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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. It's so odd that the bow strings of archer units self-illuminate. They also don't seem to animate either. Another absolute oddity is the glowing ghost people setting up Trebuchets.
  2. We are currently working on a "Roman Roads" special tech for the Romans: https://code.wildfiregames.com/D5183 It's currently merely only a movement speed tech. Building actual roads, while probably possible, would take quite a bit of effort and coordination between art and programming side. I can envision creating "Roman Road" objects for the editor and place them on maps.
  3. The DAEs are converted to PMDs at game runtime. PMDs are a streamlined and compressed version of the file. The DAEs should be available in the Trac browser though.
  4. The summary in DE is indeed bugged and I do not know how to fix it. I'd need someone to make a pull request on DE's Github repo to fix it.
  5. https://0ad.fandom.com/wiki/Cheats
  6. Wonder reference: Potential update to Persian civic center:
  7. I imagine it could be done similar to stretching out Walls.
  8. Well, you have to approach it as its own thing, almost a brand new game. Not in DE.
  9. Well, indeed. The very large range of ranged units is part of their OP.
  10. Yeah, that's kind of a problem of huge vision ranges, IMHO. DE is better in this regard.
  11. In DE, the map has interesting capturable items, such as Shrines, Cultural Artifacts, Pirate Docks, and Farmsteads. One can also build your Storehouses and Granaries in neutral territory, for what I call the "Strong Core/Weak Countryside" dynamic. I've slowly started adding things kinds of things to the base game's skirmish maps, but no one plays skirmish maps on the lobby, unfortunately. Yeah, base game's siege engines are kinda weird. Too much attack range, massive vision range, huuuuge Crush damage (like artillery shells).
  12. I like this for a spy unit for 0 A.D. But it would be a standard unit though.
  13. It would be really helpful if Wall snapping was extended to include shorelines and cliffs, and Gaia objects such as mines and trees. Snapping new walls/hubs to the ends of a segment so that you can repair the end of a wall would be helpful too. Also, walls snappable to Fortresses and also the ability to upgrade wall hubs to ballista towers, etc. to make them more interesting and defensive.
  14. Yeah, it's using the skeleton of a smaller object
  15. Right, a different sized boned object would need its own animations. Currently the engine can't scale animations.
  16. Yeah. We should scrub as many pre-Alpha 26 images as possible and push stuff like this: Keeping old stuff around for nostalgia doesn't help promote a modern game. The game itself is also bloated with about 50 maps which are sub par and a bunch of old sub par world assets too. If a tree looks bad, we need to delete it. If a map is bad, delete it. Old textures, delete or update. For nostalgia or access to the older assets, the old alpha releases are always available for archeologists.
  17. I love the chicken entry. lol. Good job connecting it historically to the game, whoever wrote it.
  18. In DE, the fish regeneration is 43% faster than in EA. Works well.
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