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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Yes, I do this in DE for the Empire Phase. It auto-researches when the player builds a Wonder. Just make that building be a requirement object for the tech. Then set the tech to auto-research. Lastly, set the research time and costs to zero. Here is my Empire Phase tech for an example: { "genericName": "Empire Phase", "specificName": { "athen": "Autokratoría" }, "description": "Moves your civilization from urbanism to imperialism, unlocking powerful technologies and abilities not available in earlier phases of expansion. This is the Athenian imperial phase, where metal gathering rates are boosted because of the Silver Owls bonus.", "cost": {"food": 0, "wood": 0, "stone": 0, "metal": 0}, "requirements": {"entity": {"class": "Wonder", "number": 1}}, "autoResearch": true, "requirementsTooltip": "Requires 1 Wonder to be built.", "supersedes": "phase_city_athen", "replaces": ["phase_imperial"], "icon": "phase_imperial.png", "researchTime": 0, "tooltip": "Advance to Empire Phase, which unlocks powerful technologies and abilities. Territory radius for Civic Centers and vision range for units increased by a final +25%. 'Silver Owls' bonus gives +10% metal gathering rates.", "modifications": [ {"value": "TerritoryInfluence/Radius", "multiply": 1.25, "affects": "CivCentre"}, {"value": "Vision/Range", "multiply": 1.25, "affects": "CivCentre"}, {"value": "Vision/Range", "multiply": 1.25, "affects": "Unit"}, {"value": "ResourceGatherer/Rates/metal.ore", "multiply": 1.1, "affects": "Gatherer"} ], "soundComplete": "interface/alarm/alarm_phase.xml" }
  2. For how small these are, you could literally make a Hare template and just use the rabbit actor for now until the hare model is done.
  3. Give those auras to the player.xml file for that civ. Auras need to be attached to an object in the game, so for team bonuses they are attached to the ephemeral player object.
  4. Surely that's your own territory you are spoiling since you can't build buildings in enemy territory.
  5. The mod needs to update the actors for the new carrying animations.
  6. lol yeah. The game looks goofy as Hell, but to their credit they pack a lot of historicity into it. They did a lot of research it seems. Though, the architecture is complete fantasy. I agree. The 2D art for that game is incredible.
  7. I've hated this "option" since it was put in. Interface stuff like this should be uniform for all players.
  8. Very High*: Low, which is close to what they used to look like for me: *I really think there should be an Ultra High setting for those with good cards, if only for cinematics and screenshots.
  9. Lighting makes or breaks 0 A.D. I think the lighting settings could use a lot of tweaking to get the full effect, and of course the new shadow map for the next alpha is a vast improvement and should make the game look a lot better. I just often wonder why the game looks ugly on some videos and good on others. I think it's the maps they choose to play. Some really make use of the game's assets and lighting in a good way and some don't. Just some random musings. This guy does a pretty good video discussing the game. There's even a poll.
  10. I'd say scale your own horse mesh, not the original horse mesh. Yours is much better. Yeah, the pony looks like it has "fatter" proportions, and stubbier legs. Also, its head is larger in proportion than a horse's head.
  11. Easy fix. Check <WallPiece>. Also, the Kushite wall gate is funky. Not aligned correctly. Not sure if that's just DE or in this mod too.
  12. I think the Britons chariot should use ponies. Maybe @Alexandermb would like to make those next? Is it just as easy as scaling down the animations I wonder? The pony mesh geometry would be a bit different from the horse, namely in body proportions, but I imagine the skeleton could remain essentially the same.
  13. eh, not really. Look at the chest area of the horse. Looks very stretched. Also, and this is the nittiest of all picks, the nostril and mouth area looked better mapped on the old horse.lol
  14. I am not sure why they say this game is in beta. It's obviously still pre-alpha.
  15. Hmm, I think that is a gameplay decision. Right now it's possible to just swap the hero or whoever between infantry and cavalry versions. But what you're saying is that you'd like the horse to always be hanging around somehow when the unit is in infantry mode. I can imagine some issues with that, though I do understand that seeing the unit magically change from infantry to cavalry with the horse poofing out of nowhere is somewhat of a minor immersion killer. The horse-mounting feature could be included for narrative campaign-sake and mods, but I'd imagine it would be tedious micro to do that in a PvP match. One way to do it is with the garrisoning component too instead of the upgrade component. Or make a whole new component as I believe is now possible.
  16. Lol true enough. Though one could blame the previous gamesetup authors for not writing extensible code. I mean, this feature isn't exactly innovative. It's a pretty standard feature for multiplayer to have and I can't imagine it wasn't talked about before previous "rewrites."
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