-
Posts
9.649 -
Joined
-
Last visited
-
Days Won
102
Everything posted by feneur
-
Which he did
-
Wow, that looks really impressive.
- 18 replies
-
- 1
-
-
- mod
- Constantinople
-
(and 3 more)
Tagged with:
-
What did you do to arrive at that page? What URL did you enter/link did you click?
-
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?
-
[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.
-
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
-
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
-
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
-
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
-
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.
-
I'm actually more referring to the surfaces directly next to the roof, they look very 2D compared to the roof tiles.
-
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.
-
(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.
-
Lion have you applied the scale/rotation of the model in Blender before exporting?
-
That's a pretty small map though
-
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 -
It's basically the development version, see http://trac.wildfiregames.com/wiki/TortoiseSVN_Guide for more information (only the top 4 items are really relevant for most people, so need to read more than that unless you're curious). It can seem a bit much at first, but once you get used to it there's really not much to it. Especially since we do provide a pre-built .exe file for Windows users, so there's no need to do anything manually apart from getting the game onto your computer and update it every once in a while. It can be a bit less stable than the release versions, but most of the time it works just as well (and sometimes better of course as things are fixed/improved). The only big issue to keep in mind is that if you want to play against another person you both have to have the exact same version or things will most likely break. It's probably best to let you know that in the SVN version textures are generated by the engine on the fly the first time they're displayed, in other words: the first time things are displayed in the game they will be grey for a second or a couple until the game has worked its magic on the files so that everything looks as it should (in the release versions this is done before-hand).
-
Split this into a new topic as it's not the same issue. To connect to another player on the same LAN I believe you have to do a direct connection to the local IP (in other words, I don't think you can use the lobby in that case). Here's a guide for how to find it on Windows/Mac: http://lifehacker.com/5833108/how-to-find-your-local-and-external-ip-address (there's instructions for Linux as well in the comments in case you, or someone else reading this, needs to find it on Linux). The one who hosts should do that, and set up a game according to the instructions here: http://trac.wildfiregames.com/wiki/Manual_SettingUpAGame#JoinorHost and then give the local IP found via the method above to the other player, who will enter it in the Join dialog in the Server Hostname or IP box. As far as I know that should work. I don't think you can connect to players outside of your local network at the same time as you're playing with someone on the same LAN though.
-
Suggestions for the Gauls
feneur replied to Germanic_celt79's topic in Eyecandy, custom projects and misc.
Also, see http://trac.wildfiregames.com/wiki/Modding_Guide and linked resources if you want to know more The main page at http://trac.wildfiregames.com/ is also a good place to start as it lists relevant wiki pages -
Wow You continue to amaze with your skills/development of said skills
-
Do you get a crash log?
-
Would be interesting to find out where the precision becomes an issue. Or how for that matter, maybe someone can take a screenshot with it set really low so one can get an idea of what would happen
-
I would assume that the keyboard has got access to " though? But no big deal, just found it a bit funny when your post said "This website was created with the hope that it would answer any questions you may have, as well as help settle any confusion as to what exactly bronies are. "
