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Posts posted by wowgetoffyourcellphone
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The planes should mostly be at a 45 degree-ish angle.
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1 hour ago, Alexandermb said:
@borg- what would be the function of the unit and what you have in mind for its animations. Like a standard bearer? Or a battle/aura unit holding the carnyx in one hand figthing with the other And using the carnyx while capturing buildings or promoting
I think it should be functionally just like the Einherjar unit in Age of Mythology. It blows its horn and all friendly units within X range gain a bonus attack in their next strike. This horn blast ability has to recharge between uses.
http://aom.heavengames.com/gameinfo/units/norse/einherjar.htm
It could be a boost for friendly units or a penalty for enemy units (fear).
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I think it should be gaul_assembly, not gaul_theatron.
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16 minutes ago, nani said:
I'm not sure how they do it but I would suppose Nvidia and AMD try to modify the code sent to the GPU to apply the "gpu app" settings. This works for very well known AAA games where they can make custom code to support those games or for games that follow "standard" rendering processes ... seems 0ad isn't one of them given that many settings (at least for Nvidia cards) are just ignored

I have not found 0 A.D. to ignore my NVIDIA settings, but I haven't done much testing on that.
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3 hours ago, Sundiata said:
Gamers should know where their graphics card app is. Whatever brand you have, the app should be pretty straightforward.
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You can turn on AA and AF for the game via your graphics card console, yeah?
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No, I'm sure that is a cloud actor. I have been attempting to make them wander with a template (like a hawk does), with no success yet.
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1 minute ago, LordGood said:
Big trees would be real nice, but there's that aforementioned issue of players burying their cameras in the trees. I'd like to have one to two hundred foot trees but that'll impede gameplay too
Even twice as tall as current trees shouldn't bury the camera. Don't players tend to play zoomed out max anyway?
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I don't know why everybody keeps using those gawdawful "autumn" terrain textures. lol The trees look good though. I think the shadow baking is a little too dark on some of the textures. I think too that the game's trees should be somewhat larger than they are now, or at least the game should have a greater variety of tree sizes. If only the engine had scaling we wouldn't need a lot of tree models to get size variety.
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1 hour ago, Boudica said:
It could help if someone can describe the problems with the previous fundraising.
The problem is that WFG is a group of modders and programmers, not fundraisers and venture capitalists.
It's true that some lessons from last time could be learned. But before that's all rehashed analyzed and a fundraiser planned, you have to have a specific goal in mind for that potential future fundraiser. For what purpose are you raising the money? It seems to me that right now WFG has all the money it needs for its current goals. More than enough, actually. Something like $25,000+ currently in its vaults. It may be that WFG already has enough money for whatever "goal" or project you have in mind.
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1 hour ago, Pudim said:
but if you can have 2 or 3 programmers / artists full time, it would be very good
Raising funds to do this was an utter disaster that drove one past WFG team leader to madness.
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8 minutes ago, Alexandermb said:
Reins needs to be redone, chestband updated to some kind of blanket too with better textures (or faction design exclusive).
I can't find a way to match gaia horses manes/tails with animations so i just dropped the idle variants leaving only 1 for fauna sadly. Don't know why it behave like that even if i switch in the template the gaia horse for a cavalry wich works perfectly still remains unsync.I just tried to go down the rabbit hole of nested variant files and got lost somewhere before Candyland. I get it, that you're utilizing variants to their full potential, but wowzers, what a web we weave.
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17 hours ago, Alexandermb said:
Horse mod for those who want to give it a small try, but be aware isn't perfect neither finished.
Mod: Horse_Revamped_Mod.7zHorses look nice. The Amanirenas chariot was pretty cool. The gaia horses though, their manes did not match up their animations with the horse. Reins and chestband need adjusted to the new horse.
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2 hours ago, stanislas69 said:
My only issue is that once again it might only be used in mods...
Even if it's not added to the Gallic struct tree, why wouldn't it be used in any vanilla skirmishes, scenarios, or random maps? I could foresee a Siege of Alesia random map. @elexis
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1 hour ago, Pudim said:
Fantastic, but is it possible?
I could see it being done as a meta-mod, which is a UI mod that combines all of the historically accurate civs from all of the available mods.
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I feel like y'all have made this overly complex. It's all awesome af though.
One suggestion or request would be that you stick to one general shape or a shape and its variants per unit type. This is for visual verification of the unit on the battlefield (I admit that realistically they would be mixed, but this is a game and it has its needs).
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On 3/1/2019 at 5:14 AM, stanislas69 said:
Nice, but it's difficult to know if it's working or not.
Maybe check the latest Delenda Est for me and see if it's working? lol
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6 hours ago, Glestul said:
Excellent new version 1.0.3
Make more upgrades on everything
Idea for new building, a bonfire.
A bonfire would be building that would greatly increase line of sight and would slowly die out like fire ship. Line of sight would be like CC, and would last 3 min.
Cost 200 wood and can be build on neutral and enemy territory.
This would be useful if the common vision ranges were smaller.
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1 hour ago, stanislas69 said:
- Get someone to review the changes on Kushites background patch
wut?
1 hour ago, stanislas69 said:- Seed random sounds so that units always play the same tone individually
Maybe extend this to allow different genders in one unit (like, say, male and female villagers or male and female Scythian units)?
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Right now the ships are in this limbo as far as pathing, gameplay, etc. goes. Folks want units on the decks, but that requires a large ship to look right, and custom ship path pathfinding. But it looks like there is currently no one working on that, but perhaps I'm wrong.
I think the team should pare down the ship gameplay to its basics and leave large ships and units fighting on deck to some future iteration. This means reducing their size by probably 25% and perhaps go the upgrading AOE method where you have 1 warship line that the player can improve. Ramming could still be included with a double right click charge or some special attack, but things like boarding, soldiers on deck, realistic movements, etc. could be put off til the future when someone comes along to do it.
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===[TASK]=== Trees
in Official tasks
Posted
Random angles look messy. The 45 degree angles of, say, the carobs, give ther best illusion of fullness, while angling the planes directly at the standard camera view.