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Everything posted by wowgetoffyourcellphone
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
While I enjoy options, you have to make options distinct. What would be the functional difference between a palisade and a fence, strictly speaking, besides the fence being cheaper? Right now, there are a lot of functional differences besides cost between Palisades and City Walls.- 1.038 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
Battle for Middle Earth 2 had two types of portals: Gates and Sally Ports. Gates were very large and let all kinds of units through, friend and foe alike. They were like 0 a.d.'s gates though--they let enemies through into your city if the gate was open. So, there's a level of management required with Gates. Sally Ports on the other hand required no management, as they did not let enemies through, only the player's own units. Catch was, it only let one unit through at a time, so was much slower, more costly, and didn't allow larger units like siege weapons through. So, basically you get more bandwidth with Gates, but are less secure. You get less bandwidth with Sally Ports, but are more secure.- 1.038 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
Yeah, no need to split the thread itself, just split off the conversations. This thread can remain as it is of course. It's a fantastic resource.- 1.038 replies
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I think they should complete their animation if each new click is a series in a single command -- say, for waypoints, etc. But if it's a completely new command the animation should get disrupted in favor of the new click. Hope that make sense. lmao
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I'd fix it for you, but you'd have to contribute to my Patreon. j/k
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Wrong thread to discuss this, but my thoughts are that if you are shift-clicking waypoints, then multiple arrow animations can overlap just fine. But if you click somewhere, then change your mind and immediately click elsehwere for a completely new command, oberriding the first command, the first arrow should immediately disappear in favor of the new one. @elexis @stanislas69
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I decided to still keep your arrows for now. It's such a help to gameplay, it needs committed for A23 for sure. When I took them out I immediately regretted it upon playtesting.
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Something like this could be the same class as a "Merc Camp." Capture this dock to get access to some local warship types or fishermen, etc.
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<plug> This is why #MercenaryCamps could be a nice addition to the game. You could give a player access to unit types they normally wouldn't have access to. For example, archers for Republican Romans. </plus>
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
Right, white = strongest specular, black = least specular. Things like cloth would generally be pretty dark, while metal is the whitest. Skin and leather is in between. This is why we need separate threads.- 1.038 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
Noice. Looks like the Elite level, right @Sundiata, @balduin? Also, wacky, please make spec maps. as you make these. Luckily, you may be able to use 1 spec map for multiple texture varuations, for example.- 1.038 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
There really needs to be some additional WIP threads, separate from this thread. This thread seems to be the reference-dump thread that would inform all the other niche threads. @Sundiata, do you just want me and others to start them? Civ Profile Shields, Helmets, and Weapons Units and Unit Textures Buildings omg, ican haz files?- 1.038 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
I'm cool with Thracians or Scythians. Scythians could be a good jumping off point for Sarmations in Part 2, and Xiongnu/Mongols to give the Han a nemesis.- 1.038 replies
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Mods can definitely be played on A22. as far as I know though, DE is the only one released for A22 so far.
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
I'll post some base textures so the skin colors, etc. remain consistent. kush_female_base.psd kush_male_base.psd Please make spec maps too. Examples:- 1.038 replies
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The problem is they nuke the counters and have no new mechanics to replace it. Should have waited until new mechanics are ready.
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
Synced, with a fix to the paintings actor. Used the wrong norm and spec files. Fixed now tho. 4K image:- 1.038 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
These look super nice. May I suggest a smaller one to upgrade from Village to town. And then this one you have in the image would be to upgrade from town to City.- 1.038 replies
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I just don't want to maintain stuff anymore
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GUI fixes, the arrow markers, things like that.
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Man, it's getting really tedious rebasing the mod for every little change to public mod. I'm taking a bunch of stuff out of the mod for A23. Maybe some of it will get committed for A23 anyway and wouldn't be needed.
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My god, what now... ERROR: RelaxNGValidator: Validation error: skirmish/structures/default_civil_centre:1: Expecting an element MarkerTemplate, got nothing ERROR: RelaxNGValidator: Validation error: skirmish/structures/default_civil_centre:1: Invalid sequence in interleave ERROR: RelaxNGValidator: Validation error: skirmish/structures/default_civil_centre:1: Element RallyPointRenderer failed to validate content ERROR: RelaxNGValidator: Validation failed for '(null)' ERROR: Failed to validate entity template 'skirmish/structures/default_civil_centre' ERROR: Failed to load entity template 'skirmish/structures/default_civil_centre' ERROR: Failed to load entity template 'skirmish/structures/default_civil_centre' ERROR: Failed to load entity template 'skirmish/structures/default_civil_centre' ERROR: Failed to load entity template 'skirmish/structures/default_civil_centre' ERROR: RelaxNGValidator: Validation error: other/desert_trading_post:1: Expecting an element MarkerTemplate, got nothing ERROR: RelaxNGValidator: Validation error: other/desert_trading_post:1: Invalid sequence in interleave ERROR: RelaxNGValidator: Validation error: other/desert_trading_post:1: Element RallyPointRenderer failed to validate content ERROR: RelaxNGValidator: Validation failed for '(null)' ERROR: Failed to validate entity template 'other/desert_trading_post' ERROR: Failed to load entity template 'other/desert_trading_post' ERROR: Failed to load entity template 'other/desert_trading_post' ERROR: RelaxNGValidator: Validation error: structures/merc_camp_egyptian:1: Expecting an element MarkerTemplate, got nothing ERROR: RelaxNGValidator: Validation error: structures/merc_camp_egyptian:1: Invalid sequence in interleave ERROR: RelaxNGValidator: Validation error: structures/merc_camp_egyptian:1: Element RallyPointRenderer failed to validate content ERROR: RelaxNGValidator: Validation failed for '(null)' ERROR: Failed to validate entity template 'structures/merc_camp_egyptian' ERROR: Failed to load entity template 'structures/merc_camp_egyptian' ERROR: Failed to load entity template 'structures/merc_camp_egyptian' ERROR: Failed to load entity template 'structures/merc_camp_egyptian' ERROR: Failed to load entity template 'structures/merc_camp_egyptian' ERROR: Failed to load entity template 'structures/merc_camp_egyptian' ERROR: Failed to load entity template 'structures/merc_camp_egyptian' ERROR: Failed to load entity template 'structures/merc_camp_egyptian' ERROR: Failed to load entity template 'structures/merc_camp_egyptian' ERROR: Failed to load entity template 'structures/merc_camp_egyptian' ERROR: Failed to load entity template 'structures/merc_camp_egyptian' ERROR: RelaxNGValidator: Validation error: skirmish/structures/default_stoa:1: Expecting an element MarkerTemplate, got nothing ERROR: RelaxNGValidator: Validation error: skirmish/structures/default_stoa:1: Invalid sequence in interleave ERROR: RelaxNGValidator: Validation error: skirmish/structures/default_stoa:1: Element RallyPointRenderer failed to validate content ERROR: RelaxNGValidator: Validation failed for '(null)' ERROR: Failed to validate entity template 'skirmish/structures/default_stoa' ERROR: Failed to load entity template 'skirmish/structures/default_stoa' ERROR: Failed to load entity template 'skirmish/structures/default_stoa' ERROR: Failed to load entity template 'skirmish/structures/default_stoa' ERROR: Failed to load entity template 'skirmish/structures/default_stoa' this? https://trac.wildfiregames.com/changeset/19957
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New forum layout lacks contrast
wowgetoffyourcellphone replied to GunChleoc's topic in Help & Feedback
Top bar also lost, connectivity with other WFG stuff like 0 a.d. site, trac, irc. -
I did not include the plan to make pyramids the Kushite phase prerequisite yet, since all I had to work with was the old "small" Egyptian pyramid, which is actually quite huge. lol Where? Thanks EDIT: Got it, fixed.
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If TM had released something I would have cross promoted it for you, but I think that won't happen until A23?