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Posts posted by wowgetoffyourcellphone
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I believe the problem was a deprecated file I had from ye olde visual arrows indicator patch. I have since deleted that file.
7 minutes ago, SirPope said:https://github.com/JustusAvramenko/delenda_est
Looks like it's getting ready for A23
While the interest is appreciated, I merely keep the mod up-to-date for my own amusement. There will be no A23 release of the mod.
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1 minute ago, Sundiata said:
@wowgetoffyourcellphone YEAAAHS!!!
Did you just make that???? It looks amazing! And it finally puts to good use those emblems! I love...
The top one is a mockup. Bottom one is a long-deprecated patch that @s0600204 created 2 years ago now? It uses things like this in the civ.json files to allow factions to be sorted by various cultures/regions:
"Name":"Egyptians (Ptolemies)", "Code":"ptol", "Culture":[ "egyptian", "successor" ], "Region":[ "mediterranean", "africa" ],
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22 hours ago, Sundiata said:
On a side-note, wouldn't it be nice to show the civ-emblem next to the name of the civ, so you have a secondary visual association with each civ?
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14 hours ago, Alexandermb said:
and is something offtopic this but i don't wanna make a topic apart for just a little thing:
The romans have the legionary which has a lorica segmentata, this one has shoulderpads so they could be added via props like the persian props using the armature prop points: prop-shoulderpad_R/shoulderpad_L and same with some other units which have unique props like the celt torus
How does it look in-game?
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9 hours ago, Alexandermb said:
Alpha 23 @wowgetoffyourcellphone i didn't do anything just have the gastraphetes mod + siege weapons animations and nothings happens
I have these skeletons in DE. Could any of them interfere?
BTW, @stanislas69: Why aren't your new bows in the core game yet? So much good stuff scattered on this forum. Such a waste. Your bows, the goat someone did, zebu, etc.
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33 minutes ago, SirPope said:
The thing that got me confused is can the units walk through them and what will elephants (and other big units) look like doing it? They are probably gates. So they should be able to. They will probably ignore the poles though and walk through them.
If like gates, they can have multi-obstruction. I do this with the Roman Triumphal Arch, which allows units to walk beneath it.
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53 minutes ago, The Undying Nephalim said:
Unfortunate, I suppose in the next version the Zora and Gorons will just be stuck with the standard build scheme. Maybe some day a brave coder will make the aqueducts possible.
Maybe someone could at least walk me through making components files to make something like this possible? With a bit of education I might be able to pull this off myself.
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
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un_packed should be unpacked.
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22 hours ago, leper said:
They aren't compressed, they are however packed into one file
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?
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16 hours ago, Sundiata said:
Kushites, but also Han Chinese need to be included in vanilla, and it would be awesome if you could finish the Thracian faction as well, before the next alpha release.
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.
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Some appreciate a modicum of interfacery. I'm not a command-line junky myself.
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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
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43 minutes ago, The Undying Nephalim said:
That's the backup plan if I can't get help before the next version is ready. Does the 0.22 AI know how to handle upgrading buildings instead of building them with workers though?
No, it does not.
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1 hour ago, sphyrth said:
That was the time I was just surprised that a historically Elephant Civ had Siege Weapons. Or that siege warfare was something they did in the first place.
Mauryans used catapults too.
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You could make the "wall tower" pools have an upgrade option for each build type. A good halfway measure?
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2 hours ago, stanislas69 said:
It uses the skybox as reflection
Affected by normal and parallax maps? Probably yes. Sounds like a nice solution.
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2 minutes ago, stanislas69 said:
Graphics patch.
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.
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1 minute ago, stanislas69 said:
@wowgetoffyourcellphone @vladislavbelov made a patch that did just that sometime ago, I don't think it was accpeted commited though.
Was it a texture patch or graphics engine patch?
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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.
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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.
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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.
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On 10/23/2017 at 7:51 PM, sphyrth said:
Wait, what? The Indians had Siege Rams?
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.
7 hours ago, stanislas69 said:@LordGood Does it looks committable to you ?
I think it should have more shields along the sides. [the Roman ram's texture is supremely oogly moogly.]
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21 hours ago, Nescio said:On 11/10/2017 at 4:30 PM, Servo said:
though loading takes a little while.
9 hours ago, Nescio said:20 hours ago, leper said:Might be caused by how the AI currently handles template loading. In A22 it loads all of them at the start, so that does slow things down. It still does that in SVN, but some work to enable us to move away from that behaviour has been done. However it seems the contributor working on that has been busy.
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?
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6 hours ago, SirPope said:
except for the stupid tech in the beginning
Awesome tech you mean.
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Desired gameplay(planned) features for A23
in Gameplay Discussion
Posted
It's one of those usability things that should have been implemented like 2 years ago.