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Everything posted by feneur
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a game uses 0 A.D images to make an advertisement
feneur replied to Lion.Kanzen's topic in General Discussion
In the desktop version of Facebook you can report ads, is there a way to do the same in the mobile app? And if so, could you please do that the next time you see something like this? I don't think there's anything we can do, at least not unless we see it ourselves, but if people report it there's at least a chance that it will be removed. -
Thanks for all the work on this so far Philip and Nicolas (I added a link to the "testing the game" part of the announcement in case someone who isn't already using the SVN version wants to help out test the game )
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Click on More Reply Options, then use the "Choose file" button (the text is most likely going to be something in another language unless you're using an English language for your operating system, but the meaning should be something like choose file) to find the file on your computer. After that's done, click "Attach this file", and then it's just to post your reply
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If you don't know where to find that file, please take a look at: http://trac.wildfiregames.com/wiki/GameDataPaths
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http://trac.wildfiregames.com/wiki/GameDataPaths should help you find the log files
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A fair amount of the unit concept art was created by Brendan Keough, including the piece of Marcellus you commented on. The best way to contact him is probably via Twitter: https://twitter.com/beekeo As for the other ones/to know which ones are by which artist I think Wijitmaker is probably the one who's best able to answer that.
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Rar is not allowed, and there really shouldn't be any reason to add that format as all applications that are able to save as rar should be able to save as ZIP/7Zip/gz which are all allowed I have moved JustZeus up to the Member group though as the Newbie group has got a limit on the size of the attachments.
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Which he did
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Wow, that looks really impressive.
- 18 replies
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- mod
- Constantinople
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(and 3 more)
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What did you do to arrive at that page? What URL did you enter/link did you click?
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He means the Match setup window, where you choose what map you want to play on, what settings to use etc. As you mention the "Very Easy" AI I assume you're already aware of the gear icon and changing AI settings and rather are looking for changes to be made to the AI itself to make it less aggressive/allowing you to build up more before it attacks?
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[PROJECT] Hegemony: A Celtic Kings Mod for 0 A.D.
feneur replied to Trebgarta's topic in Game Modification
Now you have PM permissions, you certainly doesn't seem to be a spam bot Welcome to the forums btw -
Mention it to the moderators and they should be banned if your report is confirmed. More advanced host tools will most likely come at a later point.
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Ah, yeah. Did mostly think of the "changing everything to the non-destructible/capturable/auto-resource-generating" way =) Doing special buildings for special game modes should definitely be a possible addition for e.g. a "King of the Hill" (non-destrucible/capturable building, hold it for a predetermined amount of time to win) game mode
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Itms (who works on the pathfinder) has been busy focusing on an exam lately/now, but it's progressing It would be nice to have some more advanced ship moving etc, but as you say those are dependent on pathfinding, so yeah, it's certainly a big step on the way towards Beta
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Could you please describe your thoughts a little bit closer? Sounds a bit too different from the normal gameplay to easily be done as just a new game mode (would probably require different balancing etc), but it's certainly a thing that would be cool for a mod
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Depends on what you mean by trailer, to some extent the release videos are trailers Maybe we'll do something more special for the full release, but that's not something we've planned already
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Higher ranked units are displayed differently in the GUI in that they have an icon over their portrait. There are most likely ways to make it more obvious though If you mean when there are more than one unit displayed that's probably a bit harder to do without making the GUI crowded with too much information, but it can probably be done one way or another.
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I'm actually more referring to the surfaces directly next to the roof, they look very 2D compared to the roof tiles.
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Only trouble is that it looks a bit too real As in looking a bit out of place among the other parts of the texture =) But I'd say that's a good thing if they can be brought up to this standard as well.
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(Forgot to mention the location as well, which might be more relevant than scale in this case ) In object mode, press Ctrl + A and choose what to "Apply". This will set the center to the center of the model (and not the center of the start of the model) etc.
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Lion have you applied the scale/rotation of the model in Blender before exporting?
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That's a pretty small map though
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Hello from a free/libre games enthousiast
feneur replied to Karamel's topic in Introductions & Off-Topic Discussion
No, it's not about performance, but rather choice. You might want to move your units to an important battle site, in that case you would not want to delay them by having them attack every single unit on the way. Sometimes you do want to attack everything in your way, sometimes you're better off not. And that's why it's a choice -
Hello from a free/libre games enthousiast
feneur replied to Karamel's topic in Introductions & Off-Topic Discussion
If you press Ctrl when ordering units to move somewhere they will attack anything they meet on the way to the destination. For this and more shortcut keys, see http://trac.wildfiregames.com/wiki/HotKeys