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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Tested patch. The Principate Romans definitely used the Temple of Vesta to phase up. I'll test some more. EDIT: Tested some more. Looks like the AI has no idea that Cult Statues exist, so does not know to build them to acquire Glory. For Principate Romans, they need Glory to build a Triumphal Arch, which auto-researches City Phase. For Han Chinese, building 4 Cult Statues unlocks the City Phase tech.
  2. Also, I forgot something about the AI, it needs to know that it can build storehouses and farmsteads outside of territory.
  3. Yeah, uh, hi. Why do you want to know this information? You guys are too friendly to a potential hacker.
  4. Okay, after playing around with this a bit, I have decided that these techs should boost up your Ministers instead of the whole civ. This keeps the importance of the Ministers. Mainly, these techs can unlock more auras that make the Ministers more useful and effective.
  5. Yep, this worked. Yeah, it's been bothering me for a while. not sure why anyone else never mentioned it.
  6. Thanks. You guys make me feel noob sometimes, but I learn.
  7. They could have been developing AOE4 for a year and we would never know.
  8. Thanks for the suggestion. I thought it would work, but it didn't. I put all of the props into all of the variants, but when the scaffold variant played the props disappeared inexplicably, even though all the props were placed into that variant too.
  9. Are you saying Microsoft does not have access to a proper game engine for an RTS? Of course they do.
  10. 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.
  11. @s0600204: Thank you, that fixed it for now.
  12. Perhaps there should be a replays subforum? I know, wild idea.
  13. 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?
  14. 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.
  15. Kind of off-topic, but I think you win the award for ugliest 0 a.d. screenshot.
  16. 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.
  17. To Test: Build something large and watch the foundation. lmao...
  18. 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.
  19. 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.
  20. 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.
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