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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. 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.
  2. I just don't want to maintain stuff anymore
  3. GUI fixes, the arrow markers, things like that.
  4. 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.
  5. 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
  6. Top bar also lost, connectivity with other WFG stuff like 0 a.d. site, trac, irc.
  7. 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.
  8. If TM had released something I would have cross promoted it for you, but I think that won't happen until A23?
  9. Yeah, here. lol http://www.moddb.com/mods/0-ad-delenda-est
  10. http://www.moddb.com/mods/0-ad-delenda-est/downloads/delenda-est-alpha-22-release
  11. The circles look so ugly I disabled them in my mod. I'd wish they were simply a part of the TAB feature.
  12. Hmm I feel like with counters that strong there's no way say 100 hoplites could kill 60 swordsmen. The hoplites would nearly always lose no matter the realistic advantage they have. Also you have cav archers countering everything.
  13. Implementing a battalion system might just be the right trick to get the backers to agree. http://www.moddb.com/mods/0-ad-delenda-est/news/battalions-and-formations
  14. Ironically, DE has already done this for ages now. Projectile range decreased. Archers more vulnerable to faster moving melee units like cavalry. Projectile speed decreased. You can actually see the projectiles now. lol Possibile to use micro and dodge incoming projectiles. The projectiles have a nicer looking arch to their flight. Vision ranges decreased. Maps feel larger. Another significant benefit is that units are more manageable. Unit movement speeds decreased. Units are more manageable. Maps feel larger. Archer firing rate decreased. Now they don't look ridiculous.
  15. No offense to any one person, but is there any evidence that the team actually plans on implementing in-depth combat beyond what the game already has? Having a real counter system is basically a proxy for those things you mention.
  16. @av93 For a tooltip, I think a simple list of traits would be better than having to read a paragraph of prose.
  17. @elexis you guys have thrown 10x more code at solving smaller conveniences than this. Reducing 5 clicks to 2 is worth it.
  18. That 500 in player.js controls the default max pop for scenarios last time I checked. Admittedly that was some time ago.
  19. A simple restart option in the menu drop down would suffice at the least.
  20. Bruh I can't fix things for alpha 23 when I haven't bundled A22 yet.
  21. Like last time, I'm waiting a while for the hubbub of the public A22 release to die down to release DE for it. I figured I'd list a few things that will go into DE2 over DE1: Glory Statues and Glory Resource Thanks to @Enrique and @stanislas69 for modeling the glory statues. Still many more to go. Preliminary Kushites civ Thanks to @Sundiata and @balduin for pushing this and thanks to @LordGood and @stanislas69 for their nice models. Should be 100% complete by A23. Preliminary Chinese civ A port from Rise of the East, with some substantial tweaks including a new tech tree from me and additional models from @stanislas69. Should be 100% complete by A23. A couple new very nice skirmish maps A bunch of unit textures from @wackyserious. Lots of fixes and minor changes; continuing to update the object portraits to the new better style for instance. Plans for A23: Finish Kushites Work with Sundiata and balduin and others Finish Chinese Mostly just technology work and Ministers. Figure out a way to make the Conquest Civic Centers objective not bug out when the player upgrades his Civic Centers to Fortified. Hopefully get more Glory Statues in Finish more new skirmish maps Tons more textures from wackyserious that didn't make it in this time, plus tons more textures by me. Rework the blacksmith techs Make some of the weaker civs more interesting Research and implement mercenaries for the Mauryans Struggle to fix all the bugs that will arise from /public changes.
  22. I am focused on preparing the mod for A22 release. Don't have time to fix this yet.
  23. I was under the impression from a comment made some time ago, like a year ago or more, that this was already possible. Your comment just now jogged this from my memory.
  24. Yeah you can edit the maps xml file. Can use the Find/Replace feature in any text editor. I use Notepad++.
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