point garrisoned it tells me. Other than that and that the civil center's origin is not in the middle it's fine. <-- have shifted the obstructions instead. Obstructions are adapted now. Shouldn't we put some screenshots on ModDB? e.g.
-
Strange, I already committed this fix did I? I had forgotten it. Sorry. Axeman is fixed.
-
In this case you can still build multiple foundations. Also chaining of build commands is possible if I'm not wrong. At least you could distract the enemy on the ships by giving chained walk-commands to your builder-units. And if you are so much stronger, then building 10 docks around the lake at the same time should be no problem. No offense, but in reality you also have to fight to the end or hope for the other to surrender. We could make it more attractive to surrender by introducing a limited doom then, e.g. an almost remis. (not really of course, but something like a less bad loss if you surrender in comparison to fully been wiped out.) Thus surrender negotiations should be shown to the currently more powerful faction to allow for a decision if the limited victory is worth the time saving or if a full victory should be achieved. In the latter simply reject the surrender-negotiation and hunt the enemy down.
-
adding new resources (ie water, and Cloth)
Radagast. replied to FueledByOCHD's topic in Game Modification
That's what we thought too. favor is another term for it. Look at oshron's fabulous list for different types of favour. Sounds like a new type we could add to the list. Also we should keep it general. Such that favor can be gathered in many ways. And finally this favor is available for - influence on production, - weather, - luck, - priests, - morale boost, - ... Any more? (Thus favor will be a new resource just like water and obsidian. Which may be spent in all kinds of different ways.)- 57 replies
-
- 1
-
- Difficulty
- extension
-
(and 1 more)
Tagged with:
-
Use Crazy Bump or Insane Bump.
-
I see the chimney. Good work. It's looking like a nice variant. The textures might not be perfectly UV mapped on the right part of the building but that's easy to mitigate.
-
Suggestion for better (granular) AI difficulties
Radagast. replied to raymond's topic in General Discussion
I also think the same as we have multiple AIs already in Alpha16 and soon even at least three of them because of agent's Hannibal. Interesting. To me it looks as if the top horizontal headers mark the focus on a certain department/group/command/plan (the last is what it is called currently in 0AD AIs, group it is for Hannibal, Command it is for Hybrid AI). This could be solved with a priority system. e.g. Calculating power time shares, Resource shares priority, ... (in percent of the complete cake or like in Settlers the distribution priority chain for bearers) The vertical headers to the very left look like the recursion depth to me. (or in Hybrid AI case the depth/amount of the history / experience that is being stored) Or in 0AD's current chargon: How long you look for the best target? How long shall it take until we build next civil center? How many towers we want? How many units we gather? Tech research or not? ... (hardcoded) -
If we had 3D sound then we had even an immediate idea where the attack takes place.