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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. So, I just buy both AssCreed: Odyssey and Titan Quest: Anniversary Edition for my "son." Actually for both of us. Anyway, the graphics of these games are incredible, as well as the art direction. They can really provide inspiration for 0 A.D. Rural horse stable:
  2. It's basically the same issue with wandering animals. Whales use the same wandering code as deer and elephants.
  3. patches=" 128 " works and creates a very very large map. If set to 256, then Atlas refuses to load. See if 128 works for you.
  4. Mmmm. You're right to try to spruce up the roofline. It is quite bland. I think the round part though looks like late Romans/Byzantine as Lion suggests. I would try making the 1st floor "wings" more symmetrical. So both either have roofs or are parapets.
  5. Also, add that class to <RestrictedClasses> in the unit template parents so that units don't stand there continuously attacking an invulnerable target.
  6. I use Naupegoi for a ship train time tech, and Neosoikoi for a special ship repair tech. I might be revamping the Shipyard techs anyway, so I'll get back to you. What's completely wrong with the Cothon model? Looks pretty accurate from the images I have seen. Matches 90% of the images on Google.
  7. The Catafalques are supposed to house the remains of the men mentioned in their name. So yeah, "Catafalque of Solon" would be the best generic name and then the specific name translation from that.
  8. Maybe we should make another effort at recruiting a sound designer? Cattle could really use some sounds. For now, perhaps we can use cc0 or free "cow" sound assets? Quick google search: http://soundbible.com/tags-cow.html
  9. Updated first post. Extended this thread to include Suebians and Goths. Suebians represent an early German faction (they can fight the Principate Romans), while the Goths represent a later German faction (they can fight the Dominate Romans). If we eventually add the Thracians and Dacians, I think we're representing the European "barbarians" rather well (maybe split the Lusitanians off from the Iberians and add the Illyrians?). Regardless, I have committed a few "placeholder" assets for the Suebian Germans and the Gothic Germans.
  10. Great job @Stan` I'll do this for you if you model me a cult statue for the Persians. I think the Apadana needs updated too, but that's core game. Cult Statues are Delenda Est. If you make me a cult statue for them I'll make a template for the core game too if you want. The Yakhchal and Cult Statues for core game will just pull their parent from the generic "special_building" template and do nothing.
  11. New metal and stone icons. Metal Mines use the current "Blacksmith" icon (but moved to the gaia folder and renamed, in prep for the blacksmith icon being revamped).
  12. Gaur and Gharial for India. https://www.wikiwand.com/en/Gaur https://www.wikiwand.com/en/Gharial
  13. Good video, but once again youtuber uses ugly maps. :/ lol
  14. I don't think the music should stop when using the in-game encyclopedia. Anyone else agree? See that video for example.
  15. I'm an idiot and actually paid for Fraps... I figured, meh, why not support the developer, the 30 second clips record pretty nicely with the demo... So, at about the 45 second timestamp while recording with Fraps, all of a sudden my frame rates crash to 1-5 fps. Mind you I can play the game (without recording) at 120 fps and I can record otherwise at 60 fps no problem. Except every 45 seconds the frame rate eats dirt and this lasts for a good 10-20 seconds before recovering. Anyone have any ideas what's going on and any potential solutions?
  16. Honestly, initial implementation could just have some static portraits. Later, some model/animation could be done.
  17. It would be cool to have a "helper" medallion similar to the Total War games. It would pop up and assist you by default the first time you ran a non-tutorial map. You could click X and turn it off if you want. Initially it wouldn't need any voice acting, just some text and UI elements.
  18. Yes I do. Mirage.js updated today. I checked the files at lines 27, 108, and 115 and the revisions are there. EDIT: I tested this with vanilla. Got those errors.
  19. After latest update. Sorry if I didn't catch this earlier. May have been hidden or cropped up just now, dunno. Happens when tasking to attack or capture enemy building in fow. Looks like a problem in unit_actions now. ERROR: JavaScript error: simulation/components/GuiInterface.js line 257 TypeError: cmpHealth.IsInjured is not a function GuiInterface.prototype.GetEntityState@simulation/components/GuiInterface.js:257:49 GuiInterface.prototype.ScriptCall@simulation/components/GuiInterface.js:1975:1 GetEntityState@gui/session/session.js:214:21 getActionInfo@gui/session/unit_actions.js:1523:20 g_UnitActions.garrison.hotkeyActionCheck@gui/session/unit_actions.js:679:21 determineAction@gui/session/input.js:266:12 updateCursorAndTooltip@gui/session/input.js:94:16 onTick@gui/session/session.js:795:2 __eventhandler102 (tick)@session tick:0:1 ERROR: Error calling component script function ScriptCall
  20. Not to be contrarian but I don't think unit recognition is why they don't make each civs units unique. I think it's because of texture size. Readability might be an issue, true, because of the mosh pit combat.
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