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Everything posted by andy5995
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I'm experimenting more with heightmaps. So far this is what I've come up with for Alexandria. What do you think? Maybe someone could make a better heightmap than the one attached? I've created this example map by replacing the red_sea.png heightmap temporarily (so generating the vanilla Red Sea map with a different png).
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Tangram Heightmapper seems like a great source to get a heightmap. I added the link to the wiki.
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@Stan` That's an intricate and great-looking map, but judging by the size, it would take literally forever to load for most people. The largest xml in cm2 right now is 2.7mb.
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@Stan`regarding the elves mod, you may also want to try to get in touch with @gameboyor @gameboy2. He's the one who did the original models for MegaGlest. The models were great, but the faction was never included in the game. (Another related link at https://github.com/zetaglest/elves-testing/) (I think he did some work for 0ad? At least I saw his nick on the forum at some point...)
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I added a section for dealing with rams to the Gameplay FAQ today, but it needs to be reviewed and added to probably.
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website Make the Gameplay FAQ more visible on the website
andy5995 replied to andy5995's topic in Help & Feedback
I'm glad you liked my idea. I added a section to the Gameplay FAQ about rams and elephants, but someone much more knowledgeable than I should review and edit it. -
website Make the Gameplay FAQ more visible on the website
andy5995 posted a topic in Help & Feedback
I think the Gameplay section of the FAQ should be more visible on the 0ad website (and a section should be added about rams). To get to the section in the FAQ about gameplay, one must first hover over "community", then click "get support", then click on "FAQ", then scroll through pages of technical questions before gameplay questions are answered. I think in addition to existing navigation, it would be good if a link were simply added to the main "Game info" menu, a direct link to "Gameplay FAQ". -
Yeah it's not very intuitive on how to defeat rams, and it's easy to empathize with new players who are baffled if they have 50 skirmishers attacking a ram and no damage being done.
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I wonder how possible it would be to add info to the unit info panel that could show what units are likely to do the most damage to that unit, for example rams. A script that could calculate based on armor and attack type and automatically add a section to the info panel like: "Most vulnerable to swordmen and sword cav" Or "Effective defense: swordmen..." I'm not trying to start another thread about rams, hehe, just thought of this feature suggestion after reading this thread:
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Also affects Alt+ click-drag to select only military units. First try, women get selected. Second try, only military units.
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RANDOM MAP: Fert - King of the hill variant
andy5995 replied to nani's topic in Scenario Design/Map making
I removed the custom template and just added a filter https://github.com/0ad-matters/community-maps-2/commit/0f1f0bde261120cff2ac5370f3dd2c8d6f3f94d5 @Stan`- 30 replies
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RANDOM MAP: Fert - King of the hill variant
andy5995 replied to nani's topic in Scenario Design/Map making
@Stan`suggested I just add a custom template, which I did, and now the Fert maps should work as intended. https://github.com/0ad-matters/community-maps-2/commit/d9ca9878d42509f0edf4db0c7c1b301295739ebb- 30 replies
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RANDOM MAP: Fert - King of the hill variant
andy5995 replied to nani's topic in Scenario Design/Map making
I tried out the Danubius map with the Capture the relic option. There's no status for the HP, but there is for the CP. Ergo, it can be captured but not destroyed. I'm not sure yet how to implement that for the wonder in this case.- 30 replies
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RANDOM MAP: Fert - King of the hill variant
andy5995 replied to nani's topic in Scenario Design/Map making
K, I see that when I change the 'true' arg to false, then units can capture the wonder. Engine.QueryInterface(this.gaiaWonder, IID_Resistance).SetInvulnerability(true); Unfortunately it also means the wonder can get destroyed. So we need a way to make it invulnerable to destruction, but not to capturing.- 30 replies
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This happens in a25 and a26. If I have a group of units selected and use Alt+double left-click, nothing happens. If I do it again, all other units get deselected (except for the one I've double-clicked on). If I select a single unit, hold down shift, then use Alt+double left-click, then all units get selected. If I have a group of units selected, and I use Alt+ right-click, I have to do that twice for a single unit to move from the group to gather, repair, move... I have a Logitech K120 keyboard. I've had it for like six years now (though I recently upgraded it to a third-gen model but that didn't make the issues I've been having go away. Is anyone else experiencing this since a24 or a25 was released? system_info.txt