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Everything posted by wowgetoffyourcellphone
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I think they should complete their animation if each new click is a series in a single command -- say, for waypoints, etc. But if it's a completely new command the animation should get disrupted in favor of the new click. Hope that make sense. lmao
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I'd fix it for you, but you'd have to contribute to my Patreon. j/k
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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
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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.
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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.
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<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>
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
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.- 1.042 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
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.- 1.042 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
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?- 1.042 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
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.- 1.042 replies
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Mods can definitely be played on A22. as far as I know though, DE is the only one released for A22 so far.
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
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:- 1.042 replies
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The problem is they nuke the counters and have no new mechanics to replace it. Should have waited until new mechanics are ready.
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
Synced, with a fix to the paintings actor. Used the wrong norm and spec files. Fixed now tho. 4K image:- 1.042 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
wowgetoffyourcellphone replied to Sundiata's topic in Official tasks
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.- 1.042 replies
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I just don't want to maintain stuff anymore
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GUI fixes, the arrow markers, things like that.
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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.
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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
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New forum layout lacks contrast
wowgetoffyourcellphone replied to GunChleoc's topic in Help & Feedback
Top bar also lost, connectivity with other WFG stuff like 0 a.d. site, trac, irc. -
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.
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If TM had released something I would have cross promoted it for you, but I think that won't happen until A23?
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Yeah, here. lol http://www.moddb.com/mods/0-ad-delenda-est
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http://www.moddb.com/mods/0-ad-delenda-est/downloads/delenda-est-alpha-22-release
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The circles look so ugly I disabled them in my mod. I'd wish they were simply a part of the TAB feature.
