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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. This model was problematic (the crenellations are taller than a man; scale is off) and didn't have animated doors, unfortunately.
  2. I would like to try to use these. Do you have the latest files?
  3. Considering it needs player-input, I think you need some time for at least a little maneuvering.
  4. Current progress! Design: @wowgetoffyourcellphone and @real_tabasco_sauce Artwork: @Duileoga and @wowgetoffyourcellphone and @wackyserious and @Lion.Kanzen (Early) Germans 2nd -- 1st centuries B.C. Civic Center Wagon Encampment (Upgrade) Fortified Encampment Houses Farmstead, Corral, Storehouse Barracks, Great Hall (train Champions and Heroes), Stable Market (needs and new model), Forge Temple, Arsenal Walls, Sentry Tower, Defense Tower Fortress Wonder Units
  5. Most civs don't have fire ships, so what's the natural counter to ramming ships? I put thought into this too.
  6. I have never encountered that in a million years. I have encountered foundations stuck at 99.999% or 100% or whatever, but not be complete
  7. I think the general consensus was that is was shite, historically. I have not seen it.
  8. For base game, I'll change their helmets to Coolus helmets and their body textures to Germanic tunics or something. They can keep the same shields and spears.
  9. That is a gameplay consideration which will look very weird in-game. DE will stick to the current method, where the tree is deleted once the foundation starts work. There is little worry of deleting a bunch of the enemy's trees, since DE uses forest groves, which are not destructible.
  10. Those look very nice and pretty accurate to the references I've seen. Great find!
  11. That is it. Just double click it and download it and you're good to go
  12. Really trusting everyone knew what they were doing when the decision to go this route was made. Seems twice as complex as before, although I've managed to find an okay workflow today. Editing files in the SVN repo for testing, then having to copy them over to my Git fork, then pushing those changes to Gitea is a pain. And like R_T_S, I'm not sure how to keep my fork utd with the 0ad/0ad main. And I've already edited meshes in the Git repo accidentally, thinking I was editing the SVN mesh, and then testing the mesh in Atlas and being confused as to why it's not working as expected, oh yeah, I need to copy the file over from Git to SVN to test it (lolz! mah bad). It's alright, I think I'll eventually be able to keep it all straight, especially with Stan's help.
  13. Can you see it in the in-game mod downloader? Settings -> Mod Selection -> Download Mods
  14. That could be doable. At least in PDF form that people can download and print. Perhaps hard copy versions for a merch store.
  15. In the Alpha 26 version of the mod, the AI does indeed have trouble building farms, but in Alpha 27 the AI will do a lot better building farms since I've removed the prohibition against building farms around civic centers. That said, they still don't capture Farmsteads for the farming bonus, so the human player has a leg up if they capture those Farmsteads. One step at a time.
  16. Good on ya for figuring it out! I was going to suggest neutral diplomacy as being the problem until I saw your edit.
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