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Posts posted by wowgetoffyourcellphone
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8 hours ago, nani said:
version 0.4.0
Added:
- Included a map browser in the game setup stage so all players can see the maps. To open it press Alt+O hotkey or press the button (square) on the map preview from gamesetup.
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.
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2 hours ago, Trinketos said:
But playing with the small tree mod is bad and dirtyDunno if joking, but I totally agree.
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Looks good to me...
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Detail comparison



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2 hours ago, wowgetoffyourcellphone said:
Pro-tip. This applies to Ranged, Melee, and Slaughter attacks.
Melee
Ranged
Slaughter
Splash
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16 minutes ago, Sundiata said:
Vertical cliffs are really an RTS staple, and in combination with the more natural look that 0AD is going for, these cliffs look fantastic!
Now we need mountains.
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For $20, it's a steal. 35 civs. Nice.
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Pro-tip. This applies to Ranged, Melee, and Slaughter attacks.
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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?
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13 hours ago, Stan` said:
Looking great, maybe the the spec map is too shiny on the roofs?
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.
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Don't forget that every aura and every technology must also be changed.
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19 minutes ago, Bigtiger said:

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.
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I meant equal speed - I don't see how the attacker could catch up then. Maybe that just didn't happen that often.
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.
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Just now, wraitii said:
On paper it works like that, but attack speed and walk speed would be synchronised (since we can only have one animation at a time). So that wouldn't look too good unless we were super careful :/
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.
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24 minutes ago, wraitii said:
That only worked if the chasing unit was faster though, didn't it?
If the target was faster, the chasing unit would stop chasing after the target left vision range.
24 minutes ago, wraitii said:I guess I see that as _very_ clunky, not "a bit".
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
24 minutes ago, wraitii said:Very out of scope. We need far better animation support to really make this work. Edit: we could do it for riders with turretts, but for infantry... It could mean making the top-part of the unit a turret of the legs, right now... Which is at best weird.
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.
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Wonderful, I had a detailed reply, but the forum lost it...
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19 minutes ago, wraitii said:
That's not bugged actually... That's just 0 A.D. 's correct behaviour. I'm not sure how svn used to behave there though.
D1970 fixes this issue for good by changing how fleeing works.
The old behavior was if the chasing unit got within range, they would perform their action (capture or attack) and it would affect the target. then the chasing unit would chase back to within range and perform their action. Rinse. Repeat. Now, the chasing unit just chases the target across the map and never performs the action beyond the initial contact. This isn't correct behavior.
I don't think D1970 is "better" behavior than before (at least as described in the D). So, a female will flee to flee distance and then wait to be attacked again? Old behavior was that they would flee as long as the enemy unit was chasing it which seemed to make more sense. Units didn't chase across the map because they were performing their attack whenever they chased to within attack range. Sure, the attacker moved, stopped to attack, moved again, stopped to attack, and looked funny. This worked more or less as it should have though, if a bit clunkily (I would prefer a "Move-Attack" state where units can attack or capture while chasing, which is the real comprehensive solution, but that may be out of scope of the changes you're trying to make).
Question. No judgment, just curious. Do you play the game? That would certainly give you insight into the unit behavior. Your comments seem to indicate that you don't play the game, or else you would have been familiar with the old behavior.
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Animals don't move from foundations.
Chasing after animals (or enemy units) is bugged (they continue to chase the target across the map).
Builders don't always face the foundation.
Meh, tried again and the giraffe moved. Seems inconsistent though. I have noticed that if builders have to move off their own targeted foundation, then they stand idle.
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28 minutes ago, Stan` said:
@Bigtiger might have some stuff to show soon
No offense to bigtiger. He has some awesome stuff in his mod. He's done some pretty cool things with decals, for instance, which should be merged with core game, and I like the dead trees and fallen trees, which should also be merged. But LordGood's trees are actually better.
At least, from what I see so far! Oh, and BigTiger's bushes should be merged too. Very nice.
I think LordGood's oaks there finally have the "layering" effect right, to cast some nice self-shadowing and give that fullness expected from a mature set of trees. It's one of the things I like about the "old" Carobs.
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===[TASK]=== Trees
in Official tasks
Posted · Edited by wowgetoffyourcellphone
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