-
Posts
870 -
Joined
-
Last visited
-
Days Won
3
Everything posted by Ceres
-
That's really all it takes?
- 492 replies
-
- building hotkeys
- visible corpses limiter
- (and 9 more)
-
Again, I have learnt something new and useful here. Thank you so much! WRT to creating a diff, I would like to but lack the knowledge. I have the build and test environment, so I believe I could manually tweak that line and see the results, could I?
- 492 replies
-
- building hotkeys
- visible corpses limiter
- (and 9 more)
-
This is an interesting topic. Maybe the balancing advisors could share their thoughts on it. However, I don't know by the top of my head who that is. Maybe @Stan` can help?
-
Why github1s.com? This is not the official GitHub, right?
- 492 replies
-
- building hotkeys
- visible corpses limiter
- (and 9 more)
-
@Stan`
- 492 replies
-
- 1
-
- building hotkeys
- visible corpses limiter
- (and 9 more)
-
Oh, then I misunderstood your report, sorry. But why do they flee when being "aggressive"? @Stan`
- 492 replies
-
- building hotkeys
- visible corpses limiter
- (and 9 more)
-
@Gurken Khan Have you seen this already? Thanks a lot @nani
- 492 replies
-
- building hotkeys
- visible corpses limiter
- (and 9 more)
-
I experienced invisible fish (visible on the minimap but not in the scenery) with a25 RC2 the first time. Before three fish always jumped. I did not pay attention which kind of fish they were, though. Personally, I don't dislike showing fish jumping to make them more visible, but if that is not realistic or inappropriate for some kind of fish, then other solutions posted before are very nice. Thanks a lot! @Stan` Very nice! But why does the background change after 4 seconds?
-
Apart from the technical aspects, you might want to consider the topic "fairness". I mention it because some such maps have comments pointing out that they might not be fair for all players, depending on where they start.
-
And Godot? I assume that changing the language now does not make any sense, though.
-
No sound over HDMI when playing in fullscreen mode
Ceres replied to Ceres's topic in Game Development & Technical Discussion
Thanks, but that does not help, unfortunately. I tested the same PC, same monitor, same Windows 10 settings and same a25 RC2 with a Displayport cable instead of an HDMI cable (of which I had tested several ones before), and with the DP cable, there is 0 A.D. sound also in fullscreen mode. When I replace the DP by the HDMI cable, the game has no sound on fullscreen mode (only in windowed mode). I suspect that Intel messed up something that game developers might not be able to fix. If somebody has experienced the same problem (with 0 A.D. or other games in fullscreen mode), please share it here. Maybe it helps. Thank you. -
Good point - thank you. This needs more thoughts (of deemed necessary at all). @Stan` Should I have posted (also) this topic rather there? https://wildfiregames.com/forum/topic/51306-thread-for-posting-suggestions-for-alpha-26/page/2/ If yes, would you mind that you move it there? Thanks and (again) sorry for the trouble.
-
Sorry that I put ideas as extra threads there:
-
@nani Is this something for your mod?
- 492 replies
-
- building hotkeys
- visible corpses limiter
- (and 9 more)
-
Dear developers and community, What are your thoughts about adding a possibility to move all units (also garrisoned) to a rally point? (like blowing a horn) One blow: all units excl. women Two blows: all units incl. women Three blows: send units back to their original position/ occupation Despite some civs likely did not have horns (I don't know), the function should be available to all, IMO. It does not have to be shown as a horn but could be any other reasonable icon, e.g. besides the alarm bells. Is that in principle technically possible, and does it make sense to you? Is it worth the effort?
-
Make certain colours transparent "on-the-fly"?
Ceres replied to Ceres's topic in Game Development & Technical Discussion
@Stan` When I open the "no-blood-and-gore-mod.pyromod" file (downloaded to my Windows desktop) with the "pyrogenesis.exe" file, the mods window opens but nothing else, i.e. the mod does not show up as installed or to be installed. What am I missing? Thanks for your help! PS: Oh my bad, I just had to save and restart, of course! Sorry to have stirred the boat. -
Thanks for your feedback. As expected, different people have different wishes. This might speak even more for a possibility to pre-select a stance. However, I have no clue if this is possible programatically and what balancing advisors think about this. Any caveats? And what exactly should we pre-select a stance for: a whole group of unit, e.g. priests, i.e. all priests - from any temple - would have that stance, or only to the unit that is trained in a specific place, e.g. that one temple? What about e.g. barracks that can train different types of units? Would all units get the same stance pre-selected, or should it be possible to give the different types different stances? Would it be e.g. possible to train a single unit (or a batch, if batched) with the stance that is currently shown for it? (right know, I don't know if that is shown at all in that situation) More comments are very welcome!
-
VoilĂ :
- 492 replies
-
- 1
-
- building hotkeys
- visible corpses limiter
- (and 9 more)
-
Dear developers and community, Is it possible to add a feature to preset a stance for all newly created units of a type? E.g. I would like to have all priests coming newly trained out of a temple (or even already trained and garrisoned priests from any building) automatically set to "aggressive" (because else, they usually flee from the enemy when attacked, leaving their comrades alone, which for me does not make so much sense). Another example: I would like to train horse riders with a rally point farther away, but they should not attack the enemy when spotting them; however, they do, because by default, the stance is set to aggressive. In general, flexibility about the stance of newly trained units could be nice, as one would not need to always go back to them, changing their stance as soon as they appear (newly trained or/and ungarissoned). What are your thoughts about this? PS in relation to this:
-
@Gurken Khan Where is your post about the priests? I will open a thread and quote from there.
- 492 replies
-
- building hotkeys
- visible corpses limiter
- (and 9 more)
-
Make certain colours transparent "on-the-fly"?
Ceres replied to Ceres's topic in Game Development & Technical Discussion
@Stan` Thanks for reminding about your mod and sorry that I lost track a bit by focusing on the autociv mod - both are great! And I understood that showing less blood and corpses improves game performance. In your words: "Blood kills performance" -
@nani Thank you so much for this really cool mod! Is it possible to add a feature to set a stance for all newly created units of a type? E.g. I would like to have all priests coming newly trained out of a temple (or even already trained and garrisoned priests from any building) automatically set to "aggressive" (because else, they usually flee from the enemy when attacked, leaving their comrades alone, which for me does not make so much sense). If your mod is maybe not the right tool for this, I could ask in another thread of it could be implemented directly in the game.
- 492 replies
-
- 3
-
- building hotkeys
- visible corpses limiter
- (and 9 more)