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Everything posted by wowgetoffyourcellphone
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Very nice. Could definitely be used in scenarios, etc.
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Creative Commons, 2d game sprites.
wowgetoffyourcellphone replied to Boston's topic in Introductions & Off-Topic Discussion
Nice mockup. Looks like you've thought it through. -
map Rheinland map mod (WIP)
wowgetoffyourcellphone replied to sternstaub's topic in Scenario Design/Map making
I loaded this up in Atlas and the only error messages I'm getting are these: WARNING: [ParamNode] Could not remove token 'Siege' from node 'List'; not present in list nor inherited (possible typo?) WARNING: [ParamNode] Could not remove token 'Elephant' from node 'List'; not present in list nor inherited (possible typo?) So, there's an issue with Delenda Est where there are classes removed from a list somewhere. Might be with ships. I'll look into it. -
map Rheinland map mod (WIP)
wowgetoffyourcellphone replied to sternstaub's topic in Scenario Design/Map making
I'm at work right now. I can maybe do a deep dive tonight. -
Several battles actually
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map Rheinland map mod (WIP)
wowgetoffyourcellphone replied to sternstaub's topic in Scenario Design/Map making
Missing terrains can definitely cause the map to hard crash. A27 has removed or renamed some old terrains probably. Did you start designing the map with A26? -
map Rheinland map mod (WIP)
wowgetoffyourcellphone replied to sternstaub's topic in Scenario Design/Map making
What seems to work for me is to load the map in Atlas without DE enabled. So, base game, no mods. Boot up Atlas, load the map in Atlas. You'll get a bunch of those errors. Save the map as <filename>_EA or something different. Atlas has a cleanup feature, so the act of saving the map will remove the missing files once you reload the map. So, once it's saved as a new map, close Atlas and reopen it again and reopen your new map and see how many errors you get. You might still get a few, but the previously missing objects will be gone. At least now most of the missing files will be stricken from the map file and you can see what you need to replace. Only other way is to manually edit the map's XML file. Look in the Pyrogenesis Log file for the list of bad files and then go through the XML file and delete them by hand (or use ctrl-H and replace). -
Civ: Germans (Cimbri, Suebians, Goths)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Maybe nomadic, but with Germanic aesthetics. -
Everything is pushed to Github. I think everything in the first post is in, except the Fire Ship tech, but I'll do that soon. Some costs are slightly different, but the first posts is pretty close to the current implementation.
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Strategic Campaign
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
I honestly think Heroes could do that if we refocused them more and allowed the player more Hero options. -
Strategic Campaign
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Very old video of my old abandoned project with @RedFox -
A great basis for the Seleucid cult statue? https://sketchfab.com/3d-models/apollo-belvedere-fe5c0cffdc2a4f3985872212c692af0c CC0 model^. Would need an AO and Normal map baked from the high def model, and then the model streamlined to less than 2000 tris, if an artist wanted to tackle it.
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Delenda Est: An overhaul mod for 0 A.D.
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
Thanks! Still working on it. Placing units on wall battlements has been in the game for a few years now. -
Thanks. Just about to push some more to Github. Admittedly, the ramming ship implementation is hacky, but works well enough for now.
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Civ: Indians (Mauryans)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Delenda Est
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In Delenda Est, the "Dock" structure from the base game is split into two separate buildings: The Commercial Dock for Fishing Boats and Merchant Ships, and the Naval Shipyard for all Warships. Naval Shipyard Village Phase Units: Scout Ship Cost: 100 food, 100 wood, 20 seconds, 2 pop Health: 200 Attack: 20 pierce/2 seconds Attack Range: 50 meters Vision Range: 80 meters Armor Hack: 5 Armor Pierce: 2 Armor Crush: 5 Garrison: 10 Techs: Lookouts Cost: 50 food, 50 glory, 30 seconds Effects: Scout Ships +33% vision range; all other Ships +10% vision range. Unlocks “Exploration” for the Carthaginians and Han Chinese. Civs: All with Scout Ships Exploration Cost: 100 wood, 200 glory, 30 seconds Effects: All Land Traders and Ships +20% vision range and +10% speed. Civs: Carthaginians, Han Chinese Town Phase Units: Arrow Ship Cost: 200 food, 200 wood, 25 seconds, 3 pop Health: 400 Attack: 20 pierce/1 seconds Attack Range: 60 meters Vision Range: 70 meters Armor Hack: 8 Armor Pierce: 5 Armor Crush: 1 Garrison: 30 Special: Fire Ship (Britons, Gauls, Han, Iberians, Scythians, Xiongnu) Cost: 250 wood, 30 seconds, 1 pop Health: 500, -5 health/second when ignited Attack: 25 fire/second when ignited Attack Range: 10 meters (melee) Death Damage: 500 fire/20 meters Vision Range: 50 meters Armor Hack: 5 Armor Pierce: 8 Armor Crush: 2 Garrison: 0 Techs: Shipwrights Cost: 200 food, 200 glory, 40 seconds Effects: Shipyards work 20% faster (Warships −20% build time; Technologies −20% research time). Civs: All with a Shipyard Flute Players Cost: 200 food, 200 coin, 40 seconds Effects: Warships +10% speed. Unlocks “Flanking Maneuvers.” Civs: All Naval Oxybeles Cost: 200 wood, 200 glory, 40 seconds Effects: Arrow Ships +10 crush damage and +10% range. Civs: All with Arrow Ships Burning Pitch Cost: 300 wood, 100 glory, 40 seconds Effects: Fire Ships +20% health and +20% attack damage. Civs: All with Fire Ships City Phase Units: Siege Ship Cost: 300 food, 300 wood, 30 seconds, 4 pop Health: 600 Attack: 100 crush/4 seconds Bonus: 2x vs. Buildings Attack Range: 80 meters Vision Range: 90 meters Armor Hack: 1 Armor Pierce: 8 Armor Crush: 5 Garrison: 50 Ramming Ship Cost: 200 food, 200 wood, 25 seconds, 3 pop Health: 400 Attack: 200 hack/8 seconds Bonus: 2x vs. Siege Ships Attack Range: 15 meters (melee) Vision Range: 60 meters Armor Hack: 5 Armor Pierce: 1 Armor Crush: 8 Garrison: 30 Special: Corvus Trireme (Capturing Ship; Republican Romans) Cost: 100 food, 300 wood, 25 seconds, 3 pop Health: 400 Capture Attack: 20 points/5 seconds Attack Range: 15 meters Vision Range: 60 meters Armor Hack: 4 Armor Pierce: 2 Armor Crush: 8 Garrison: 30 Garrison Effect: +1 capture/soldier Techs: Flanking Maneuvers (“Periplous”) Cost: 300 wood, 200 coin, 40 seconds Effects: Ramming Ships +25% speed and acceleration Civs: All with Ramming Ships Naval Ballistae Cost: 450 wood, 300 glory, 40 seconds Effects: Siege Ships +20% attack range Civs: All with Siege Ships Ship Cladding Cost: 450 wood, 300 glory, 40 seconds Effects: Warships +1 hack, pierce, and crush armor. Civs: All Special: Persian Patronage Cost: 400 coin, 400 glory, 40 seconds Effects: Warships −50% build time. Civs: Spartans after choosing the hero Lysander Empire Phase Units: Siege Ship (Macedonians) Cost: 300 food, 300 wood, 30 seconds, 4 pop Health: 660 Attack: 100 crush/4 seconds Bonus: 2x vs. Buildings Attack Range: 80 meters Vision Range: 90 meters Armor Hack: 1 Armor Pierce: 8 Armor Crush: 5 Garrison: 50 Special: Corvus Quinquereme (Heavy Capturing Ship; Republican Romans) Cost: 200 food, 400 wood, 30 seconds, 4 pop Health: 600 Capture Attack: 25 points/5 seconds Bonus: 2x vs. Siege Ships Attack Range: 15 meters Vision Range: 60 meters Armor Hack: 1 Armor Pierce: 8 Armor Crush: 5 Garrison: 50 Garrison Effect: +1 capture/soldier Techs: Flaming Munitions Cost: 800 wood, 400 glory, 40 seconds Effects: All Ranged Ships +25% attack damage Civs: All with ranged ships Bronze Rams (“Chalkemboloi”) Cost: 400 metal, 400 glory, 40 seconds Effects: Ramming Ships +50% attack damage Civs: All with Ramming Ships Undergirding Cables (“Hypozomata”) Cost: 500 metal, 300 glory, 40 seconds Effects: Arrow Ships and Ramming Ships +33% health Civs: All with Ramming Ship and Arrow Ships, but no Siege Ships. Marines (“Epibatai”/“Classiarii”) Cost: 400 food, 300 glory, 30 seconds Effects: All Warships (except Corvus Ships) +40% capture resistance. Civs: All except Republican Romans Special: Zea Ship Sheds (“Neosoikoi”) Cost: 400 wood, 400 glory, 40 seconds Effects: Warships −33% build time Civs: Athenians vs. Special: Arsenal of Philon Cost: 400 stone, 300 glory, 40 seconds Effects: Warships +1 health/second self-repair rate Civs: Athenians Special: Naval Arms Race Cost: 400 wood, 400 glory, 40 seconds Effects: Unlock the “Corvus Quinquereme” for the Republican Romans. Civs: Republican Romans Special: Naval Arms Race Cost: 400 wood, 400 glory, 40 seconds Effects: Unlock the “Hexērēs” Siege Ship for the Macedonians. Civs: Macedonians Special: Juggernaut (“Tessarakonterēs”) Cost: 600 wood, 400 metal, 40 seconds Effects: Siege Ship +50% health, −25% firing time, but −25% speed, turning rate, and acceleration. Civs: Ptolemies after choosing the hero Ptolemy IV
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Naval Overhaul (Alpha 27)
wowgetoffyourcellphone replied to wowgetoffyourcellphone's topic in Gameplay Discussion
Patch for Naval Overhaul https://code.wildfiregames.com/D5213 Patch requires the latest SVN development version of the game in order to test. -
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Stan is correct. To see an effect even in shadow, you need parallax. Luckily the game uses the alpha channel of the normal map for parallax, so it's just a basic height map.
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