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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. If you think bankers actually support socialism, then you've lost the plot. BUT, THIS ISN'T THE FORUM OR THREAD FOR THIS DISCUSSION.
  2. It's not the words themselves that need banned. It's when the content of the words are being used to belittle or attack other players (regardless of ideology). But as a democratic socialist myself, I am very unlikely to be holding a flame war against our economic oppressors on the 0 A.D. multi-player chat.
  3. In gaul/champion_cavalry_swordsman These two sections are wrong: <Run> <Speed>21.0</Speed> </Run> <Attack> <Melee> <Hack>2.0</Hack> <Pierce>0.0</Pierce> <Crush>25.0</Crush> </Melee> </Attack> Run speed is now a multiplier of walk speed ( see your file template_unit_champion_cavalry.xml as an example of it done right) Attack needs <Damage> inside the melee component. Your file template_unit_champion_cavalry_swordsman does this right.
  4. I like this out-of-the-box thinking. Finally, an idea that's never been suggested before.
  5. This is neat. I like it a lot. Pretty cool too. Too bad about the farmland getting put inside forests.
  6. Yeah, stone "mines" can look like quarries or something like this:
  7. In Delenda Est, capturing ruins could give a trickle of glory, but in the base game what benefit would there be?
  8. Hey, good choice of terrains and assets! Using a MOBA style map as inspiration is a good idea. Attack lanes, sneaks, etc., are generally signs of a good map.
  9. I think one of the defining characteristics of a cheat unit or Atlas unit is that it doesn't necessarily have to be "balanced." They're only there for fun and to show what the game can do.
  10. If we chose Yangtze (or YangZi), I could include the ChangJiang map from Delenda Est into the maps update.
  11. I don't know. For a lot of our buildings, the rear of the structure is too bland.
  12. This is indeed possible. The file should just be like this: identity_delendaest.js with the lines I'd want to change in it.
  13. In simulation/components/identity.js, the schema outlines the classes and visible classes. They include gigantic lists of possible classes. In a mod which adds new classes to its entities, is it necessary to mod the identity.js schema to include the new classes?
  14. How can I make an omnipresent sound be heard by all players? I am making new death sounds for heroes and I want everyone to know when a hero is killed. This does not work: <SoundGroup> <Omnipresent>1</Omnipresent> <HeardBy>everyone</HeardBy> I do not know the options for "HeardBy" component and I can't find the component or js file where the schema is kept.
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