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Everything posted by wackyserious
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[Skirmish] Poplar Forest (3)
wackyserious replied to wackyserious's topic in Scenario Design/Map making
Yeah, the issues are caused by too much actor files, similar to the Crossroads (3) map, I might rethink the forest design and reduce the flora actors.. -
[Skirmish] Poplar Forest (3)
wackyserious replied to wackyserious's topic in Scenario Design/Map making
Only halfway finished, but it is already causing performance issues.. (Not sure if I'll drop the development, or rethink the design of the map and try use less flora entities) -
It is still a proposal, maybe someone from the council can stitch together this concept
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Anglo-Saxon barracks proposal (Can be created by joining two copies of the house mesh on the right, it uses the 4x4 gravel decal) Additional props: campfire, and two wooden bench
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Most of the players that I know don't rotate buildings.. They can make awesome looking settlements if they rotate the structures, I even see competitive players use houses as a wall of sort, very effective, yeah, but breaks immersion, IMHO.. Am I the only one who rotates structures when playing a match?
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There is a toggle button for capture vs. destroy, the default action is set capture, you need to press ctrl + right click to destroy something.
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[Millenium A.D. Part1] Saxon Architectual Reference Pack
wackyserious replied to Le Druide Gaulois's topic in Art dev
Text and image source http://resources.woodlands-junior.kent.sch.uk/townhistory/saxontonbridge.html -
[Skirmish] Poplar Forest (3)
wackyserious replied to wackyserious's topic in Scenario Design/Map making
Will there be performance problems if I place trees (entities) in impassable areas like mountains? (Will the current AI ignore it? Or will the AI persist on reaching the target?) -
[Skirmish] Poplar Forest (3)
wackyserious replied to wackyserious's topic in Scenario Design/Map making
I hope the devs make other lighting variants.. -
[ Work in progress ] A hide/toggle actor/entities button in Atlas would really be helpful for map makers. Currently, it is hard to modify terrain under preplaced entities.
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I'll make additional concepts for the wall tower and gatehouse It'll be a stone wall substitute, it costs wood and food (labor) We can also make this available for the Anglo-Saxons
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- millenium a.d.
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Here's a quick wooden wall concept which I did earlier (Based on sources found at http://viking.destinationviking.com/en/attractions.html) Ívarr hinn Beinlausi or Ivar "the Boneless" Ragnarsson Currently, we can use the Roman siege wall as placeholder for the Norse wooden wall and tower
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This is really a little bit offtopic and I'm sorry for furthering this discussion, but he has a point, IMO. I'll just post it here instead of a making a new topic in the forum since this is just a very trivial matter. Yeah, the 0AD Facebook page was not that active lately. We would love to see more in-game screenshots and teasers posted on Facebook (The same goes for the 0AD profiles on other sites like ModDB/IndieDB, etc.) IMO, regular updates or things like these entice players who have never played the game for quite some time to play the game again (or even those who managed to try several of the past alphas but have quite forgotten about the game) Things like seeing good screenshots and current gameplay makes you want to play the game again when you see them, and social networking sites are the best places where people can easily view and access it, almost everyone has them nowadays, and most people regularly checks them. (Specially in Fb, where, the things that you have liked appear on your friends/acquaintances home screen/timeline)
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It would be cool if 0ad will have a gamemode that is similar to the Praetorians and Hegemony series, where you don't have to mind resource gathering, you just focus on training units, combat and competing for captureable sites, resources are auto-generated by captureable settlements (village/town) and resource buildings (wood/stone/metal) that are placed in different areas of the map.
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[Millenium A.D. Part1] Saxon Architectual Reference Pack
wackyserious replied to Le Druide Gaulois's topic in Art dev
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I'm really looking forward to see Enrique and Jos3BV's work to be implemented in-game. Everyone was busy lately, I hope that more skilled people could soon join and can help speed up the process.
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Feudal Wars --cancelled--
wackyserious replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
Dol Amroth (Gondorian vassal) -
We have been supporting this idea ever since capturing was impelemented. It needs to change, IMO. The very reason, Plus the very hectic way of dealing with siege engine swarm, chasing here, chasing there, chasing everywhere.. Switch button + click here to destroy, switch button + click there to destroy, etc..
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So it decays very quickly.. I didn't noticed it before, then it needs to be tweaked if that is the case.
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I kinda like the suggestion but I'm not sure If I'll agree with you or not Garrisoning is the direct solution to that problem, ungarrisoned forts will simply decay in enemy territory whilst garrisoned ones do not, so make sure that you have spare troops to garrison the army camp after you finished constructing it.
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===[COMMITTED]=== Iberian Wonder: Cancho Roano
wackyserious replied to LordGood's topic in Completed Art Tasks
Does this mean that implementing ditch and trench structures are also complicated because of the engine limitations? -
===[COMMITTED]=== Farm Beautification
wackyserious replied to LordGood's topic in Completed Art Tasks
Where can I find the last patch for this? I want to test it in-game, thanks. -
Plus, can we see a photo comparison between the old and new one? (With the same sun rotation and elevation, plus other visual tweaks)