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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I haven't released the fixed version of the mod yet... It will probably come this week, depending on how long it takes to be verified by wfg.
  2. I get no performance improvement from 2 or 4. Perhaps I have not applied everything correctly, but it's pretty easy to apply thanks to stan. My laptop is 5 years old however, and grfx card is only a 730M.
  3. Should "pyrogenesis" file in system.zip be the exe or pdb or? It currently has no file type.
  4. Lovely progress. Aesthetics Hint: Try to avoid flat plain, bare walls like the side of the barracks. Break it up a bit with some bevels, windows, buttresses or other architectural elements or props.
  5. Yeah, but hasn't the exe been autobuilt between now and last August?
  6. Groves? Yeah, I need them garrisonable for the battalions.
  7. Hi there. If you are a little savvy with modding or just navigating Windows, you can place (or replace) the attached file at this location: \mods\delenda_est_A23\gui\pregame\ You may have to unzip the archive to do this, as I haven't tested it any other way. Attached: mainmenu.xml
  8. Okay, but do you want the player to have to consider all of this? Sure, unit differentiation is good to keep things interesting, but is this kind of differentiation really all that interesting? I would say "no", and I would wager money that most players would say "no" too. I would say that the player shouldn't have to consider all of this in order to make a good economy. Besides, when units are working, even though they still have their "armor" textures for easier recognition, they're really supposed to be in their "work clothes" so to speak, not really wearing any armor (which is indicated by their helmets being removed as they gather and shuttle), making their amor-based walking speeds a moot point. That's another reason why I think we need a ShuttleSpeed element: The units are being "civilians" at this point, not wearing their armor, so why should their walk speed which is largely based on armor stats and combat balance also be their shuttle speed? These are two entirely separate "modes" for these units ("combat" vs. "resourcing").
  9. I will mod whichever version of the game gives me !#$%king battalions.
  10. Wasn't there a problem with scrollbars not working with widgets and options or somesuch. Probably not remembering right. It's the reason that we don't just have a scrolling game setup options panel instead of the weird sliding menus.
  11. If Fork A.D. doesn't do anything significantly different to the gameplay, then what would be the point? Real question to mr bushido.
  12. This in the TM repo already?
  13. The thing about open source is that you can't really stop others from using "your" code as long as they adhere to the original license. Both WFG and Fork AD can and will likely mix and match code and assets just like the mods have.
  14. Kind of an odd announcement. Nothing to show. Best wishes though.
  15. Right, I imagine the Scythians could look a lot like this: But with more Scythian decor/aesthetic: https://www.google.com/search?q=scythian+textiles
  16. I agree. I don't understand why everyone wants everything oversaturated and cartoony. Player color, I understand, but the base diffuse colors should be rather realistic.
  17. I confirm that my local SVN version of the mod does indeed enter the lobby correctly.
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