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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

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