Jump to content

maroder

WFG Programming Team
  • Posts

    779
  • Joined

  • Last visited

  • Days Won

    10

Everything posted by maroder

  1. look here https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/gui/text/tips/freehand_position.txt right-click and drag
  2. Isn't that the reason for the git-flow and branch logic? Nothing makes it into the main branch without review. @Ceres the github repo: https://github.com/0ADMods/han_china
  3. I just pulled the newest version from github and when I build a field and tell the soliders to gather from it, the will gather, but without the farming animation. Is this just for me?
  4. to mention it, if it is not already on the list of things to fix: There is still the farming animation missing for the soldiers. @Yekaterina @Stan`
  5. I guess this isn't an either or debate. As I understand you could still use normal attacking mechanics, only that you will have another option to "attack-ground" if you want to use it.
  6. I think it would look nice if the rice was a bit more irregular than it is at the moment.
  7. well it's mostly me insisting and I can tell you that I like to look at nice things. The new wall textures from @m7600 look nice and are historically accurate, so win-win. The rice paddies may be a bit more on the eye candy side, but I would say that's artistic freedom. Also: this design is adaptive to the ground, i.e. it still looks good if you build on uneven terrain. ___________________________ @wowgetoffyourcellphone This is the best I can make it look.
  8. The problem is that the speed is not scaled accordingly. I.e if you scale it up, it seems to move even faster. And yes the only way to change the waviness is to change the code of the shader.
  9. Then there has to be some kind of other effect playing into this. maybe scaling? Because the water in the fields definitively moves faster and has way more waves than the water on the map. If it would be exactly the same it would look fine I guess.
  10. Ah my bad, just tested the standard field. Alright, found them and yes they still look very nice. Only thing is that the water effect is a bit strong.
  11. Yeah, but it should be straightforward in this case. The Problem is that "marshland" would be part of the terrain, while the fields are are just actors placed on top of the terrain. So no problem adding an aura.
  12. I guess it should be doable for you. here is an example of such an history string: https://github.com/0ADMods/han_china/blob/927c2d48d352868092685c74dcf4cb2d19a65ff2/simulation/templates/units/han/siege_tower.xml#L6
  13. That is is exactly my question. @Stan` showed this message? from @Nescio * (Sorry, I cant figure out how to quote from multiple pages, so no quote preview here)
  14. I was going through the tread again and I would again like to discuss or at least understand why rice fields would be historically inaccurate. @Nescio @Genava55 @Thorfinn the Shallow Minded From every source I find from my not very scientific research https://www.researchgate.net/publication/301949120_Rice_in_China https://en.wikipedia.org/wiki/Han_dynasty#Metallurgy_and_agriculture https://en.wikipedia.org/wiki/Society_and_culture_of_the_Han_dynasty#Clothing_and_cuisine http://www.china.org.cn/english/2002/Oct/44854.htm It reads the rice was of course more cultivated in the southern parts of the china, but that it still was a staple food during that period. So it doesn't seem wrong to me to include rice fields, even when it wasn't grown in all parts of the country to the same extent. My reasoning is than the models looked really great and unique as far as I remember. Unfortunately now, neither DE nor the Han mod include them, so I can't have a quick look at them again. If it is so extremely historically inaccurate, because rice was not the "main" crop, would it at least be possible to include them as a second type of field? Maybe in P2 with different stats? [Edit] Just as an idea: It doesn't look like the city layout/ fields around the CC thing is going to change towards more realism, so we might as well really lean into that and even give the rice fields a small aura that slows down units that walk over them (cause it's harder to walk through muddy/ flooded fields). Then you can have an extra small defense around your CC through rice fields.
  15. Formation bonus is already implemented, but only used in one case. See: public/simulation/data/auras/units/heroes/athen_hero_iphicrates_1.json So probably no need to implement it again if you want to use it.
  16. From a quick test: I like the movement. A bit less "shifty" than before
  17. By that you probably mean the greyed out part and the tooltips? I can just say that from my point of view this is not ordered nor separated: And even worse when you select buildings and units:
  18. To give you some starting information: The tooltips are defined in public/gui/common/setup.xml and you can use them in the xml files, which define the layout of the mod page like this (i.e. tooltip_style): <object type="button" style="MenuButton" tooltip_style="AwesomeToolTip"/>
  19. Fix for https://code.wildfiregames.com/D4210 ?
×
×
  • Create New...