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wowgetoffyourcellphone

0 A.D. Art Team
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Everything posted by wowgetoffyourcellphone

  1. Unit vision should be: Infantry 50 meters Cavalry 60 meters Large vision range makes maps smaller (too small). Large vision also make unit auto-attack to very great range, messing up army control. You can make Cavalry have greater vision with a tech or an auto-scout feature or something like this.
  2. It is a "performance update" because team has stopped adding features.
  3. nEAT! Works with the base game pretty good. Doesn't work with my mod for a reason I dont know: Is maybe because my mod has a pair for Town phase. Some suggestion to make this great feature even better: 1. Call it the Game Library and make it one part of a bigger in-game manuel. Or Civilization Tree (for now, because it is all the game has) instead of "structure tree." 2. Launch this screen from the little 'i' icon in game setup insytead of using the old layout. I am starting to think the civ json files need to be extrended or streamline.
  4. Good video. Not that long. A lot of 0ad videos go for much longer times.
  5. Using autobuild. No one can confirm this happens to them?
  6. It look like z-fighting as someone said. As if there are two decals fighting to be rendered,
  7. Under all buildings. Fields. Under stone mines. All decals.
  8. Screenshot wont help, since it is static. but what happen is the decals get lighter and darker when camera zoom or move.
  9. Also problem with ghost buildings staying there after being destroyed (problem with fogging.js and mirages?). And ground decals flicker when zzom in and out (looks like specular map is turning off and on?).
  10. (Also there are issues now with atlas and some problem with actor editor,it crashes a lot, but these might be different problem)
  11. Found interesting thing: http://socialblade.com/youtube/user/play0ad Shows potential income for 0 A.D. youtube page.
  12. Shows bad black marks in map maker when windf angle is changed. If I sabve map the black marks show up in the game too.
  13. The current units do not have the transition and look much better when firing (they do not swing their leg around). The idle animation should be adjusted then so that the attack does not need to have this strainbge leg looping effect. Or have the two types of idle: Idle and Ready as was discussed in some topics previous.
  14. I just mean that an archer who is shooting many arrows in a row would not need to move his leg around like that.
  15. Why his leg keep moving back and forth? I try this standing up and feel and look awkward.
  16. Hi. Is there a way I can disable sheeps from walking around once they are garrusoned on a prop point?
  17. How is this cvoming along lepper? https://i.imgur.com/fwmoyhu.jpg
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