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Posts posted by wowgetoffyourcellphone
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Does not happen when match is set to explored.
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@WGOYC did you compile ?
Using autobuild. No one can confirm this happens to them?
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About the prop/decal thing I don't know what you are talking about, I have zero knowledge about graphics. My changes shouldn't have any impact on the issue as far as I understand it.
It look like z-fighting as someone said. As if there are two decals fighting to be rendered,
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@wowgetoffyourcellphone: And this could not be the distance fog or something else that's meant to be?
Happens even if distance fog is off.
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Every building or only one ?
Under all buildings. Fields. Under stone mines. All decals.
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Can you post a screenshot and system-info ?
Screenshot wont help, since it is static. but what happen is the decals get lighter and darker when camera zoom or move.
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And decals still act weird
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The flicker is due to the fact that the decals overlay.
The mirage and the entity?
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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?).
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(Also there are issues now with atlas and some problem with actor editor,it crashes a lot, but these might be different problem)
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Found interesting thing:
http://socialblade.com/youtube/user/play0adShows potential income for 0 A.D. youtube page.
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The current limit is good enough.
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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.
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Well it's looping, if you consider this is a stationnary archer it's weird. Now you need to have your legs like that to have the most power, (The more you draw the string the more it will go far)
I just mean that an archer who is shooting many arrows in a row would not need to move his leg around like that.
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Why his leg keep moving back and forth? I try this standing up and feel and look awkward.
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Hi. Is there a way I can disable sheeps from walking around once they are garrusoned on a prop point?
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How is this cvoming along lepper?
https://i.imgur.com/fwmoyhu.jpg -
The carry meat animantion is actually one of the good ones to me. Looks like a nice biig Auroch steak. The meat cutting is good too.
overall I think the mining, chopping, running, and walking need the most work. The mining and chopping just doesnt look natural to me, like she is an 80 year old pensioner with sciatica in her back.
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wgoyc: How do you deal with TerritoryInfluence of towers in your mod?
Has there been a problem found? Being used for tower push?
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I don't think needing garrisons is a big deal though. The thing is the damage rate of an unmanned tower is pretty abysmal anyway, that one shot isn't going to do anything, stuffing five units in it is essential to get some real firepower.
Now wall towers damage is equally abysmal, but the thing is that, with upgrades, wall towers actually provide more firepower than towers, because you can pack them more densely. With upgrades, 2 wall towers is very nearly as much damage as 1 tower (7 shots, vs 6 for the 2 wall towers), and has so much more health.
How you garrison your towers is up to you, but I think most players just garrison on demand. In this case, there is much more likelihood that a wall tower will survive long enough to receive it's garrison.
Well, I am ok for the Defense Tower techs to only affect Defense Towers (as is with my mod). Wall Towers would have their own techs for whatever. Adjusting the wall garrison aura affects also makes it better to have the long wall sections mixed with the walltowers. Can also experiment with making walls (and wall towers) more expensive, but build faster; and then do reverse.
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For chopping and mining, try to extend the arms further when they swing the axe. For instance the elbows would be straight when the axe head hits the tree or rock.
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I address some of Panando's analysis a little bit in my mod. I make it so walls are strong (and availabel to the player a phase before civic center), but wall towers cannot shoot at all unless they are garrison. At least this way you must plant a lot of your pop into your line of exploit wall towers to get firepower, which would be stationary and not responsive to flankings. You can only put 3 units in the towers too, so it would be best to have a mix of towers and long sections of wall so you can put archers on the long sections of walls (ranged infantry's bonuses on walls are also beefed and different). An interesting experiment would be for Civic Centers Fortresses to have an aura that prevents enemies from building towers (like a line of exploit towers for instance or defense towrers).
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I think the arms would get fully extended in the swing of both the axe and the pickaxe. Also, the woman lurches forward too much and it bent over too much. Lik others said, the momentum of the tool is what the swing is for.
Carrying wood and carrying stone = fantastic!
I wish units would move slower when they are shuttling the resource (like in Age of Empire). That way it can be upgraded (maybe we can actually add wheelbarrows and hand carts to the shutting animations too).
0 A.D. on YouTube
in General Discussion
Posted
Good video. Not that long. A lot of 0ad videos go for much longer times.