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Rolf Dew

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Posts posted by Rolf Dew

  1. 11 hours ago, sarcoma said:

    Got errors running mod in svn

    ERROR: JavaScript error: simulation/components/interfaces/Promotion.js line 7
    Error: Registering message type with already-registered name 'ExperienceChanged'

    ERROR: CXeromyces: Parse error: in_memory_buffer:1: Element choice is empty
    ERROR: RelaxNGValidator: Failed to compile schema

    ERROR: RelaxNGValidator: No grammar loaded
    ERROR: Failed to validate entity template 'structures/brit_civil_centre'

    seg fault

    Try running it with alpha 23

  2. All was fine on my end, I tried some multiplayer earlier and everything was fine. Tried 3 mods and that worked as well. Loading an old save game and an old replay and it worked too. Jebel Barkal and Hellas worked correctly.Finally the ingame downloader worked correctly and downloaded properly. No lobby lag at all, hosting and rejoining a game worked correctly too. I tried hosting a team multiplayer game 4vs4 (with just ai and myself) and it worked fine.

     

    MacOS Sierra

    Mac air (2017 13.3 inch)

    Processor: 1.8 GHz Intel Core i5 

    Memory : 8 gb of 1600MHz LPDDR3 onboard memory

    Intel HD Graphics 6000 1536 MB

    • Thanks 1
  3. I was mostly asking, because perhaps if the code was in place then it can be used for the Hyrule Conquest mod as I believe that they have low and high detail models. I understand that maintaining features that the Base game doesn't use can be burdensome though. Yes I agree for 0 AD it would be kind of pointless and the base game is not to graphic heavy to run. Although some mods have very detailed units and that can cause a slowdown. Although I just thought I should ask, but it is not a request or anything.

    I will take a look at that thread thanks.

  4. Hi guys!

    I would like to ask a question concerning engine features. How hard would implementing LODS (level of detail) be? Would it require changes to the engine itself or can it be added in another manner? Do you have a rough estimate of the amount of work and time that would be required to implement it? Finally would it help increase the performance of the game? (I know most of the lag is caused by the pathfinder and ai).  

  5. @The Undying Nephalim , I don't know if this might work, but maybe you can make an invisible unit hold the flying melee unit as if it is a weapon. The invisible unit could be standing on the ground , while the flying unit could appear to be hovering by actually being held like a sword by the invisble unit, that way when it attacks then it could dive when the sword attack animation plays, I don't know if that could be a feasible hack?

    • Like 1
  6. @The Undying Nephalim this faction looks amazing! The goat riders have returned! I can see that a lot of hard work and creativity have gone into each faction in this mod. The titan looks great even without the added effects, I can't wait to see it with the glow effect, I am pretty sure this will be one of my favorite factions, I am looking forward to your video about them and to next faction. IMO you are a very fast worker and still produce very high quality products.

  7. 2 hours ago, dMAthena said:

    thank you for your feedback , no problem on my side but character in game has this purple color

    Is it ok?

    Your portait looks great so far, IMO a light blue (similiar to her face paint) or green might look better. This is just my opinion though.

    Historically Tryrian Purple was extremely expensive to obtain (also it was restricted mostly to the middle east and nearby areas), it is highly unlikely that it was traded or obtained by the Briton tribes. https://www.ancient.eu/Tyrian_Purple/   this article sums it up nicely IMO.

  8. Let me just add my 2 cents, how will multiplayer work properly if every civ is optional? Won't you have to download every single faction regardless, so that you can ensure compatibility with the host's game? For example say if player one downloaded the Romans and spartans factions, player 2 downloads the Kushites and Athenians, won't they all need the exact same civ roster to be compatible? If I just download the Spartans, I won't be able to join a host's game if they have athens, kush and rome, because I would have missing files/mods,  this would kind of mess up multiplayer with each person having their own roster of factions? 

    What about multiplayer balance? One could download a super overpowered civ while the latter could have a very weak civ.

  9. 5 hours ago, balduin said:

    0 A. D. is today in a better very good shape. I did not encounter any weird bugs while playing the main game. The addition Alpha is really more a joke at this point. I think after Y and Z, 0 A. D. should be named Beta 1 and after iterating through all letters from A - Z again we should continue with Gamma 1 etc. Basically using the Greek alphabet to indicate how often we counted from A - Z.

    I think it is still considered Alpha, due to some unimplemented features, the pathfinder (which I believe is being rewritten) and to not give the impression that this is how the final game will be. Also I don't think, we want negative reviews yet,  because people might think that we are close to releasing this game if it is not an Alpha.

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