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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Make sure to turn off shadow casting for the grass sprites. Otherwise the shadows ruin the fading effect at the bottom.
  2. I have gpu skinning enabled, but elephants look fine. If you need the blend file, perhaps @Enrique has them.
  3. Can I ask for a small audio extension? If multiple phenotypes are selected, then their sunds play for each phenotype. For instance, a mixed group of men and women currently just pick one of the genders to play as their acknowledgement sounds (selected, tasked to move or chop, etc.), but it would be nice to hear both the man and woman sounds.
  4. Got it to work, thanks! <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit_support_citizen"> <Identity> <Civ>theb</Civ> <Lang>greek</Lang> <SpecificName>Polites Thēbaios</SpecificName> <GenericName>Theban Citizen</GenericName> <Icon>units/athen_support_citizen.png</Icon> <SelectionGroupName>units/{civ}_support_citizen</SelectionGroupName> </Identity> <VisualActor> <Actor>units/athenians/{phenotype}_citizen.xml</Actor> </VisualActor> </Entity>
  5. No, it's because I have GPU skinning enabled. It's probable that those vertices have something wrong with them in the mesh that is masked otherwise. This also happened with the gastraphetes, but was eventually fixed after I complained for 6 months.
  6. Let's fix the ships that are there. ] @Alexandermb @Stan` @LordGood
  7. Okay, have fun! It's yours now. I updated some stuff 3 hours ago. No idea what you need to do.
  8. Here's what I have: template_unit_support_citizen And then I have units/athen_support_citizen: It doesn't work.
  9. In DE, originally all the Greek civs received the Oracle of Delphi technology, but then I realized Thebans weren't different enough from the others so I gave it to them exclusively and tried to make it "fit" for them. I can easily change it to your suggestion. Thanks! Would you be willing to give proper SpecificNames for the units?
  10. I know many would disagree, but I would see no problem with the core game having 20+ civs. To me, they're like how some games have 50+ characters to choose from, each with minor differences and even classes of play that compliment each other. But I'm also okay with core game just sticking with what it has and then releasing official "Faction mods." But then you have a problem with players not having the right factions installed. Imagine player 1 having mod civs A, B, and K, while his opponent has B, C, and M civs installed. Wouldn't this make them incompatible to play a match? Eventually, you'll probably just want to fold all the civs into the core game to get around this, or build in some kind of logic in the UI that'll gray out the civ that's incompatible with either player. Alright then. Sorry to bother you.
  11. I know you and @Alexandermb will make great units, but they'll also need great buildings. @Stan` @LordGood
  12. Keep this up, and we can add Thracians, Illyrians, and Thebans as new mods to mod.io the same time Alpha 24 hits. https://github.com/JustusAvramenko/theban_greeks
  13. You guys are in luck. I just spent like 4 hours getting this ship shape for you: https://github.com/JustusAvramenko/theban_greeks SVN compatibility only. Does not work with Alpha 23. Enjoy the choice!
  14. You can copy-paste what I posted I believe and just edit that into the top post. You can do the same for the Illyrians if you wish.
  15. Under technologies you can indicate how extensive their tech tree should be in those categories. I think originally, the tech tree was supposed to be like in AOE2 where there was 1 large tech tree and the civs would pick and choose from that to give them a "custom" feel. For a Delenda Est version of this, I would add a new heading "Mercenaries" beneath "Cavalry Stable Units."
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