
shieldwolf23
Council of Modders-
Posts
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Everything posted by shieldwolf23
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WIP Cinematic camera
shieldwolf23 replied to vladislavbelov's topic in Game Development & Technical Discussion
That was an enjoyable ride! Thanks for that. Really useful. -
[Crowd-Sourced] Trade Route Map
shieldwolf23 replied to niektb's topic in Scenario Design/Map making
If you are up to it, why not make it historical as well? I'm thinking of the Silk Road overlapping at least 3 great empires, like the pictures attached -
That last post was perfectly told, Mario. I hope the community will do something about this eventually.
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Impressive map, allow me to say. Just a little more randomness in tree placement (avoid clumping them into squares) while varying elevation in the plains (more hills and/ craters) would make it perfect, IMO.
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Really nice screenshots! Downloaded!
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[Sceneario] Heml's Deep Failure attemp
shieldwolf23 replied to Skhorn's topic in Scenario Design/Map making
Like a stream? Something proportional to this? -
[Sceneario] Heml's Deep Failure attemp
shieldwolf23 replied to Skhorn's topic in Scenario Design/Map making
Ah, ok. Thanks Leper! -
[Sceneario] Heml's Deep Failure attemp
shieldwolf23 replied to Skhorn's topic in Scenario Design/Map making
Ok. Thanks. I have opened the scenario, in SVN it has errors involving all celt templates. I also agree that the "river"should be smaller. -
[Sceneario] Heml's Deep Failure attemp
shieldwolf23 replied to Skhorn's topic in Scenario Design/Map making
Find All will suffice, I guess? -
[Sceneario] Heml's Deep Failure attemp
shieldwolf23 replied to Skhorn's topic in Scenario Design/Map making
downloaded! EDIT: Question: Should I put it in A18? I used SVN and it's not working there. -
New Release: 0 A.D. Alpha 18 Rhododactylos
shieldwolf23 replied to feneur's topic in Announcements / News
Congrats on everyone who made this new release possible! -
Exciting times in game development
shieldwolf23 replied to simongeorges's topic in Game Development & Technical Discussion
Thanks Simon! That was an awesome news! -
[Scenario] A Silent Day In Gaul
shieldwolf23 replied to niektb's topic in Scenario Design/Map making
Easy is easy, actually. It's the intermediate that made me reload a lot of times. As to number of soldiers, can you make it so that the barbarian AI detects the number of military units the player has, and in turn, have maybe 50% to 75% of that number as defending their camp? -
[Scenario] A Silent Day In Gaul
shieldwolf23 replied to niektb's topic in Scenario Design/Map making
Niek, I remember reading that you asked if ever someone beat the map in Easy. I did. Although I was hoping for a little more fight - since the periodic barbarian attacks made me think of a barbarian horde, I gathered quite a lot of units, only to well, feel underwhelmed with the opposition of the barbarian camp. -
It is hard, in a way, since it will mean a lot of revamping, but for a time, a modern mod was in progress (albeit only using the Pyrogenesis engine, not 0 AD itself). I'm not a technical guy, but I believe that as long as you know how to create models, effects can be linked easily enough, once you iron them out.
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Hello Sol Mundus, and I'm glad to see a fellow EE fan! 0 AD has a lot of potential, and while it only deals with the Ancient Era, it is easily moddable.
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[Scenario] A Silent Day In Gaul
shieldwolf23 replied to niektb's topic in Scenario Design/Map making
That one! Thanks! -
[Scenario] A Silent Day In Gaul
shieldwolf23 replied to niektb's topic in Scenario Design/Map making
Definitely a must download. Now, only remaining I believe is for me to actually defeat it. I thought the AI will be a push-over once I have my economy up and running, but alas! I misjudged. EDIT: How do you get to see the trigger stuff? -
It is, as you said, laggy. I have disabled every graphical setting in place (which made it less menacing than the screenshots , but it still lags. Maybe stay away from big maps in the future when designing. The map lay-out itself is very good, with realistic looking islands. Terrain mixing might be improved upon, and more metals please. All in all, a quite entertaining adventure.
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[Scenario] A Silent Day In Gaul
shieldwolf23 replied to niektb's topic in Scenario Design/Map making
My comments: - After heading west, player should be given more civilians to fast track creation of civic center (to avoid too much wait time) - After civic center is created, a few hundred resources should be given to at least create a defensive line against the bandits. As it stands, it is still hard, Niek. -
[Scenario] A Silent Day In Gaul
shieldwolf23 replied to niektb's topic in Scenario Design/Map making
Oh... I'll wait for the next version then. -
[Scenario] A Silent Day In Gaul
shieldwolf23 replied to niektb's topic in Scenario Design/Map making
This is where the villagers are already killed, and I "fled" to the west, thereby meeting the farmer. After that, I don't know what to do. -
[Scenario] A Silent Day In Gaul
shieldwolf23 replied to niektb's topic in Scenario Design/Map making
Agree on Fabio. There are points in the scenario where I didn't know where to go and what objective is next. I had to reload to know where to build the outpost, and now, I'm at the farmer's place not knowing what to do next. Help? -
Agree on wow. Nowhere in history are rams effective against infantry. They are not tanks.
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I always play Random, but my dream team would be Roman infantrymen, Persian archers, and Mauryan elephants!