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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. The best hack I can think of would be to use the wall code and upgrade code. Make a wallset where the aqueducts are the wall segments, and large generic plots are the "wall towers." Then those plots can use the upgrade feature to upgrade them to various buildings. They'd just all have to use the same obstruction size as the plots/wall towers. Nevermind, you're already trying to do that. lol
  2. Hmm, I was under the mistaken impression that many of the files were compressed into smaller more efficient binary files or formats for the alpha releases. PNGs compressed to DDS. XML files to XMB?
  3. If WFG had any sense they would take your comment seriously. It's a no brainer to add the Kushites, Han, and maybe Thracians if they start to look promising. WFG has 2 nearly complete factions right now they could include to make a nice addition to new alpha releases. The Xiongnu, Hell, with the progress on them being so good, there's no reason to not include them as a "true" faction. What's the diff between a "mini" faction and a full faction anyway? I think the Xiongnu surpassed what I would consider a mini-faction long ago. A mini-faction to me would be like 3 or 4 buildings and 5 total units and would basically be map creeps to annoy and harass the players. Could lock or unlock making them playable in match setup, locked as default. Alpha 23: Kushite Africans. "Surprise 0 A.D. fans! You thought we were done adding factions? teeheehee" Alpha 24: Han Chinese Alpha 25: Thracians Alpha 26: Two nomadic factions, with fully-realized nomadic features: Scythians and Xiongnu Beta 1: You get the Nabataeans as a special prize! NOW IS WHEN YOU BALANCE, BECAUSE IT'S THE BETA.
  4. Some appreciate a modicum of interfacery. I'm not a command-line junky myself.
  5. I have no idea what this warning means. It may be because soldiers in Delenda Est are not gatherers. I am guessing because of this line, but I'm probably wrong: base 0 >>> role worker subrole gatherer
  6. You could make the "wall tower" pools have an upgrade option for each build type. A good halfway measure?
  7. Affected by normal and parallax maps? Probably yes. Sounds like a nice solution.
  8. I imagine it's something like what the mods for Rome:Total War 1 did for that engine. Added a texture or material that could give a pseudo reflection to whatever surface you wished to apply it to. In our case, metallic surfaces. Maybe what @wraitii tried to do for undying's sci-fi IP way back when.
  9. With git, Clone creates an SVN-like situation, where you can [svn]commit/update with the the Git sync command. I use Desktop Github which provides a very nice UI for the whole thing. Download is indeed just downloading a standalone zip file of the current iteration of the repository and creates no opportunity for syncing. I like Git better because of the nice desktop UI. Though there may be advantages to SVN that I'm not aware of.
  10. Ineed. And I also like the baked in reflections of Enrique's example. You see the underside of the fake geometry has brownish reflection for the ground, while the upper part of the fake geometry has bluish reflection. Subtle realism is best realism.
  11. Yeah, imagine the ram is being powered by soldiers inside who station their shields on the outside of the ram while they focus on pushing it to its target. I'd also imagine the roof planks would be vertical, but that's up to you really. i think the longer planks stretch the texture too much, especially on the right example.
  12. Why wouldn't they? A battering ram is like the most basic siege weapon of all time. ALL TIME. But anyway, yeah I'd think every civ would have a battering ram at least. I think it should have more shields along the sides. [the Roman ram's texture is supremely oogly moogly.]
  13. Hopefully that'll be changed eventually. 0abc's simulation folder, though only 2 MB in size, already contains over three thousand files. When starting a new random map, getting to 99% takes seconds, from there to actual start of the session takes several minutes. I assumed that this is because the core game's files in A22 are compressed, so load quicker, while the mod's files are uncompressed. Is this wrong?
  14. The Mauryan elephant archer is different. There is a reference somewhere here... But anyway, the basic has 1 archer, the advanced gets 2 archers, and the elite gets 3 archers.
  15. Nice! I like how the archers peek around the guy in front of him. Now the drivers need a lot of help too. They melt into the elephant's neck. lol
  16. Don't forget the not-armor color band too. I think it just needs pushed back, as I think it's supposed to look like it tucks under the saddle cloth.
  17. You might be right, but I think for UI recognition purposes the target may be best. It stands out from the rest and already has an association with archery in the players minds. Could maybe throw a bone to realism by making the target a straw/hay target instead of a piece of plywood.
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