Jump to content

wowgetoffyourcellphone

0 A.D. Art Team
  • Posts

    10.551
  • Joined

  • Last visited

  • Days Won

    516

Posts posted by wowgetoffyourcellphone

  1. Current progress!

     

    Design: @wowgetoffyourcellphone and @real_tabasco_sauce

    Artwork: @Duileoga and @wowgetoffyourcellphone and @wackyserious and @Lion.Kanzen

     

    (Early) Germans

    2nd -- 1st centuries B.C.

     

     

    Civic Center

    LX5v0t0.png

     

    Wagon Encampment

    5sGGxEe.png

     

    (Upgrade) Fortified Encampment

    tgsJcps.png

     

    Houses

    F34GswV.png

     

    Farmstead, Corral, Storehouse

    WxmXsiW.png

     

    Barracks, Great Hall (train Champions and Heroes), Stable

    uy2du2o.png

     

    Market (needs and new model), Forge

    Rm8XwKG.png

     

    Temple, Arsenal

    R3bhZQ2.png

     

    Walls, Sentry Tower, Defense Tower

    FVXNS2I.png

     

    Fortress

    v6MbUJZ.png

     

    Wonder

    PP1uaqc.png

     

     

    Units

    tbCyPMK.png

    • Like 3
    • Thanks 4
  2. 14 hours ago, real_tabasco_sauce said:

    The walls have to be completely built in order to delete the trees.

    That is a gameplay consideration which will look very weird in-game. DE will stick to the current method, where the tree is deleted once the foundation starts work. There is little worry of deleting a bunch of the enemy's trees, since DE uses forest groves, which are not destructible. 

    • Like 2
  3. Really trusting everyone knew what they were doing when the decision to go this route was made. Seems twice as complex as before, although I've managed to find an okay workflow today. Editing files in the SVN repo for testing, then having to copy them over to my Git fork, then pushing those changes to Gitea is a pain. And like R_T_S, I'm not sure how to keep my fork utd with the 0ad/0ad main. And I've already edited meshes in the Git repo accidentally, thinking I was editing the SVN mesh, and then testing the mesh in Atlas and being confused as to why it's not working as expected, oh yeah, I need to copy the file over from Git to SVN to test it (lolz! mah bad). It's alright, I think I'll eventually be able to keep it all straight, especially with Stan's help. ;) 

    • Thanks 1
  4. 31 minutes ago, SSS1234 said:

    Hi, thank you. I guess this is a common newb mistake. Could you help me with something else? I saw the Mod [dot] io post and the git repository but there isn't a guide to download and configure Delenda Est for MacOS. Could you please link me a guide for it or maybe tell me how to do it? I'd greatly appreciate it. Thanks.

    Can you see it in the in-game mod downloader? Settings -> Mod Selection -> Download Mods

  5. 13 minutes ago, ShadowOfHassen said:

    Although once the game get's out of alpha I would love to see a physical special edition like those old boxes of Age of Empires with fold out things and thick manuals.

    That could be doable. At least in PDF form that people can download and print. Perhaps hard copy versions for a merch store.

    • Like 1
  6. In the Alpha 26 version of the mod, the AI does indeed have trouble building farms, but in Alpha 27 the AI will do a lot better building farms since I've removed the prohibition against building farms around civic centers. That said, they still don't capture Farmsteads for the farming bonus, so the human player has a leg up if they capture those Farmsteads. One step at a time. ;)

  7. Just now, Gurken Khan said:

    So whats keeping me from building a CC (current RC)?

    0ad-cc1-1.jpg.27a3a571367cb95138490202240e537b.jpg

    Sorry duder, you're right. It took me a while, but I figured out it's still in the base game and it's controlled by templates/special/players/{civ}.xml. Indeed it takes a Hero to unlock Civic Centers for Ptol and Sele because of their Military Colonies. @Vantha That should definitely be in a Tip.

×
×
  • Create New...