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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Not only that, but in Atlas you can uncheck the civs and save the map, but Atlas bugs and assigns default civs anyway. Quite annoying. Yeah, I've had to do this as well.
  2. With these errors you can just use Notepad++ or your favorite text editor and do a ctrl-H replace all gaia/tree/cretan_date_palm_tall
  3. I would really like to change this for A25. EA should really adopt DE's forest groves. You don't even have to adopt DE's grove auras and traversability in case you're too scared of changing gameplay.
  4. I agree with this one. A bad change. Maybe give back outpost vision and just make outpost cost 1 pop.
  5. @DanW58 Honestly, at this moment a lot of what you post is overwhelming for a lot of us. You go into a lot of (exquisite) detail that will (eventually) be very useful if you continue on your course and improve the renderer as you plan. I like your "fall back" ideas so that we need fewer materials and map types "default" lower to a 1 texel image. That will be very helpful to us modders and artists, your documentation. Please continue and I encourage you to try the IRC channel and join other discussions regarding other aspects of the game. First and foremost, recognize that in this development environment it is a marathon, not a sprint. Personally, I have been involved with the development of this game in one way or another since 2005. I know this isn't the technical feedback you want, but i hope it helps regardless.
  6. Delenda Est, correct? I will be honest in that I am developing the mod for my selfish aims---developing the game to my own liking, and then hoping other players and fans enjoy what I come up with. So far this has been relatively successful, but I agree that there are a few blind spots, such as the UI. My plan is to continue on my current course and once the game reaches beta or a more complete state focus more on compatibility issues such as what you bring up.
  7. as you said, you either need to wait for the Linux repos to update or downgrade to A23. Downgrading to A23 is definitely an option if you don't mind upgrading again once the repos are there.
  8. Okay okay... let me put it this way. The options and UI seem a little amateurish compared to a AAA game that guides that player better toward the options, informations, and features the commercial developer knows the players needs. OS games use a kitchen sink technique.
  9. I do think the mod selection screen is a little... open source. Meaning, unintuitive.
  10. Ideally this should have been achieved with overlay icons I, II, III, IV, etc. with a line in techs that add the icon over the portrait. Similar to how rank icons overlay unit portraits. Would have required more code though. Who plays at this resolution?
  11. Try experimenting a little bit with the scale. 1.21 or 1.19 or 1.33 or some such and see if those artifacts are removed. Font rendering in 0 A.D. is pants tho.
  12. 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.
  13. 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.
  14. 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.
  15. 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).
  16. 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.
  17. Maybe 1 more Briton hero? Any ideas? Think outside the box.
  18. 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
  19. 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.
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