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Everything posted by wackyserious
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Some of the Frankish shield patterns are based on Merovingian-Carolingian artifacts Dorestad brooch http://www.rmo.nl/english/collection/highlights/netherlands-collections/dorestad-brooch Central part of the brooch Carolingian Ivory Plaque https://en.wikipedia.org/wiki/Carolingian_art#/media/File:Mus%C3%A9e_Picardie_M%C3%A9di%C3%A9val_01.jpg Motifs on the corner of the Plaque IX Monogram on Merovingian sarcophagus https://en.wikipedia.org/wiki/File:Cover_of_Merovingian_sarcophagus_Musee_de_Saint_Germain_en_Laye.jpg IX Monograms https://en.wikipedia.org/wiki/IX_monogram Utrecht Psalter depictions https://en.wikipedia.org/wiki/Utrecht_Psalter#/media/File:Utrecht_Ps63_%28cropped%29_%28cropped2%29.jpg Plain circular pattern on shield depictions (Posted this so that other projects outside 0AD can review our sources)
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@stanislas69 Which one? The tunics? I used object color for it, player color is also applicable
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That would do for Millennium AD mod, thanks! Also, I'm sorry it this request will take some of your time. We need the mesh for the Chinese, Arab and Norman units.
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True, thumbs up!
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Wishlist: Additional body mesh (Tunic extending down to the middle of the lower leg) tunic_long only extends above the knee, maybe something like a middle ground between the healer mesh and the tunic_long mesh, would be nice to have. Source: http://www.twcenter.net/forums/showthread.php?670449-Umayyad-Caliphate-Units-review
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[ 274. 286] error: RelaxNGValidator: Validation error: units/anglo_hero_alfred:1: Element Auras has extra content: Aura1 [ 274. 286] error: RelaxNGValidator: Validation failed for '(null)' [ 274. 286] error: Failed to validate entity template 'units/anglo_hero_alfred' [ 516. 045] error: RelaxNGValidator: Validation error: (null):0: Extra element Square in interleave [ 516. 045] error: RelaxNGValidator: Validation error: preview%7Cgaia/fauna_deer:1: Element footprint failed to validate content [ 516. 045] error: RelaxNGValidator: Validation failed for '(null)' [ 516. 045] error: Failed to validate entity template 'preview|gaia/fauna_deer' [ 607. 148] error: RelaxNGValidator: Validation error: (null):0: Extra element Square in interleave [ 607. 148] error: RelaxNGValidator: Validation error: preview%7Cgaia/fauna_bear:1: Element footprint failed to validate content [ 607. 148] error: RelaxNGValidator: Validation failed for '(null)' [ 607. 148] error: Failed to validate entity template 'preview|gaia/fauna_bear'
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Hi! You might want to try our mod Millennium AD We have an Anglo-Saxon faction (English folks) there.. We might also include the following British Isles factions in the future. Cymry (Post-Roman Britons, aka Welsh and Northern folks) Gaels (Irish) Somewhat offtopic, sorry.
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Light armor - Padded cloth (Thick wool)
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2nd mesh (m_tunic_long), 4th mesh (m_pants_celt) I'll still add the ornaments, the white cloth underneath the shirt is a linen undertunic, ornaments will be placed on the wool tunic (blue one)
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Both appear to be levelled during building placement preview, but the wall and tower becomes unlevelled after the construction.
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2.) I agree, also a bit "tall" 5.) Why not change the availability of crossbow soldiers and make them only available during City phase
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Try this map, to see how tons of trees can affect game performance, try assigning 3 AI and play a match Nothing wrong with making/finishing maps like these, but such maps are not ideal if you want them to be released/bundled with the game. Good luck with your map
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What about a killed vs. incapacitated status? (Where incapacitated units can be captured as slaves by your enemies, or nourished back to health with healers also via capture system) - % chance that a killed unit will spawn/switch to an immobile/incapacitated entity, and revert back if recaptured or nourished back to health - units set to aggressive stance or lower ignores wounded units, while units set to violent will kill wounded enemies. - teach AI to kill or capture wounded units Although this suggestion also requires a little micro management. But you have the choice to ignore wounded ones while fighting and mind them later on, or kill them instantly by setting stance to violent. It also adds an extra use for the healer class, thus adding more flavor to the game.
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@mimo Regarding this changeset http://trac.wildfiregames.com/changeset/17971 If I disable the farm field templates on certain maps, f.e. on winter/snowy maps, will the AI still be able to successfully bloom and expand around the map with only the corral as a food source?
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You can also try to contact De La Salle University Ubisoft recently established a studio here in our country, and has partnered with the university to create and offer a new major in their computer science program, which is video game development.
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- dev
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Brytenwealda - "Wielder of Britain" A moniker given to any Anglo-Saxon ruler who manages to dominate or issue overlordship to the other kingdoms.
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I've played a singleplayer match earlier (I'm playing the github copy from two days ago, by the way, so I'm not sure if some of these are already changed/fixed) Do the Anglo-Saxons really lack warships? AI can't transport battering rams across the water, they can only train merchant ships and fishing ships. Should we lower the wood cost of the Norse houses to 100, and remove the arrow shooting behavior since wooden towers are already available? Mead hall sounds more vikingly as a generic name for the Norse barracks (Tavern) should we use it? Please help us test the Millennium AD mod: https://github.com/0ADMods/millenniumad
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Make Anglo-Saxon buildings more resistant to capturing when he is trained/alive?
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I suggest something similar to Vercingetorix, +2 attack +1 capture ??Plus make him a trainer unit like Cyrus the Great (Alfred can train infantry_spearman_e, slow training time, 75 food, 75 wood, 50 metal cost)??
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Hastein - Visual actor
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- millenium a.d.
- vikings
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