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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. 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.
  2. 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.
  3. 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?
  4. 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.
  5. Mods can definitely be played on A22. as far as I know though, DE is the only one released for A22 so far.
  6. 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:
  7. The problem is they nuke the counters and have no new mechanics to replace it. Should have waited until new mechanics are ready.
  8. Synced, with a fix to the paintings actor. Used the wrong norm and spec files. Fixed now tho. 4K image:
  9. 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.
  10. I just don't want to maintain stuff anymore
  11. GUI fixes, the arrow markers, things like that.
  12. 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.
  13. 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
  14. Top bar also lost, connectivity with other WFG stuff like 0 a.d. site, trac, irc.
  15. 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.
  16. If TM had released something I would have cross promoted it for you, but I think that won't happen until A23?
  17. Yeah, here. lol http://www.moddb.com/mods/0-ad-delenda-est
  18. http://www.moddb.com/mods/0-ad-delenda-est/downloads/delenda-est-alpha-22-release
  19. The circles look so ugly I disabled them in my mod. I'd wish they were simply a part of the TAB feature.
  20. 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.
  21. 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
  22. 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.
  23. 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.
  24. @av93 For a tooltip, I think a simple list of traits would be better than having to read a paragraph of prose.
  25. @elexis you guys have thrown 10x more code at solving smaller conveniences than this. Reducing 5 clicks to 2 is worth it.
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