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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. I think wings flap higher in up-stroke. Model looks great though.
  2. I uninstalled patch because it was deprecated by some official changes I think? Also, do you have a newer patch than 3 weeks old? I only see the one I was testing last week. If it works in your newest patch, then I stand corrected. I just noticed they added to default arrows in earlier patches. Good job fixing that! Sounds fair, looks like some CPP will be coming along... Yes, it have been problem ever since the units were added to walls some time ago. I have glad you agree. Maybe it's broken in the templates ? I do not think so, but in what way can the template be broken that affect this double-click behavior? I can investigation. BTW, in Trac ticket, I agree with @elexis: I agree with whole comment. Last part I highlight because it is perfect. It is the perfect compromise solution to all opinions express in this thread. Kudos to elexis for coming up with it. Though, I would recommend a dedicated button*. Side comment about garrison buttons. I think garrison buttons should go in the garrison panel of UI, like in all other AOE game, including this new button that would "restock" the empty parapet with fresh (ranged) garrisoned troops. Okay, so you see the ungarrison button on left. Then numbers showing 6 soldiers out of 20 garrison slot. Then you see the "Reinforce Battlements" button. Click this to send more troop (of correct classes) from your inner garrison up to the battlement. The town bell icon is there to just show placement in case the building have town bell.
  3. IMHO all building mesh should be made with garrison and projectile prop point, whether at this point you know they shoot and garrison or not. Artist never know what kind of modding or even what turn the official game will take. For instance, I don;t think many of the house model have garrison flag points, sadly. This might be a good task for a new contributor (or maybe we'd trust a long time contributor more to put the points in more aesthetic places).
  4. I agree that the 4 triangle roof look kind of Chinese maybe? Gables on each end would probably look more Greek. Orherwise it is nice. And like Lion said, don't forget 'garrisoned' prop point. EDIT: I think the cloth texture is way too specular. Look like plastic in the game!
  5. A couple of thing to fix. 1. When select a visible garrisopn unit, the selection ring should be at his feet, not on the ground beneath the building. This is especially visible on gates, but affect all visible garrison building. 2. Double-click behavior. Sometime double-click work, but most of time it does not. Cannot double click all the same dudes on a fortress wall. :\ 3. Visible Garrisoned unit should not add to the building's default arrow count. I mean the arrows that are counted from the <BuildingAI> element. Only dude inside the fortress add to the default arrows. Okay, to simplify the behavior, the VisibleGarrison points should be stocked with units when on the act of garrisoning. This is what happen now. Any visible spots that become emptied by a death don't get restocked unless more soldiers of the right type are garrisoned. You guys worry about micro, but as I have testing this stan's patches, there is so much going on that I do not worry about the micro. I just garrison my archers to get them to show up and they shoot. Meanwhile, I worry about flanking the enemy attacking force with another ground force of my own because I know my fortress will not last long anyway. If I see my archers on parapet dying, I garrison some more archer inside. The dudes already still inside add arrows to the default arrows, I don't worry about the micro too much at all. If you want to, you can show the individual slot in the UI, but we would need to UI redesign. Kind of like Ancient Wars: Sparta...
  6. Good work, but can you put the different variation in different layer groups? It is confuse right now. If you do that, I can do something with the file and get some texture and actor files going. EDIT: Nevermind, I mess with it in PS and I can see I can get a lot of good variation for texture. I see what I can do this weekend.
  7. Started Adriatic Coast map. I aim for this: But the Atlas terrain update bug is very hard to deal with.
  8. Hi, I have a couple victory conditions ideas that could be easy to implement for next alpha if you like them. Conquest Civic Centers Lose all Civic Centers makes timer 5 minutes to defeat. This always seemed like the important thing, to protect the Civic Centers at all cost. Conquest Any Any of the criteria for any Conquest condition can be met for victory, So, kill/capture all enemy units, or kill/capture all enemy buildings, or kill/capture all enemy Civic Centers (for timer victory). This give multiple paths to victory.
  9. Why do ram attack soldier again anyway? What was rationale for that change?
  10. Sorry friend. Looks like I had: <VisibleGarrisonAllowedClasses datatype="tokens"> Infantry+Ranged Siege+BoltShooter </VisibleGarrisonAllowedClasses> In my wall templates which made the game mad at me. So, the original rand problem is been fix and the walls are just a patch/mod problem on my end (I was testing a patch from Trac).
  11. Thanks. The updated EXE gets rid of the error dialogs (progress!), but still does not like VisibleGarrison.
  12. Yes, maybe a slider to lessen or increase the effects of the heightmap. +100 points if this can be show in real-time.
  13. Happens upon map load after choosing to start match in gamesetup screen. Loading screen appears, then these error dialogs. I hit suppress and get these: Choosing suppress again crash the game at 100% map load. Happens all civs I have try, all maps I have try. EDIT: This time the map and match load!! Okay, so I select some soldier and I get all these error messages (copied from interesting log):
  14. Yes, the autbuild that posted 10 hrs ago. Got Atlas to start. Seems it really really do not like VisibleGarrisonPoints on walls for some reason. I don't know if it realated or a symptom or cause.
  15. Latest autobuild too give me the same rand error after a lot of these error: ERROR: No animation found ERROR: No animation found ERROR: No animation found ERROR: No animation found ERROR: No animation found EDIT: Got Atlas to start. Seems it really do not like VisibleGarrisonPoints in my walls.
  16. Thanks to new code added to the game, I am able to complete my blacksmith tech trees with "Forging" and "Metallurgy" techs. Forging Reduce the cost of Blacksmith techs by -25% and unlock all other blacksmith techs. Research time: 40s Metallurgy Reduce the research time of Blacksmith techs by -50% and unlock all other blacksmith techs. Research time: 20s So, neither cost resources, but you must choose one or the other in order to start researching scrumptious techs at the blacksmith.
  17. The placement of the Royal Peltasts in the battle line indicate that they are heavy phalangites like the others in the line. This indicate to me that the small round shield carry by the phalangites (pikemen) was called a pelta/pelte. Seems "pelte" was the word for any small shield, not just the crescent shield of the skirmisher. Aspis just mean shield but I have seen indicate a large shield like the one Hoplite carry. Hoplon seem to have been the general word for weapons and armor. The kit of a warrior is called Panoply. Pan = All, oply = derived from same word base as hoplon for weapons and armor. This is all armchair supposition on my part.
  18. Yep, do dis. Also, players colors should be more saturated overall (and contrasty). Here are the player colors for my mod:
  19. Also, if you see here, you will see player things are above everything else: Same should be for 0 A.D. minimap. Trees are not so important to be above any player thing (like territory lines).
  20. Not correct. The small shield is the pelte. Evidence that later elite heavy phalangites were called the Royal Peltasts.
  21. Minimap is quick reference, not comprehensive. Bright orange color or brown color can denote food resiurce and player investigate with camera. In AOE 3 there was also some minimap notification when your scout found certain type of resource. 0 A.D. can expand on this idea. (the game lack many kind of notifications overall, perhaps a dedicated thread to this)
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