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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Mod Selection screen can have "browse online mods" button that load a list of approved mods compatible with release orr something like this.
  2. I agree. Is strange and good at same time.
  3. ERROR: Error in timer on entity 2396, IID 91, function UpgradeProgress: ReferenceError: cmpGarrison is not defined TransferGarrisonedUnits@simulation/helpers/Transform.js:194:25 ChangeEntityTemplate@simulation/helpers/Transform.js:81:2 Upgrade.prototype.UpgradeProgress@simulation/components/Upgrade.js:300:6 Timer.prototype.OnUpdate@simulation/components/Timer.js:100:4 Happened when using new upgrade feature to go from wooden tower to stone tower. Do you need anything else?
  4. I do not say it is easy, but it is not so hard, it just take a team member dedicated to this kind of thing to put some time into it, but as we all know time is short on supply in volunteer projects. Honestly, it is reason I almost always play skirmish map because this kind of thing is easier to handle in the map editor. It's not just about the looks either, it is about the gameplay. A balanced map can be easy create in the Atlas editor and still look nice too, where as you say with random map script it is not easy. That is why I ask for randomized possibilities in Atlas. Maybe we can brainstorm, but some thing come to mind is mine placement and starting point placement.
  5. Hi guys. So, I try the new Red Sea map and it is very very nice. I like the big forests and I like the terrain design (maybe add the blowing sand actors in the desert sections and use the sand dune terrain texture). It is a very good map. But once again, it have placement of starting resource right next to Civic Center and I think this is something that should change for almost all map. I think it maybe okay that some berry bushes be near the Civic Center, but stone and metal should be away from the Civic Center, not right in front of it. You should want the player to place a storehouse or granary IMHO. Have to look around for the stuff instead of it being right there.
  6. Use same boss as existing imp rome shields for visual consistency imho
  7. http://trac.wildfiregames.com/changeset/18506 fixed the problem
  8. Sorry issue is resolve when last time attack.js updated a fww days agi. Sorry I cannit check since I am on cellphone (irony) and Trac is not mobile friendly. I believe problem was forbidden attack classes?
  9. Hi guy. Also look in the game's sound folder. Many sounds there still unused in the game.
  10. I think the royal palace at Pella could work. Just makw it a little fancier than it was.
  11. Hi, tenement is square footprint now, 26x26 obstruction (the square footprint gives option of showing some kinf of courtyard in the middle)_. Still good direction though. Nearly perfect (though, I would not use shields for props). For Flavian Amphitheater, the statues in the arches can be 2D. Look at the Civic Center. Also, the awnings should be separate, not one big roof. Lookin good. But also be mindful of the scale. Should not be a 100% replica of the building (looking at number and size of arches),or else it will not look to scale with other building and wonder.
  12. Unit still will not attack eachh other unit or capture merc camps. It's weird, but they will capture gaia things like the celtic hut... I am lost here.
  13. I'm just commenting and giving an opinion that some other might share but don't comment. I just like 0 A.D.'s visual wayyyyy better (especially with the graphics turned on; the game look ugly when graphics turn off, but the graphics options in 0 A.D. make it gorgeous). ^this. 0 A.D. is the true successor to Age of Empire.
  14. Have to iomprovize brother. The style is right, just too many stories (too tall) and footprint too big. Maybe 4 arches wide x 4 arches deep would work! And 2 stories plus that extra thing on the roof. Is looking good though so far. Maybe have 3 variation. 1 with flat tile roof, one with sloped clay tile roof, and 1 with some kind of flat wooden roof (many insulae were cheaply made).
  15. Huge swathe of AOE fanbase dismissed AOEO from the start base on the screenshots and gamep;ay videos.
  16. Hi guy. I have made the imp_house footprint 30x30, and obstruction 26x26. To vompare, other "big" house are 18x18 footprint and 14x14 obstruction. https://wildfiregames.com/forum/uploads/monthly_2016_07/insula_a_1.thumb.png.e86e257f476328a94c9983e4738115dd.png https://wildfiregames.com/forum/uploads/monthly_2016_07/insula_b_1.thumb.png.cec1faccca3358422db27b7fe85037f9.png These have very good details. Although big one is too big.
  17. Alexanderia, Ptolemies capital city, was very Hellenic. Some other cities, that started as militaty colonies and colonies of Greek settleers were very Hellenic.
  18. A more woodish tint (yellow, brown, instead of grey) and I think is winner wiiner chicken dinner.
  19. Building look great in the game except the obelisk mapping. Maybe need more geometry for proper UV mapping.
  20. Same "audience" as AOEO. They failed. But maybe these just pre-alpha asset for gameplay testing, and not the actual "art design" direction of the finished game.
  21. They make a serious mistake with their art direction, like AOEO. Shame.
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