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Everything posted by wowgetoffyourcellphone
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In AOM, the terrain change did not change the pathing grid. That is set at the beginning of the match upon load and does not change.
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Is 0 A.D. still in development?
wowgetoffyourcellphone replied to JuKu96's topic in General Discussion
That percentage has been largely arbitrary for years. Honestly. -
I think the game should have a Deathmatch mode. I'm just not sure if it should be reminiscent of the Age series Deathmatch or something "unique." I honestly think it should be mostly based on the Age series model with a couple unique flairs. So, I think once you choose Deathmatch you should then be able to choose which Phase everyone starts at. The most popular would probably be "Post-City Phase" with everything auto-researched already. The only difference would be that any paired techs would not be auto-researched yet, the player having to choose which one they want. Since it's Deathmatch, they cost no resources or research time, the player just has to choose. And then resources-wise every player starts out with 40000 of every resource. The name of the game is building up and expanding as fast as possible while pumping out tons of troops for massive battles early on.
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Old Iberian market, or "new" Iberian market *Poll
wowgetoffyourcellphone replied to Sundiata's topic in Art Development
Yeah I'd take the current one and just add some stuff around it to pad out the footprint. -
Screenshots?
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Great, but how to use the feature? I suspect the engine code has a lot of features no one knows how to use.
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Is there a SET MOD Configuration for online play?
wowgetoffyourcellphone replied to MoMuscles's topic in Gameplay Discussion
The default mod is "0ad." Is that what you mean? -
Balance Mod to test changes.
wowgetoffyourcellphone replied to ValihrAnt's topic in Game Modification
It's so goofy you guys getting so granular as to change a stat from 6.7 to 6.8. -
Bulding Snapping Feature
wowgetoffyourcellphone replied to vladislavbelov's topic in Game Development & Technical Discussion
What happens is the building almost always snap rotates 180 degrees. -
Bulding Snapping Feature
wowgetoffyourcellphone replied to vladislavbelov's topic in Game Development & Technical Discussion
The buildings rotate to a backward angle when snapping instead of maintaining their default angle. -
Portrait icon color. Tuto request.
wowgetoffyourcellphone replied to fatherbushido's topic in Art Development
I used the purest of the color codes for each. So, the bluest blue and the reddest red and the yellowest yellow, etc. 255 0 0 0 255 0 0 0 255 etc. -
Help with Atlas Map Editor
wowgetoffyourcellphone replied to coworotel's topic in Scenario Design/Map making
That left panel thing has been an issue for a long time now. I have to manually resize it every time. -
NoMaDiC CiViLiZaTiOnS
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
This is what happens. I get good ideas and then years later a commercial game implements them. -
Odd that the error code doesn't make mention of the offending texture file....
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Human emotions are difficult to process for some people.
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Bulding Snapping Feature
wowgetoffyourcellphone replied to vladislavbelov's topic in Game Development & Technical Discussion
For walls I think a different solution would be best. We should be able to set multiple objects (wall towers for instance) as end points in the wallset template. Right now you can only designate 1 (as far as I know, I experimented with this unsuccessfully many moons ago). So for instance you should be able to set a stone wall tower as a possible endpoint in the palisade wallset xml file (while you wouldn't do vice versa). I use "endpoint" as the word because I don't have access to the game code at the moment for the proper term. -
Parthians (or Arsacids) and Sasanians
wowgetoffyourcellphone replied to Mega Mania's topic in General Discussion
I think Parthians and Sassanids each need their own topics. -
You know it will be an issue for Part 2, then why not fix it now. Anyway you guys are missing the point. Of course the Sassanids would use the sass or sasa civ code, but then you would continue to call the Achaemenids "Persians" with the "pers" code? If we planned to add multiple Macedonian civs then using "mace" for the civ code would be problematic yes? Athenians and Spartans don't both use "hele". And even if you kept the civ codes the same and just changed the civ name, the GUI would not sort the civs correctly as I've stated. For some reason the gui sorts civs by code and not name.
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Fork AD
wowgetoffyourcellphone replied to fatherbushido's topic in Introductions & Off-Topic Discussion
Yes, but how is relevant to Fork AD? lol -
Fork AD
wowgetoffyourcellphone replied to fatherbushido's topic in Introductions & Off-Topic Discussion
What does this show? -
So, the game currently has the Persian civ with these naming characteristics: "Name": "Persians", "Code": "pers", This will (could) become problematic in the future with the introduction of the Sassanid Persians, for a couple reasons. Firstly, now you have 2 Persian civs and naming one of them simply generic "Persians" and the other specific to its dynasty wouldn't work very well aesthetically. Secondly, the game's UI lists civs by their "Code" instead of by their "Name" (perhaps that should be changed regardless), meaning that even if you renamed the current Persians to "Achaemenid Persians" the UI lists it under 'P' for the "pers" code. So, I suggest a couple things: The current Persians be renamed to the Achaemenid Persians The current Persians be recoded to "achae," (yes, templates and artwork too) and The UI code be changed to list civs by their Name rather than by their Code in drop down lists and elsewhere.
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I haven't kept the mod up to date the past few months. It's possible unitai is out of date again or something. EDIT: I just need that controllable animal ai patch committed and I can finally get rid of the unit ai file from the mod.
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IIRC, the blend file had an older version of the animation. Oh well.
