-
Posts
11.414 -
Joined
-
Last visited
-
Days Won
593
Everything posted by wowgetoffyourcellphone
-
Napoleon Ascendant.
-
- 348 replies
-
- 10
-
-
-
I use the smooth grass textures over most of the grid and then the plant variations along edges of forests or around water, etc. Use copious amounts of "tropic" plant actors for visual variety. PS: check the materials in some of your tree actors. Some don't use the normal and spec maps as you probably intend
-
I check this out. It's pretty darn awesome. Please add it as a diff at https://code.wildfiregames.com/ so that it can be added to the game! The "zooming" feature with the scroll wheel is neat, but kind of unexpected behavior and adds user discomfort. I'd rather, as a user, you just choose the size of preview you think is best and the number per page (maybe that can scale with resolution) and leave it at that, ala AOM. It's your mod, but I think static pages would be best instead of the neat but weird zooming effect. Ideally, they could all be on the same page with a scroll bar, but we ain't there yet. Your "page" buttons are a good compromise for now.
- 516 replies
-
- 7
-
-
- hotkeys
- autoassign civ
- (and 9 more)
-
-
Breaking Changes following 22379
wowgetoffyourcellphone replied to Stan`'s topic in Announcements / News
Melee Ranged Slaughter Splash -
Now we need mountains.
-
-
Breaking Changes following 22379
wowgetoffyourcellphone replied to Stan`'s topic in Announcements / News
Pro-tip. This applies to Ranged, Melee, and Slaughter attacks. -
The new map names: Oceanside Temperate Road Farmland Seem awfully generic for skirmish map names, which are usually more lively or descriptive. Any ideas for better names?
-
BOOM SHAKA MAMA
-
I don't think so. For some reason a lot of the reference images seem to show a nice sheen on the thatch when in the sun.
-
-
Breaking Changes following 22379
wowgetoffyourcellphone replied to Stan`'s topic in Announcements / News
Don't forget that every aura and every technology must also be changed. -
Oh man, these look a lot nicer than some of your others! They fit quite well with LordGood's. My main critique of some of your other deciduous trees is that their foliage is very thin. I imagine you partially do that for performance, but the fact still remains. I do like how tall some of your trees are. Sometimes 0 A.D.'s trees seem a tad too small.
-
My army can't log on to the warship.
wowgetoffyourcellphone replied to gameboy's topic in Bug reports
You're right, that is an edge case. In that instance you'd micro another unit to flank or ambush the target, or break off the attacker to attack something else. But that was understandable behavior and pretty rare. -
My army can't log on to the warship.
wowgetoffyourcellphone replied to gameboy's topic in Bug reports
I see what you mean now. Movement technologies, for example, would screw things up since the walk-attack animation would speed up with the walk speed statistic. Workaround? Maybe apply an inverse multiplier to the attack strength in such cases to that DPS stays the same. Just spitballing. -
My army can't log on to the warship.
wowgetoffyourcellphone replied to gameboy's topic in Bug reports
If the target was faster, the chasing unit would stop chasing after the target left vision range. It's the behavior of units in Age of Mythology, which is probably why I accept it more readily than most. In either option, one or the other unit moves, stops, moves, and stops again ad infinitum until one dies or moves out of range. In the unit behavior of 0 A.D. circa 2 weeks ago, the attacker would move to range, stop to attack (which registers a hit), then chases back to within range again to attack again. It worked to prevent the infinite chase sequence and eventually resolved the chase. Your proposed behavior is that the target moves, stops to be attacked, moves, stops to be attacked, until dead or captured. Either way there's a whole bunch of moving, stopping, and moving again (clunkeriffic). So I guess it doesn't really matter. I just thought it would look weird for a fleeing woman or gazelle to just stop and wait to be attacked again unless the enemy had moved from vision range. lol Does it really need turrets in order to work? It seems at most we need 4 new states (walk-attack, run-attack, walk-capture, run-capture) and 4 animations each for cavalry riders and infantry. But I don't have a programmer's understanding of this issue and could be super off-base. -
My army can't log on to the warship.
wowgetoffyourcellphone replied to gameboy's topic in Bug reports
Wonderful, I had a detailed reply, but the forum lost it...
