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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Indeed. On skirmish maps, non-Iberian players can get the FOW lifted where the skirmish replacer Iberian walls had been placed. Would be nice if this were not so (perhaps when the map is loaded vision can be initialized after the skirmish replacer units have been set, or something).
  2. Hello H:C team. I've installed .9.0 and .9.2 for my girlfriend and she loves the mod. Unfortunately there are serious AI error warnings that tank the framerate. My girlfriend was playing as Zora Dominion and Kokiri, against civs that are supposedly supported by the AI (Gerudo, Hyrule, and Gohma), but received endless AI and UI errors after about 20 mins of gameplay. Examples: ^There may be references to Petra AI in the Conquest AI. ^Got then thousand of these errors. ^And then then thousand of these. ^A GUI/Tooltip error. Got that a dozen times. ^Template bugs. I would literally pay money for you to fix these, as this mod is what's getting my girlfriend into 0 A.D.
  3. Right, although some models should probably be tweaked, overall I think it's a shadow rendering issue rather than a mesh problem.
  4. The bevel is okay, but the UV mapping should probably be adjusted.
  5. From a gameplay perspective, the A23 method is far superior, even if it looks "unrealistic." The A24 way also looks unrealistic but has the addition of negatively affecting gameplay.
  6. You are absolutely right, this has been happening for a while now, I just never reported it. And it does negatively effect gameplay, not to mention visual aesthetics.
  7. I see the effect (applied the files and looked in Atlas) and I like it. I think it may be too 'strong' though, even if it's Correct™. I notice it reduces the visual effect of the AO maps a bit and adds a lot of contrast where there wasn't before, so I have to mess around with the ambient color some to reduce that contrasty look. I notice the it most with the Greco-Roman temples, where there is a bunch of columns in front of a covered area. The different effect applied to horizontal and vertical surfaces is very noticeable. Without true SSAO the effect doesn't look as "real" as it could (in truth, looks less real in the case of a colonnade or similar contrasty structure). Please take these as simple observations. Vertical and downward faces are darkened considerably. Again, I understand what is being attempted here. I just think it's too strong.
  8. Same thing happens with this Noba granary.
  9. https://trac.wildfiregames.com/changeset/24831 I'm sorry, but the waltzing continues.
  10. The most relevant real time information for most players is: What is this unit or building good at doing? What is its role? Number crunching every stat in real time satisfies a small minority of players, when most players just need to know which units to use against these other units because unit types have roles.
  11. It's part of a larger problem of models self-shadowing. Could be a shadow rendering bug or a model mesh issue (maybe some seams need welded, or there could be duplicate faces causing some sort of Z fighting).
  12. With latest DE. At the end here you'll see 2 dudes dancing. 2021-02-03_0001.zip
  13. Yeah, that would be my idea for mercs and slaves. There is a global pool (perhaps decided by the game host) and the more mercs hired from that pool, the more expensive they get for everybody. At some point, they'd get more expensive than champions, but you might want to hire them anyway to keep the enemy from hiring them.
  14. Perhaps mercs can be rehired by anyone once they go Gaia. Just click on the Gaia merc battalion and there would be a button in the UI to hire them.
  15. Still working on this. Will eventually make a separate Git repo after A24 is launched. Recently worked a bunch on the Nubia terrains. Compare:
  16. Would there be a ticket for some terrain complexity, such as adding statuses or effects to various terrain textures? Good examples: Ice terrains: Can't be built upon. Farmland terrains: A grain gathering boost.
  17. I think 'Beta' would be when the team is tired of adding new gameplay features and wants to focus on adding campaigns, fixing bugs/performance, and gameplay balancing.
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