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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Holy moly, this is how you design a civ. i am pretty inspired by this! Surely, the actual Chinese civ will probably end up quite different, but I love how he laid this all out, the thought that went into it, and the organization of it all.
  2. I think the way around this is to perhaps rename and reclassify buildings and units in the mod to file names and template classes that Petra will recognize. This is admittedly quite an inelegant solution.
  3. I think basic shields would be simple bare wood or plain white, then advanced would have player color and maybe some simpler patterns, and then elite/champion would have the more intricate patterns.
  4. Very interesting portfolio! What area of the game are looking to improve? Any specific ideas in mind? I'm okay at making mockups, but no good at coding them. I think the UI of the game could use a ton of work and improvement and modernizing.
  5. Calling all 2D artists ( @wackyserious, @Lion.Kanzen et al.)! We are looking for more German shield textures, for a special project@real_tabasco_sauce and I are working on for the game! Reference Era: Cimbrian War to Teutoburg Forest, so 2nd c. BC - 1st c. AD. Need to EXCLUDE references from later periods, such as the Goths/Great Migration Period/Late Roman Empire. These are the "barbarian" versions of the Germans, prior to Romanization. We will reuse the Gauls/Britons/Celts shield models, so we only need the front design textures, unless we find references to uniquely "German" shield shapes.
  6. Odd, since the layout isn't much different than the current iterations we've been working on for 0 aA.D.
  7. Less noise overall would be good, but especially for metal textures.
  8. Something like that, but the sloped side would be a lot less steep.
  9. I'd suggest really looking into DE's groves. They'd solve this, as most forests would be made of undeletable Groves.
  10. Okay, tried it. I'm wondering why we just don't do it for all buildings (delete straggler trees) and add DE's Groves (which aren't deletable).
  11. I don't think it would be that hard to do for one who has the code knowledge.
  12. To piggyback on what @Stan` has said, imagine it's a hierarchal structure. Everything you do on a higher level of the pyramid trickles down to the templates on the lower levels unless you specify something different in those templates.
  13. Nice, I must've overlooked that in all of the options you are bombarded with at the beginning. lol It's over, unfortunately.
  14. DE does this in the templates and prevents units from attacking the Shrine and Merc Camp map objects. In template_unit_cavalry_melee.xml <Attack> <Melee> <AttackName>Knife</AttackName> <Damage> <Hack>8.0</Hack> <Pierce>0.0</Pierce> <Crush>0.0</Crush> </Damage> <MaxRange>6.0</MaxRange> <PrepareTime>500</PrepareTime> <RepeatTime>1000</RepeatTime> <Bonuses> <ElephantStench> <Classes>Elephant</Classes> <Multiplier>0.5</Multiplier> </ElephantStench> <CamelStench> <Classes>Camel</Classes> <Multiplier>0.5</Multiplier> </CamelStench> <BonusSiege> <Classes>Siege</Classes> <Multiplier>2.0</Multiplier> </BonusSiege> </Bonuses> <PreferredClasses datatype="tokens">Ranged+Unit Siege</PreferredClasses> <RestrictedClasses datatype="tokens">Permanent Ship</RestrictedClasses> </Melee> </Attack> I have a custom class called Permanent for certain things in DE. You can put Field there instead.
  15. Yep, Total War and Battle for Middle Earth 2 had drag and place, which was really nice. 0 A.D. is the only classic RTS that I've seen with it! And if the game ever has hard battalions or semi-hard formations, drag n place will definitely be a necessity.
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