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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. My god, what is holding this one up? https://trac.wildfiregames.com/ticket/3987 @Sandarac @s0600204
  2. This is a standard feature that should have been implemented years ago
  3. shield_arm for hoplite shields, shield for most other shields.
  4. The combat seems kind of odd, all the moving around and whatnot, since it looks like every single shot is a hit.
  5. Open some existing actros, breh. Specifically, ones of the same type that you are trying to create. They should tell you the prop points you need. Else, you can open the unit mesh collada -- .dae -- files in a text editor and ctrl-F "prop-" <group> <variant file="biped/base_archer_ready.xml"> <mesh>skeletal/new/m_pants_tunic_long.dae</mesh> <props> <prop actor="props/units/heads/new/head_pers_a.xml" attachpoint="head"/> <prop actor="props/units/heads/pers_conical.xml" attachpoint="helmet"/> <prop actor="props/units/heads/pers_hair.xml" attachpoint="helmet"/> <prop actor="props/units/weapons/arrow_back.xml" attachpoint="weapon_R"/> <prop actor="props/units/weapons/bow_recurve.xml" attachpoint="weapon_L"/> <prop actor="props/units/quiver_hip.xml" attachpoint="sheath_L"/> <prop actor="props/units/shields/pers_pelta_a_b_reverse.xml" attachpoint="back"/> </props> </variant> </group> <group> <variant file="biped/base_hoplite.xml"> <mesh>skeletal/new/m_armor_tunic_short.dae</mesh> <props> <prop actor="props/units/shields/hele_round_e.xml" attachpoint="shield_arm"/> <prop actor="props/units/weapons/spear_hoplite.xml" attachpoint="weapon_R"/> </props> </variant> </group>
  6. Ugh, solitary trees really need to be able to be built over -- disappear -- not block building placement. See his frustration building a wall.
  7. Very nice. Makes me want to revamp the Ptolemaic unit rost, especially the Military Center.
  8. This kind of thing get you in trouble later when the file is changed by the public mod. I should know...
  9. It's very possible a fix I request was added to the public mod and then I was not aware the fix was committed or I forgot. I'll delete my amended file and hope that doesn't screw with something I once thought was important. EDIT: No can do. Deleting my DE Templates.js gives an error in structree about the production queue and structree does not render at all when my file is deleted. DE has 2 units which research techs. The Worker Elephant and Chanakya.These may be the trigger to the error, or it may be because I have not gone through every single tech and added Glory costs to them. If the ultimate fix is to fix the tech costs, then I'll do it, but that means every other mod that adds a new resource will have to edit all existing techs in the game. ERROR: JavaScript error: gui/structree/structree.js line 273 TypeError: g_ParsedData.units[unitCode].production is undefined selectCiv@gui/structree/structree.js:273:1 __eventhandler38 (selectionchange)@civSelection selectionchange:0:1 init@gui/structree/structree.js:40:3 __eventhandler8 (press)@menuStrucTreeButton press:2:8 ERROR: GUI page 'page_structree.xml': Failed to call init() function
  10. Those don't sound like reasons "Good players" would "agree" to not use walls. Sounds like they are overpowered or hard to counter or drag the game out "too long" for some people.
  11. My suggestion @Andrettin is to make everything 3D, and then adjust the camera settings to give you the isometric view you desire. See:
  12. If this is the case, then walls need to be rebalanced in some creative way.
  13. Okay, I believe I did this to allow the Glory costs to show up or something like that. Someone said, "hey, to fix it just add this line to the code, lol!" and I did and it worked. Fixing Template.js fixed the errors though.
  14. I will have to go back through my commits and see what was changed.
  15. In a 3D engine, this is pretty much how a "sprite" works, as far as I know.
  16. It happens the moment I first select the Civic Center or Female Citizen. Both have their own auras. Looks like it's related to the tooltip? There's also a problem with the struct tree, that may or may not be related, dunno. ERROR: JavaScript error: gui/structree/helper.js line 76 ReferenceError: GetTechnologyBasicDataHelper is not defined deriveModifications@gui/structree/helper.js:76:3 selectCiv@gui/structree/structree.js:53:23 __eventhandler234 (selectionchange)@civSelection selectionchange:0:1 init@gui/structree/structree.js:40:3 __eventhandler204 (press)@menuStrucTreeButton press:2:8 ERROR: GUI page 'page_structree.xml': Failed to call init() function
  17. Use PNG file format. The game engine will dynamically convert all PNGs to DDS for you on runtime.
  18. unit portraits go to: binaries\data\mods\testmod\art\textures\ui\session\portraits\units
  19. Of course aoe2 and aoe3 are completed polished games. It's the polish that 0 a.d. is lacking. The animated arrow thing when task the unit. The flash of the targeted objects. The sound effects. The graphical chat effects.
  20. What can this be, I wonder.... WARNING: JavaScript warning: gui/common/tooltips.js line 634 reference to undefined property template.auras[auraID].radius
  21. Idea for special unit: Government Minister. Walks around looking all administrative and authoritarian. Has either aura or special ability to make units build and gather faster and boost buildings' production queue. I wish we could have special abilities or commands, like the Pharaoh in Age of Mythology. You would task the Pharaoh to any building and it would just work much much better. Task it to a foundation and the units building it would build it faster. Task it to a storehouse or granary and nearby units would gather faster. Something like this. Max number of Han Ministers would be 9, per historicity: https://www.wikiwand.com/en/Nine_Ministers We can reintroduce the Government Center and they can be trained from there, plus some special techs. Han player would start with 1 as the special starting unit.
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