Imarok
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Posts
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Posts posted by Imarok
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I think the map receiving the most hate when being the result of random choice is "Snowflake Searocks". But I find that map quite entertaining sometimes...
The maps I find least valuable are all those "mainland with bumps" maps that mostly differ only in texture/biome.
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7 hours ago, LordGood said:
I'm not sure when or why pierce damage made its way back into spearman/pikeman attack values, IMO that should be reserved for ranged units
Crush is reserved for buildings damage. If pierce would be reserved for ranged units, where would be the difference in swordmen, speramen and pikemen? (They could only do hack damage then)
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Until now I thought Kushites are OP.
They have those nice temples and can train really OP healers. To counter rams they have sword infantry.
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Just now, stanislas69 said:
No they only get copied by the archive builder. Else they don't
Oh, ok :/
We should really fix that after the release...
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On 5/29/2018 at 8:40 AM, wowgetoffyourcellphone said:
DELETED files don't work correctly either.
I thought they work if they are not empty
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Wrt not working DELETED folders: a workaround could be adding a DELETED file for every file in the folder that should deleted. (Not manually, but with a script)
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17 hours ago, Sundiata said:
Swordsmen and elephants take out rams quite efficiently. In an emergency, even women can be used with some degree of success.
I agree that its a little ridiculous though, the speed at which unprotected rams take out structures even when a considerable army is attacking them. I understand that archers should have a hard time with them, but its currently not possible/realistic to take out rams with ranged units at all... At least make spearman more capable of dealing with them? Obviously spearmen should be a lot better at taking out a ram (by killing the operaters) than swordsmen, who wouldn't necessarily have the reach..
The current system isn't intuitive, especially not for new players...
Ahm, slingers are also ok at taking down rams.
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On 5/4/2018 at 12:43 PM, aeonios said:
Ugh. Well, I can do that but it'll require cannibalizing the specular texture. Currently the specular texture is spec.rgb with alpha being the specular intensity and specular power being an engine global setting. If I do it you'll need to specify how you want to use the specular texture, with at least one channel left available for emit. I can implement specular in 3 channels with one for specular intensity, one for specular power, and one for metallicity (ie how much the specular color matches the diffuse color) with the alpha channel left over for glows, if that works for your particular art. If you're already using the specular tex you'll basically have to redo it for all your textures that use it.
For me it's not even a 5 minute job to modify the shader though.
Have you already done it? ;P
(Some days ago someone on IRC requested it...)
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RTFM
(Read the Manual: there are probably some readmes or trac wiki pages. Also @gameboyalready made a long forum topic about that)
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7 hours ago, stanislas69 said:
Looking forward to that. Any pc coming out this year should be able to run the game.
I'd say any PC that came out the last years should be able to run this game
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1 hour ago, elexis said:
It mostly ended at the part where arbitrary become able to setup the game.
Not really, that patch already exists.
It ended up with "just another gamesetup rewrite" that was needed for arbitrary become able to setup the game.
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4 hours ago, The Undying Nephalim said:
I've got another question, is there a way to make a fast moving projectile look like a solid beam? My first solution was to just give sprites a very high emission rate, but the effect really only works for slow moving projectiles. If the projectile moves too fast there's still big gaps and it doesn't look like a solid beam.
Iirc arrows have some particles along there whole flying trajectory. That could be a possibility for your beam
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4 hours ago, causative said:
Where was that fixed? Perhaps it got reverted, because it is still an issue in a23.
The issue I meant was fixed.
About the issue you described: wanna make a ticket?
I also ping @templeas iirc he fixed this catapult bug.
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And that you do not have any older version of libsodium installed at the same time.
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7 hours ago, elexis said:
But there are still some differences. Some of the strings may use [ and other tags because they receive escapeText(), others don't. (right?)
I don't know, that's why I'm asking
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Tried disabling your antivirus program?
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On 5/20/2018 at 2:41 PM, ffffffff said:
i fixed it in my mod version 1.4:
https://github.com/fraizy22/fgodmod
also lobby lag fixed.
if u want lobby unlagged and new icon download fgod mod.
We will rerelease fixed 0ad soon.
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Have you already installed an older version?
Did you use mods?
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21 hours ago, elexis said:
Not sure if we can write a script to detect that. Some strings are used in GUI objects, others aren't. Those that aren't may use unescaped symbols, right?
What strings are not used in the GUI?
Maybe we could run the script only for some directories?
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3 minutes ago, Sundiata said:
Xšayaṛša is the original Old Persian form of Xerxes, written with appropriate diacritics, for those of you who can't read cuneiform (peasants... )
Sounds like a good idea, and better than Xerxes
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9 hours ago, Sundiata said:
If you want to go the puritanical way, Xšayaṛša is pretty cool too...
An explanation for us uneducated people would be also nice
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@Sundiata do you have any names to propose that come from one of our included non greek/roman civ?
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10 minutes ago, Lion.Kanzen said:
I mean, yo hablo español. means I speak spanish.
Sure, jk ;P
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13 minutes ago, Lion.Kanzen said:
Yo.
Sorry this is the wrong letter, 'Y' will be in A25. For A24 we need a word with 'X'
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Battering Ram Overpowered
in Gameplay Discussion
Posted
You need to remove buildingAI for that.