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wowgetoffyourcellphone

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Everything posted by wowgetoffyourcellphone

  1. xres = 0 yres = 0 No matter what I put in these, it always default to nattive resolution (1600x900) in fullscreen and 1024x768 in windowed. I'm try to put in 720p for making videos but it will not work. Must there be prefix (like view.xres)?
  2. Just tried it, mimo's patch works as advertise. 1.5 per second seems a bit much. I did 10 every 10 seconds (so, 1 per second). I think 2000 food or so over the course of a match is a good enough team bonus, but that depend on how the other economic team bonuses shape a match too.
  3. http://trac.wildfiregames.com/attachment/ticket/4082/ptol-teambonus.patch I like how I had the right idea. The Player.xml and team bonus aura are nearly of the identical. The only differences are what we interpret the values should be. So, if I apply this, I can take the edited files and add them to the mod and it won't break compatibility with the coming release, right? I guess there's only one way to find out!
  4. Okay, it doesn't throw a nasty error or anything so I'll keep it in for now. Thanks father of Bushido.
  5. Should I delete this attempt or do you think the final of code will look similar (maybe identical) to this?
  6. Hi guy. I'm trying implement some team bonuses. So far, 4 out of 5 work. The one I am work on right now is this: "TeamBonuses": [ { "Name":"Breadbasket of the Mediterranean", "History":"Egypt was a net exporter of grain, so much so that large cities such as Athens, Antioch, and Rome came to rely upon Egyptian grain in order to feed their masses.", "Description":"All allies automatically gain a slow trickle of food income." } ], I tried it this way. I add the ResourceTrickle thing to the player.xml file, like this: <ResourceTrickle> <Rates> <food>0.0</food> <wood>0.0</wood> <stone>0.0</stone> <metal>0.0</metal> </Rates> <Interval>10000</Interval> </ResourceTrickle> So, I assumed this would give the ResourceTrickle to all players, but set at zero of course. Then with the aura, I did this: (auras/teambonuses/ptol_team_bonus.json) { "type": "global", "affects": ["Player"], "affectedPlayers": ["ExclusiveMutualAlly"], "modifications": [ {"value": "ResourceTrickle/Rates/food", "add": 10} ], "auraName": "Breadbasket of the Mediterranean", "auraDescription": "Allies gain a free slow trickle of the food resource." } And then I made the player_ptol.xml look like this: <?xml version="1.0" encoding="utf-8"?> <Entity parent="special/player"> <Auras datatype="tokens">teambonuses/ptol_team_bonus</Auras> <EntityLimits> <LimitRemovers> <CivicCenter> <RequiredTechs datatype="tokens">phase_imperial</RequiredTechs> <RequiredClasses datatype="tokens">Hero</RequiredClasses> </CivicCenter> </LimitRemovers> </EntityLimits> </Entity> Guess what. Doesn't work. lol. Am I do this right? I think I am doing it right, but game is not capable of this yet. Maybe I have syntax or logic problem. Thoughts? Interval is in milisecond, right? lol, I didn't set it to 10,000 seconds did I?
  7. No, look at time period. Archaic Greeks are not Mycenaeans. Enjoy the choice.
  8. Since is a special building and you remodel it anyway, can have its own texture (can copypasta textures from the original pers texture if you need to, colored appropriate to your need). I don't see why not.
  9. Looks great. Make sure the different variation of palm tree does not intersect with the building tho, like it do wiht the Seleucid military colony.
  10. Also, some building in Persian set still no AO map (see the Apadana and the Walls).
  11. I think I will do this. I will focus on Scythians for Alpha 22 and get them working good (even if they reuse other civs art). After that, I work with you and other modder for Thracians and Nabataeans. Maybe Thrac and Naba can be "minicivs" at first and then we expand them into full civ later.
  12. LionK, that last one is magnificant. I have added it to DE. I really hate how GUI antialias stuff, so I commit it at 128x128 for now.
  13. You will hate me, but I think this bugged the upgrade feature. If tower have 10 limit, then upgrade the tower to stone (or whatever), it counts it twice toward limit. Probably not intended behavior. http://trac.wildfiregames.com/changeset/18791
  14. It would be intriquing if the game had some texture settings in actor that allowed for texture transitions. For instance, imagine the wheat fields texture transition from green to yellow for the course of 5 minutes. And in this instance, the texture of the thatch transition from yellowish (new building, new material, is yellow) to the grey-brown (the thatch has aged). I will say that the less saturate (grey) brown is better than the saturate brown. The original yellow texture meant "new construction" to me. So, it is difficuly to make a hard choice on preference. Maybe use yellow for Britons and the gray-brown for the Gauls or vice versa. Easy way to differ them.
  15. Okay, Lion and company. Here is your base texture for Thrace. Use the bottom right corner for any additions and props texture you want to add. Civ Emblem could maybe use this kind of design?
  16. I mean the one in the game now. There are two Greek structure textures I can see (plus some other smaller textures for props). hele_struct_b.dds.
  17. Maybe the more rural looking greek walls texture? I think the rural and less fancy Greek texture can work. Just use more wooden beams and supporrts and things in the walls to look a little less sophisticated and more rural.
  18. IMHO, I think the Iberian structure texture could work great for the Thracians. Mix some details from other sets as appropriate (columns and rooftiles from Hellenes, etc.).
  19. I am not sure what the program team wants to get done by Sunday, so I only mention it because the current trend seem to be to fix multiple selection bugs and related things.
  20. Imarok's file here does fixes this! selection_panels.js However, it does not include the fix from 18788 http://trac.wildfiregames.com/changeset/18788 probably only fixes the cost of upgrades for multiple selections, which is a good fix for sure. Regarding costs of multiple selections. Take a look if you will to the buildtime cost of units in multiple selected barracks (for instance). It assumes they are a single batch and calculate the buildtime accordingly (when they are actually separate batches with their own buildtimes).
  21. You still have it wrong friend. Marian reform army is the army Caesar used. Marian reforms happened only a few decades before Caesar started his Gallic conquests. And technically, the "Marian Reform" army is what was used up through most of the reign of Augustus. He was the one who created the standing army of the Romans that many know and love, standardiing many of the ad hoc practices of the previous 80 years since the Marian Reform. About that tme is when the segmentata became into use, very early 1st century AD. Continued to being used until the 3rd century AD. I would say the peak of use was in the reign of Trajan and his Dacian Wars, around AD 105. Hamata was used too through the whole time period.
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