Jump to content

wowgetoffyourcellphone

0 A.D. Art Team
  • Posts

    10.886
  • Joined

  • Last visited

  • Days Won

    535

Everything posted by wowgetoffyourcellphone

  1. It is beneficial to mix some females with the males and some males with the females, because of the female aura. Maybe someone can do the math and find a good ratio for different resource.
  2. I think the tile floors make it look civic. I would go with dirt floor.
  3. Make them do this: One of my favorite gif ever. Alternate view: https://www.reddit.com/r/Simulated/comments/4lfjqb/the_first_thing_you_think_of_when_you_hear_the/
  4. My way is more straightforward, wouldn't you agree? Anyway, it is just a thought exercise, since 0 A.D.'s system is pretty much in solidly place.
  5. Well, in DE all range siege have some crush attack*. But my actual preference for bolt shooter role is not possible right now, so I wait to balance them until it is possible to dramatically alter their role. Is prudent to not waste time balancing a unit whose role will change completely once a patch is commit to master. In fact, I don't worry much about balance in general until formation fighting is wirtten and committed.
  6. It is in that link how would work. I like the movement in detail section. I think the formation should "fall in" and narrow itself to march through the narrow path.
  7. Indeed. In my mod I even remove palisades (seem overly redundant with other wall).
  8. It's obvious in that document that Approach A was the approach the author wanted to go regardless of evertything said in this thread (and other threads), because I already adequately address all of the issue brought up against Approach B (real battalions).Quite a disappointment. Also, the morale part is completely unnecessary. You want morale, but think persistent battalions are a complication. OKAYYYY. I'll just see how the public mod does it and mod it from there.
  9. Hmm, the chosen textures not good. I'd use the textures like the blacksmith.
  10. <Splash> <Shape>Linear</Shape> <Range>8</Range> <FriendlyFire>false</FriendlyFire> <Hack>0.0</Hack> <Pierce>30.0</Pierce> <Crush>15.0</Crush> </Splash> I think it look like this.
  11. One on right looks about 50% damaged. Maybe buildings need a 3rd set of UVs for damage texture.
  12. You remind me of how historical wacko first AOE was. (AOEII not much better). lol And yes, all projectiles are hard to see, except catapult rock of course. I think the game need the projectiles to kick dust when they hit the ground or target.
  13. Do what @LordGood says. Also, look at the xml files directly in a program like Notepad++. A very simple actor to start with can be thise one: binaries/data/mods/public/art/actors/props/temp/l_sheath.xml Here is the xml for that file: <?xml version="1.0" encoding="UTF-8" standalone="no" ?> <actor version="1"> <castshadow/> <group> <variant frequency="100" name="Base"> <mesh>temp/l_sheath.dae</mesh> <textures><texture file="props/wrld_wood_3.dds" name="baseTex"/></textures> </variant> </group> </actor> Just paste your file names into that. It's the most basic of actor files: mesh + texture. Can't get more basic than that one friend. This is how it would look: <?xml version="1.0" encoding="UTF-8" standalone="no" ?> <actor version="1"> <castshadow/> <group> <variant frequency="100" name="Base"> <mesh>props/wrld_create_test.dae</mesh> <textures><texture file="props/crate_test.png" name="baseTex"/></textures> </variant> </group> </actor> A lot of modding is about looking at the game's existing files and just editing and resaving from those.
  14. YES that one. Thoguh I think the original poster had the terms mixed up. The team came in and parse his meaning though which is good. It's not a "unit tree" but like a catalogue or library information retrieval feature. Github: https://github.com/s0600204/0ad-structree-mod/tree/entityDetails I apply patch some time ago and it worked nicely (with some minor error messages), but now it doesn't work at all.It's a huge enhancement that make the game feel finished (polish).
  15. This code was implemented with the clicks and drags in Photoshop. (It's not real) How about this one (re: my mockup image): Hover over the portrait and get tooltip that tells you how much of each resource is being traded at that moment. At bottom of tooltip it say "Left-click to select all idle carts/ships." So, click the porteait and it selects all the idle trade units of that portrait. (aside: right-click opens catalogue entry for the unit, like when clicking all other portrait, there is patch for this somewhere and it worked great, but is depricated by Alpha 20).
×
×
  • Create New...