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Posts posted by wowgetoffyourcellphone
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On 1/10/2019 at 10:39 PM, The Undying Nephalim said:
Hey there everyone! 0.4 is being re-released, due to a change in the UI for 0AD's re-release of 0.23 that completely broke and prevented multiplayer matches: https://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-04-re-release
Unfortunately, the nature of their change requires everyone to take an extra step to get the mod to run properly, namely you have to manually delete a configuration folder in C:\Users\User\AppData\Roaming\0ad folder. Exodarion has a handy tutorial below on how to pull that off, as well as general installation instructions for those that have never installed the game before. Deleting the configuration file is timestamped at 7:45
I apologize for this extra step needed, it should be unecessary for future versions of Hyrule Conquest.
Question: Who worked on the UI for this? Mainly the hero selection at the beginning? Would love to do something like that for Delenda Est.
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Don't give up broski!
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On 5/30/2018 at 1:09 AM, Alexandermb said:

Ooooh, looking forward to this one. The Sanga cattle for Kushites.
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1 hour ago, Sundiata said:
I appreciate the idea behind depicting an earlier, not often depicted era of Roman history. It just makes things very difficult. Furthermore, I believe we are not taking full advantage of the phases. They don't need to be the same for each faction! Romans evolving from early, to mid-, to late republic is perfectly logical and doable. Restricting Romans specifically to the mid-republican era is just less than ideal. I wasn't even excited about limiting the Romans to the Republic, let alone to a sliver in time of that republic...
I'll reiterate my 0 A.D. Epochs vision.
Where cultures can be explored in detail based on a period of time. Say, you as a player choose the Romans as your civ, and the match Host has chosen Classical Epoch, then your Romans would be the Polybian Romans. If the Host has chosen the Medieval Epoch, then your Romans would be the Byzantine Romans. etc.
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I think you both are being too hard on the original designers. One of the premises of the game was that each faction would be represented by a slice of time, preferably at a moment of their greatest strength or at some interesting point in their history. Since almost every other game about the Romans depicts them during the principate or triumvirate, it probably made sense to choose the Punic War era for their depiction.
"But the Seleucids!" - the Seleucid reform feature was just supposed to be that: a feature, something special for them to make them stand apart from the other civs, almost like a bonus. It was never meant to be applied to all the other civs. Not to say it couldn't be though.
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9 minutes ago, LordGood said:
Bronze age Greek civilizations looks nothing at all like the classical Greeks we have in game.
Indeed. We know very little about their religions/mythologies though.
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1 minute ago, Trinketos said:
What black edges?
The map plane is actually a square, with the corners shaded in black to make a circle.
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1 minute ago, stanislas69 said:
Right !
I probs would have just set the RegenInterval to 1000 and Rate to 1, but hey.
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2 minutes ago, stanislas69 said:
That's on @vladislavbelov's list I believe
Another challenge is those black edges of the map making the horizon look ugly, but that's a separate, but related issue. Would it be worth it to truly make the map round? Or perhaps we can think of other ways to make the map and horizon looks more seamless.
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So is <Amount> the starting amount when the unit is trained and <MaxAmount> is the maximum amount of food added to <Amount>? And with <Rate> and <RegenInterval> you'rer looking at precisely 1 Food per second of fattening?
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I've mentioned this idea before, but it came back to mind while adding a new "desert" skyset to Delenda Est today. What if we could have a "Horizon Set" that superimposes over the sky box to make the horizon and sky look nicer? Would probably be another set of DDS files with an alpha. That way the horizon could be a set of desert mountains or rolling green hills or whatever is needed for the scenario.
I made this sky set from the new Kushites menu background and I couldn't help to think it would have been easier and/or more powerful to have had the mountains as a separate set of images that I could use over any of the skies in the game.
Are there any relevant tickets or patches for something like described? Any pitfalls?
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1 hour ago, stanislas69 said:
I started working on a feature that allows sheep to gain more food over time, and make animal's food decay over time, when being left out (rotting) I was wondering if that's something you guys would like to see in the game which would have a positive impact, or if you think that's better for a mod. @borg- @wowgetoffyourcellphone @Nescio @Hannibal_Barca
https://code.wildfiregames.com/D1718
I think it's a little detail that Age players would like, indeed.
How does the template schema look for this in your patch?
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51 minutes ago, borg- said:
We found only two unbalanced units so far, priests and bolts.
I am curious in which way these were unbalanced.
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4 hours ago, destro said:3 hours ago, Sundiata said:
@pedro_blanco, you have another fan
More images like this for Athens, Rome, Alesia, Persepolis, Carthage, Alexandria, would be awesome. I reeeally like how the artist incorporated the game's existing architecture models into the artwork.
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Would it be desirable to spice up this download page in-game? For one thing, the "mod label" column should probably come first, as that's really the mod's name, not the "name" column. I also think each mod should be able to have its own icon on the left, and also an option to visit the mod's mod.io page from this page to see more information before you download. Thoughts?
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1 hour ago, Rolf Dew said:
Sorry to dissapoint, but to create unique factions, we needed one greek faction, as two would be too similar and we would end up like, the multiple similar greek factions in 0 ad or rome total war 1.
1 hour ago, Genava55 said:If you want different Greekish factions, you can add varieties from Mycenean and Minoean cultures.
It would just be nice to be able to show the differences between, say, the Spartans and Athenians in how they celebrated their religion. That's all.
It would be difficult to have Mycenaean and Minoan pantheons, though not impossible. Any suggestions?
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9 hours ago, Rolf Dew said:
As it is, we have merged sparta and Athens into a generic greek faction for the sake of simplicity.
Boooo hisss
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I think the Kushite boats should be about the size of the Ptolemaic merchant ship, maybe slightly bigger.
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Any ideas what the Gauls and Britons would call a statue or cult image? Thinking of Delenda Est's Cult Statue building, where units praise and gather the Glory resource.
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1 hour ago, Sundiata said:
The set is really not good from a historic perspective. The temple of Edfu is perfect, and the Light House, Library and mercenary camp are heading in the right direction, but the rest is really not good. I would suggest to use the models for an Egyptian faction in the new Mythology mod @Rolf Dew is working on. Because more than anything, those structures are based on Age of Mythology, not history. Inward slanting walls really weren't a thing. Only pyramids, mastabas and temple pylons had those...
I thought the temple was pretty good too.
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5 minutes ago, Sundiata said:
The obelisks aren't the problem, it's the civic center itself. It looks like a serious misinterpretation of a temple's pylon.
I don't think the design of the CC is a problem from that standpoint. It just represents some generic civic building near the center of town. Nothing specific. The only problem really is just the same problem as the whole set.
The set itself is so gorgeous that it would be a shame to remove it completely from the game. Perhaps they can be renamed and used in a Jebel Barkal-esque skirmish or random map set in Egypt.

===[COMMITTED]=== Pig
in Completed Art Tasks
Posted · Edited by wowgetoffyourcellphone
Hmm, animators need to study the walk of animals and not just go by memory or imagination. The feet of animals go a lot closer to the center line than many of the animal animations currently in the game. The pigs in the game, for instance, walk like they are about to poopoo on themselves, with an unnaturally wide stance.
hehe
You can see the hoof falls are very close to the center line from the front. Legs go underneath the animal, not splayed outward like a crocodile.