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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. This makes me realize we need more styles of capes. Would help with differentiation, since every single caped unit uses the exact same cape shape and textures.
  2. Will changing all files from 'Pers' (templates, actors, text, civ.json, textures, portraits, etc.) to 'Achae' screw up the AI? Eventually I want to include the Sassanid Persians (civ: sass), so I think changing the 'Persians' to Achaemenid Persians now would be a good thing. I thought about this when thinking of eventually adding the Gupta Indians (civ: gupt) and how that's possible since the Maurya Indian assets don't monopolize the generic "indi" prefix as the current Achaemenid Persians do with the "pers" prefix.
  3. The 0 A.D. Fandom articles are way outdated as well. Everything needs rewritten. I'll be making a new Fandom wiki for Delenda Est once everything reaches "Beta". I was thinking of writing an old school "Manual" in PDF format as well, once everything is mostly done. Inspiration: http://www.thealmightyguru.com/Wiki/images/9/9a/Age_of_Empires_-_W32_-_Manual.pdf I predict such a Delenda Est manual will reach 200 pages of awesomeness.
  4. IMHO, you should not know the enemy civ (if 'Random'), until you either see or click on an enemy building or unit. For instance, the civilization and name should say "Unknown" for my Iberian opponents here: Until I've either seen or clicked on an enemy unit or building (whatever the devs prefer).
  5. I'm thinking of adding Memnon of Rhodes as another Persian hero. So: Cyrus II Cambyses II Darius I Xerxes I Memnon of Rhodes I've already established such a precedent of a mercenary general with Xanthippus of Sparta for the Carthaginians.
  6. Maybe 1 more Briton hero? Any ideas? Think outside the box.
  7. ERROR: Tried to change to non-existent state 'MEMBER' ERROR: JavaScript error: simulation/helpers/FSM.js line 360 toState is undefined FSM.prototype.SwitchToNextState@simulation/helpers/FSM.js:360:28 FSM.prototype.ProcessMessage@simulation/helpers/FSM.js:274:8 UnitAI.prototype.PushOrder@simulation/components/UnitAI.js:4014:26 UnitAI.prototype.ReplaceOrder@simulation/components/UnitAI.js:4194:8 UnitAI.prototype.AddOrder@simulation/components/UnitAI.js:5419:8 UnitAI.prototype.Garrison@simulation/components/UnitAI.js:5654:7 garrison/<@simulation/helpers/Commands.js:461:14 garrison@simulation/helpers/Commands.js:460:67 ProcessCommand@simulation/helpers/Commands.js:53:23 ERROR: Failed to call ProcessCommand() global script function ERROR: Tried to change to non-existent state 'MEMBER' ERROR: JavaScript error: simulation/helpers/FSM.js line 360 toState is undefined FSM.prototype.SwitchToNextState@simulation/helpers/FSM.js:360:28 FSM.prototype.ProcessMessage@simulation/helpers/FSM.js:274:8 UnitAI.prototype.PushOrder@simulation/components/UnitAI.js:4014:26 UnitAI.prototype.ReplaceOrder@simulation/components/UnitAI.js:4194:8 UnitAI.prototype.AddOrder@simulation/components/UnitAI.js:5419:8 UnitAI.prototype.Garrison@simulation/components/UnitAI.js:5654:7 garrison/<@simulation/helpers/Commands.js:461:14 garrison@simulation/helpers/Commands.js:460:67 ProcessCommand@simulation/helpers/Commands.js:53:23 ERROR: Failed to call ProcessCommand() global script function
  8. For uploaded images you can click the plus symbol on the image thumbnail to place it into the visual text editor. From there you can move it around to wherever you need and type text before and after it.
  9. You can certainly intersperse text and images on the forum. I do it all the time.
  10. Indeed. Maybe kinda like Hillcountry from AOE1. I only use the good tree models for my maps. If I have my way, all the maps for A25 will do the same until all the trees look good.
  11. Temperate Terrains on a new map I call Gallic Highlands The Belgian Bog map using new Temperate terrains A reimagined Lorraine Plain map using new Temperate terrains How a jungle map (here using the India set) can look
  12. That's what I was thinking. Can use the skybox for the experimental shader? Well, yeah, I think that's part of the pushback you are getting. While your screenshots may showcase an improvement here and there, overall it makes the game look bad so one will wonder if the "improvement" is worth it. To fully illustrate what you are attempting to accomplish, perhaps you could partner with an artist to make a couple buildings with all the proper mapping to take advantage of your new shaders, or import some pre-made artwork into the game to show what your shader can do for the engine.
  13. Okay, let me backup here. IN THIS SCREENSHOT, where are the problems with: A. The Specular B. The AO mapping C. "The Lighting" To show us what you are fixing.
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