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Everything posted by Ceres
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If you use another version in parallel, please consider that settings etc. might be overwritten. Today I forgot this and observed the side effect that in the SVN game, a civic centre was from another civ than the other buildings. You can tell pyrogenesis.exe to store stuff in its root directory. The parameter is described in the readme. Sorry that I don't know if at the moment.
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Hello! As alternative to the arrows, I more often use the mouse to move around the map by pressing and holding the mousewheel button and moving the mouse around. Currently, when I move the mouse upwards, the map scrolls downwards (similar for left/right etc.). Personally, I find this a bit "unnatural" (knowing that other users like this, also in usual office apps) and wonder if this can be reversed in some settings file. Or maybe it could be possible to add a key shortcut to reverse this? Oh, maybe there could be even a key shortcut to increase/decrease the amount of field being moved, i.e. in smaller or larger steps? Thanks for sharing your knowledge about this.
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Hmm, recently, /binaries/data/mods/public/art/variants/quadraped/base_camel_fauna.xml was changed from: <animation file="quadraped/camel_walk.dae" name="Walk" speed="35"/> to: <animation file="quadraped/camel_walk.dae" name="Walk" speed="20"/> How do these files play together? /binaries/data/mods/public/art/variants/quadraped/base_camel_fauna.xml /binaries/data/mods/public/simulation/templates/gaia/fauna_camel.xml I set <WalkSpeed op="mul">2.00</WalkSpeed> in the latter file for testing in the editor and see its effects. Yeah, the camel "flies hectically" over the ground, but I am unsure which file(s) should be adjusted with regard to speed of movement? The former, the latter, or even both?
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@Freagarach@maroder I checked out from svn and started the editor. I placed a (non-trained) camel on an empty green background, selected player 1 for it and started the scenery. However, I cannot interact with the camel, i.e. I cannot send it somewhere and thus cannot see it walk. It stands up, stands a bit, moves its head, and lies down again. This confuses me, as I was able to direct a camel in the editor just yesterday but with the editor of a25 RC. PS: Oh, never mind, it took a few moments, then I could direct the camel.
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Let's assume I have a wall of 3 segments with 4 turrets. To my recollection, each segment can hold 8 and each turret 4 units (maybe different from civ to civ, but not so relevant for my question). Now I would like my CC to train appropriate units (e.g. archers) and to send them to the aforementioned wall segments and turrets until they are all occupied. Of course I would need to ensure that enough units are trained. What do I have to do to accomplish this? (if possible at all) There are 2 different types of destination - wall segments and turrets, and it's unclear to me how to set rally points appropriately. Thank you so much for your hints!
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How-To download and checkout 0 A.D. SVN on Windows
Ceres replied to nebkas's topic in General Discussion
I quoted it over there as new post -
How can I play with some files and check the effects in the Atlas editor? When the editor is open, the public.zip file cannot be accessed/altered. What am I missing?
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Hello! Is there guidance on how trained animals differ from the others (not trained)? If they do not differ in artwork, then my question is maybe in the wrong place. Does the speed of moving of animals belong to artwork, or is that (also) a different field? My question is somehow related to this: https://trac.wildfiregames.com/ticket/5680#comment:6
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@Stan` Well, I wondered how I could easily identify open issues to have a closer look at and to get going to understand how 0 A.D. is developed etc. Since I have only very basic programming skills from the 80s and 90s (:blush:), I could maybe at least help with "simpler" stuff like e.g. tweaking variables and the like (I hope to get this right and think that your link was indeed pointing me in the right direction). See my questions there: https://trac.wildfiregames.com/ticket/5680#comment:6 EDIT: @Yekaterina You asked me for support about some .dae files (and I had no clue what they are about): Is it related to speed of movement etc.? (I just read actors, hence my question) Oh, sorry for getting OT here!
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How-To download and checkout 0 A.D. SVN on Windows
Ceres replied to nebkas's topic in General Discussion
@Grapjas Thanks for the neat hint to enter 'cmd' into the Windows file explorer's address bar, which was new to me until today :-) @Stan` Maybe this could also be linked & pinned over there? https://wildfiregames.com/forum/forum/312-game-development-amp-technical-discussion/ -
Ok, then I shall better leave them as they are. ;)
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How to make a differential.
Ceres replied to LetswaveaBook's topic in Game Development & Technical Discussion
Isn't Arcanist the tool needed in addition? Are there good hints how to install Arcanist under Windows 10 that you could recommend? Thank you! -
A25 svn-version 25810 not playable
Ceres replied to Mr.lie's topic in Game Development & Technical Discussion
See also there: -
Thanks, but that does not always work for me. I will try again and maybe explain in more detail.
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@Salesome Thanks a lot - this is very helpful! For the original "Error loading campaign run %s : %s ." I now changed the German text to "Fehler beim Laden des Durchlaufs %s : %s der Kampagne." However, I still do not understand what the "%s : %s" means. 1:2, 2:3, 3:4? What exactly do the numbers left and right of the colon mean?
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Is is possible to create sequences of orders in 0 A.D.? I know that I can send different destination points one after the other for e.g. a fisherman, so the boat goes from one to the next (hopefully I describe this correctly), but I mean more complex stuff, e.g. build 8 archers and then turret them on a wall.
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Would players and developers find it useful to have an auto-ungarrison/-unturret option implemented? (similar to the alarm on/off for women => civic centres)