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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Might make it less heavy if it was the animals which had the specialized aura instead (fewer auras).
  2. I hate these generic lame map names, btw. ugh
  3. When I mean capturing animals, I mean the simple way in AOK, where if one of your units came within a minimum range of the animal, it would switch to your side (with a short "cowbell" sound effect, one strike). Converting units with Priests and such, ("Wololo") is much different. I think the problem lies in terminology.
  4. One ERROR I have not been able to track down is this one, which occurs when a siege weapon is finished packing, possibly when in the process of being captured. ERROR: Script message handler OnCapturePointsChanged failed ERROR: Script message handler OnValueModification failed ERROR: Script message handler OnGlobalValueModification failed ERROR: JavaScript error: simulation/components/Pack.js line 101 TypeError: cmpPlayer is null Pack.prototype.GetPackTime@simulation/components/Pack.js:101:9 Pack.prototype.GetProgress@simulation/components/Pack.js:111:37 StatusBars.prototype.AddPackBar@simulation/components/StatusBars.js:169:58 StatusBars.prototype.RegenerateSprites@simulation/components/StatusBars.js:123:14 StatusBars.prototype.OnCapturePointsChanged@simulation/components/StatusBars.js:95:3 Capturable.prototype.OnValueModification@simulation/components/Capturable.js:260:1 AuraManager.prototype.RemoveBonus@simulation/components/AuraManager.js:168:1 Auras.prototype.RemoveBonus@simulation/components/Auras.js:436:1 Auras.prototype.RegisterGlobalOwnershipChanged@simulation/components/Auras.js:326:1 AuraManager.prototype.OnGlobalOwnershipChanged@simulation/components/AuraManager.js:271:4 ERROR: Script message handler OnGlobalOwnershipChanged failed
  5. Can't currently garrison animals. I forget which component controls that, but it's "hard coded" in the sense that I can't change it in the templates, have to change it in a js file. Also, part of my Corral/Herding idea is that animals need to be capturable, AOE-style, currently not implemented. In other words, Animals are "relics", which you find usually by scouting. Instead of a relic from Age of Kings where you garrison it into a monastery to get a free trickle of "gold", you'd garrison your newly captured herdable animal into a corral to get a free trickle of food. I appreciate the offer. As far as making those "fancy" aura textures workable, it might be better to do that in the aura code or something, by extending the "rangeOverlay" component to allow for other types of overlays besides simple lines.
  6. Anyone interested in the Alpha 23 rebundle please try the release candidate here, which fixes and adds a bunch of stuff: https://github.com/JustusAvramenko/delenda_est ^Just download the zip and unzip the folder to the mods folder. (The actual release will remove the temp and art_files folders and any .psd and .git files.) What was changed over the first release: Farm Fields are now Restricted from being built around Civic Centers. Mercenaries are now about 10%~20% more expensive in metal cost. All civs now have Slaves, until they're more culturally differentiated for A24. Elephants cost +1 pop and +5s train time. Most soldiers now have greater Crush armor. You can train up to 5 Scout Cavalry in Phase 1 now, instead of only 2. You can't build a Corral now without first building a Farmstead, which only unlocks 2 corrals per Farmstead. I really wish we could make my Corral trickle/sheep herding idea work, but alas. Wooden Towers now have greater attack range than before. Stone Towers now have greater attack range, greater territory influence, and greater vision range than before. Gauls get the cavalry rank upgrade techs now, at their Stable. Han Government Center now has 3000 health instead of the incorrect 6000. Outposts have more health. For greater consistency, all infantry (melee and ranged) have 40 vision range; all cavalry (melee and ranged) now have 50 vision range. Bolt Shooters +7s build time, +20 wood cost, and +1 pop. Catapults trained from the Siege Workshop +5s train time. Druidic Conclave tech no longer makes Celtic Druids more expensive. Civilian Citizens can now be tasked to attack enemy soldiers and buildings. Spartan Woman now has the same gathering rates as Citizens from other civs. Also, fixed her tooltip. Fixed some hero units so that they can actually be seen. Removed the Roman "Onager" unit which really was just a test object anyway, and was throwing ERRORS. All Delenda Est maps can now be found with the "New" map sort in match setup. Previously, this was inconsistent. New Celtic female textures by @wackyserious. Randomized Celtic male citizen textures. Some cavalry use the right meat gathering animations which didn't before. Tweaked/fixed idle villager button to work better at selecting idle Citizens. A bunch of unit actor fixes, which previously threw ERRORS or were visually messed up. Examples: Spartan Helot Slingers, Principate Roman Auxiliary Cavalry, Scorpio Operator, Oxybeles Operators, cavalry spears being backward, Hoplites standing around after dying, etc. Fixed some buildings, for example the Principate Roman Watchtower missing its model. Removed the "fancy" aura graphics from Temples and other buildings for now, because using the <Footprint> element to do this caused ungarrisoning and hitbox problems which annoyed a lot of people, but didn't necessarily annoy me previously. Fixed cavalry attack_slaughter ERRORS. Some Han Chinese texture, model, animation, prop fixes and additions from Terra Magna. Catapults, the siege engines buildable in the field, are now packable. Mercenary training now requires Town Phase.
  7. Right, but you can easily just remove those items.
  8. With the "capturing" mechanic implemented, it would be just as interesting to simply place unclaimed CCs around the map to capture. See: Miletus Peninsula skirmish in DE.
  9. I wouldn't mind a "Classic" game mode that allows unlimited building. Though, I'd like the "Empires Ascendant" mode to be default/rated.
  10. These are the colors for the Celt female head's hair: <group> <variant frequency="1" name="color-blonde"> <color>232 205 123</color> </variant> <variant frequency="1" name="color-red"> <color>224 120 16</color> </variant> <variant frequency="3" name="color-brown"> <color>120 114 35</color> </variant> </group> I definitely see the 3 above colors in the screenshot.
  11. Sundiata sees "green", you see "grey," I see light brown.
  12. I don't see "green" I see a "dirty blond" or "light brown" color. Monitors may vary.
  13. Very nice. Maybe a couple of short sleeve and sleeveless variants?
  14. I would like to see some new Female Citizen textures as well.
  15. I feel like the classes "gatherer" and/or "worker" should be included by default, really. But for DE, I think I will make it cycle through idle "Support" classes. Thank you for that suggestion.
  16. I play the mod at 1.25x speed and have designed things around that speed. Maybe try that out and see what you think.
  17. Maybe adapt the Byzantines for the Eastern Romans and the Anglo-Saxons for the Germanians. fixed
  18. I think it was done for "performance" reasons, even though it's trivial to render a decal to the terrain grid, and you usually don't select more than a few buildings at a time.
  19. When I say quads, I didn't mean squares, I meant that it renders the texture to a quad, therefore does not hug the ground correctly like a decal does.
  20. I'd rotate the temple mesh so the player can see the more interesting side by default. Lol Also I haven't looked recently but is the Byz wonder still twice the size if every other wonder in the game?
  21. The only way I found to make the nice fancy aura graphic work was to use the footprint code, which only uses quads. It also creates other problems such as ungarrisoning and hit box size.
  22. I will take out all the nice looking aura graphics for next release. Core game requires really boring circles instead.
  23. There is a large demand for RTS games. But due to studio and publisher consolidation this demand just isn't large enough for the investors. They all want the next 20 million console seller and all the merchandising and licensing that goes along with that.
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