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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. No the patch fixes structree parsing of phase techs. Iphicrarean Reforms is a mercenary camp tech for Athens. All civs have or will have 1 or more of these techs at the merc camp. The only issue lies with Structree in that the tech is not researchable in a building the Athenians can build. Merc Camps are captured-only. There is no error when actually playing, however.
  2. @s0600204: Thank you, that fixed it for now.
  3. Perhaps there should be a replays subforum? I know, wild idea.
  4. In light of the recent announcement that there's an AOE1 remastered edition coming out this year, which boasts "4K" resolution, I think maybe A22's release media can also tout this feature. But I mean subtly. 0 a.d. for a looong time has been compatible with 4K resolution, yes? At least, I have seen some very old dual monitor footage of the game that had some very large resolution. So, maybe this release show some 4K media. If this game is capable of this, then does anyone here have a 4K monitor or capable card for footage or screenshot?
  5. Hi guy. So, I really think we should be able to place buildings closer to the edge of the map. right now it is confusing a little bit, because the territory border goes right up to total blackness, but buildings can't be placed at the edge of the very light gradient. I think it should be more consistent and clear what is going on there.
  6. Kind of off-topic, but I think you win the award for ugliest 0 a.d. screenshot.
  7. Here is the original from Public mod: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant frequency="1" name="foundation 6x6 a"> <mesh>structural/found_6x6_a.dae</mesh> </variant> </group> <group> <variant frequency="1" name="Idle"> <props> <prop actor="props/structures/decals/dirt_6x6.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> <prop actor="props/special/eyecandy/wood_pile.xml" attachpoint="woodpile001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/wood_pile.xml" attachpoint="woodpile002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/wood_pile.xml" attachpoint="woodpile003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator004" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick004" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick005" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box004" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/handcart_1.xml" attachpoint="handcart001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/handcart_1.xml" attachpoint="handcart002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile3.xml" attachpoint="brickpile001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile3.xml" attachpoint="brickpile002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile3.xml" attachpoint="brickpile003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Vase.xml" attachpoint="vase001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Vase.xml" attachpoint="vase002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Plank_Pile_Big_a.xml" attachpoint="plankpile001" maxheight="20" minheight="-20"/> </props> </variant> <variant name="scaffold"> <props> <prop actor="props/structures/construction/scaf_4x4.xml" attachpoint="root"/> <prop actor="props/structures/decals/dirt_6x6.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> </props> </variant> </group> <group> <variant frequency="1"> <textures><texture file="structural/foundation.dds" name="baseTex"/></textures> </variant> </group> </actor> Interestingly, it's noticeably different from a foundation that works correctly, the 2x2: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant frequency="1" name="foundation 2x2 a"> <mesh>structural/found_2x2_a.dae</mesh> </variant> </group> <group> <variant frequency="1"> <props> <prop actor="props/structures/decals/dirt_2x2.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="Delimitator001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="Delimitator002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="Delimitator003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="Delimitator004" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/wood_pile.xml" attachpoint="wood_pile001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile_Big1.xml" attachpoint="brickpile001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile_Big2.xml" attachpoint="brickpile002" maxheight="20" minheight="-20"/> </props> </variant> </group> <group> <variant frequency="1"> <textures> <texture file="structural/foundation.dds" name="baseTex"/> </textures> </variant> </group> <group> <variant frequency="1" name="Idle"> <props> <prop actor="props/structures/decals/dirt_2x2.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> </props> </variant> <variant name="scaffold"> <props> <prop actor="props/structures/construction/scaffold.xml" attachpoint="root"/> <prop actor="props/structures/decals/dirt_2x2.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> </props> </variant> </group> <material>basic_trans.xml</material> </actor> So, I tried to make the 6x6 use almost the exact same format as the 2x2: <?xml version="1.0" encoding="utf-8"?> <actor version="1"> <castshadow/> <group> <variant frequency="1" name="foundation 6x6 a"> <mesh>structural/found_6x6_a.dae</mesh> </variant> </group> <group> <variant frequency="1"> <props> <prop actor="props/structures/decals/dirt_6x6.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> <prop actor="props/special/eyecandy/wood_pile.xml" attachpoint="woodpile001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/wood_pile.xml" attachpoint="woodpile002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/wood_pile.xml" attachpoint="woodpile003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Delimitator.xml" attachpoint="delimitator004" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick004" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick.xml" attachpoint="brick005" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Box.xml" attachpoint="box004" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/handcart_1.xml" attachpoint="handcart001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/handcart_1.xml" attachpoint="handcart002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile3.xml" attachpoint="brickpile001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile3.xml" attachpoint="brickpile002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Brick_Pile3.xml" attachpoint="brickpile003" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Vase.xml" attachpoint="vase001" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Vase.xml" attachpoint="vase002" maxheight="20" minheight="-20"/> <prop actor="props/special/eyecandy/Plank_Pile_Big_a.xml" attachpoint="plankpile001" maxheight="20" minheight="-20"/> </props> </variant> </group> <group> <variant frequency="1" name="Idle"> <props> <prop actor="props/structures/decals/dirt_6x6.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> </props> </variant> <variant name="scaffold"> <props> <prop actor="props/structures/construction/scaf_4x4.xml" attachpoint="root"/> <prop actor="props/structures/decals/dirt_6x6.xml" attachpoint="root"/> <prop actor="particle/construction_dust.xml" attachpoint="root"/> </props> </variant> </group> <group> <variant frequency="1"> <textures> <texture file="structural/foundation.dds" name="baseTex"/> </textures> </variant> </group> <material>basic_trans.xml</material> </actor> But it doesn't work. Still has the same behavior.
  8. To Test: Build something large and watch the foundation. lmao...
  9. Top image on the box is the remake image I posted! Sadly, nothing yet about Definitive having a scenario editor or beefing up the editor to modern standards.
  10. This was the first screenshot I saw of AOE1, back in 1996. I couldn't wait to upgrade to my new Pentium 120 MHz processor to play it. And this is a remake of another classic promo screenshot from back in 96 or 97.
  11. My only gripe about the aesthetics is that the world lighting looks pretty dull. It doesn't have that bright sunny look that Age of Empires is known for.
  12. Can you confirm the structree problem with the Chinese? are you getting what I'm getting?
  13. The 6x6 foundation does not behave like other foundations when it transitions to scaffold variant. All the wood bits and stacks of stones and wheelbarrows disappear. I tried fixing it but it still won't work. I even used the 2x2 foundation actor as a guide, but it still wouldn't work. Bug in the mesh?
  14. Yep, the tooltip error is gone now. Shouldn't be the problem, because the Principate Romans have autoResearch phase techs too. in fact, for all civs, the Empire Phase tech is auto-researched when building a Wonder.
  15. Everything is 100% remodeled and reanimated, I'm sure of it. I doubt they even used any of the original assets for development, except as concepts. You can see the ambient occlusion baked into the sprites, etc. Looks super nice. If the "improved" gameplay gives us a better user interface, player interaction, and proper production queues then I'm sold.
  16. Tried that. :/ Just now synced my latest files.
  17. Also, a get this when I select the Chinese in structree. This one is puzzling me, because the Chinese civic center definitely has a Town Phase tech, you can even see it in the structree. WARNING: The "Town Phase" technology is not researchable in any structure buildable by the chin civilisation, but is required by something that this civ can research, train or build!
  18. WARNING: JavaScript warning: gui/common/tooltips.js line 427 reference to undefined property template.resourceTrickle.rates[res] I get that when I select my first unit or building now, and when I first load structree.
  19. btw -- if I make anything for DE that Terra Magna can use, feel free to grab the files. https://github.com/JustusAvramenko/delenda_est
  20. Mechanically, that's kind of what happens, but each of those unit types have varying stats that also affect the balance, so this progression of countering may not be accurate or evenly distributed. Lots of things affect countering, resource cost, pop cost, and training time are considerations too.
  21. Want me to whip up a design document from the Kushite thread, lightly populated so @Sundiata and @balduin can flesh it out? Same layout as: https://trac.wildfiregames.com/wiki/Civ%3A_Athenians
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