All Activity
- Past hour
-
-
@wowgetoffyourcellphone Thoughts? Missing the clavicle adjustment and another tweaks. The neck blend's perfectly with the new heads
-
But what if one player takes out all but 1 unit or structure, then another player takes out the last unit. Does it divide up based on how many units/structures you took out?
- Today
-
Yeah the 'Spoils of War'
-
abudhabievisa joined the community
-
Thebans start a match with 4 Theban women. They do train civilians properly.
-
Looks better. It makes much more sense for them to wear a helmet.
-
Probably the best from your proposals. Otherwise you could go with Erythraean Sea city-states. https://en.wikipedia.org/wiki/Erythraean_Sea
-
- Yesterday
-
So, sometime this month, some changes in the base game's code have rendered the AI in Delenda Est neutered. The AI no longer builds the structures listed in petra/config.js and after a short while the civilian citizens they train stand idle at the Civic Center. These things don't happen with vanilla (I've play tested). I thought I kept DE's AI files up to date with all the recent changes, but perhaps there is something I overlooked or there's something with the new changes which negatively affect the mod. Anyone willing to take a look and see what they can find? https://github.com/JustusAvramenko/delenda_est The AI in R28 works really well and is pretty deadly, so this is a post-R28 issue.
- 1 reply
-
- 1
-
-
Maybe something interesting (though probably worthy of it’s own mod) would be when you defeat a player, you get all of their resources.
-
An ally dying is different to a resignation imho and I think that brings up some questions about whether we even should
-
Can you make it so that it auto distributes the resources when a bot ally dies
-
Buenos días o tardes: - @Genava55 tengo estas otras propuestas para el nombre de los actuales macrobianos: Perfume Coast city-states."Αρωματική ακτή" (Aromatiki akti) - Literally translates to "Aromatic coast" or "Scented coast.""Μυρωδάτη ακτή" (Mirodati akti) - Translates to "Fragrant coast" or "Smelling coast." Aromatifera city-states. (Ἀρωματοφόρος Land of Spices City-Markets) Aromata city-states.( "Ἀρώματα"Aromatic spices coast) Aromaton akron city-states.(Αρώματον ἄκρον, Aromatic spices cape) (hubo una ciudad que llamoron Aromata también,espero que no se confundan) -¿Alguno le parece un nombre más viable históricamente hablando? Disculpen las molestias*
-
@AtrikPossibly a garrisoning level as a bar (10 out of 30) ? This could help identifying which of the vessels to use preferably for attacking, or if being attacked which are most costly when sunken. A similar feature could be interesting for fortresses and towers.
-
ok for reasons the oos_dump i have isn't the lastest one I experienced with you @ffm2. Mine OOS turn 142 so idk why. I opened the dump just after the game and no other OOS happened. No clue wtf, sorry we'll need to have another shot to make proper compare.
-
We had a OOS today with a lot of players and specs OOS. I wasn't OOS so heres my logs. OOS Players: breakfastburrito_007, Atrik, Decger (1623), terry_boucle (1507), erictommy01 (2000) commands.txt metadata.json interestinglog.html mainlog.html oos_dump.dat oos_dump.txt system_info.txt
-
Asher started following Making a 0 A.D. Mod's Website
-
Making a 0 A.D. Mod's Website
Asher replied to wowgetoffyourcellphone's topic in Introductions & Off-Topic Discussion
I hosted a site for classical warfare aea on github pages, and that is free: https://jeff-web-sketch.github.io/ClassicalWarfareAEASite/index.html -
I like the idea but would be hard to display icons if there are many different units garrisoned. Also might be confusing if you have icons for training, but also for garrison.. There is also a limitation where it's not possible to display text (or numbers) for the while this feature is in a mod.
-
@Atrik great job! Would you be able to show the number of passengers on a ship (and on a siege engine) in the same way as well?
-
DonaldNic started following Making a 0 A.D. Mod's Website
-
Surely his quiver has internal subdivisions (at least three) allowing him to subgroup arrows. Then, at 1:25 you can see that his arrows have two-feather fletching, which determines the orientation of the nock, since the feathers must sit horizontally when the arrows are nocked. When grabbing multiple arrows in one hand, the feathers just sit in parallel layers on top of each other, correctly orienting their nocks. That’s why he can nock four at the same time so fast a few seconds earlier. He has a bit of a harder time with five, but I think it could be achieved with practice, and maybe a few extra adjustments in equipment. In addition to all that I mentioned before, the lethality of an arrow “has very little to do with the KE it possesses“, but that it “comes from broadhead design and durability, arrow design and durability, and the penetrating power (momentum) it carries” (https://cervicide.com/arrow-speed-vs-weight-which-matters). And of course, composite warbows would shoot arrows much harder than on these videos. Still, I’m not convinced that this was indeed what the Sasanians were doing, instead of just holding five arrows to shoot them in fast sequence, but at least it would seem more plausible than one initially would think. Certainly “physically possible”, hard to say if "physically makes sense".
-
How does he manage to pull three arrows from his quiver in a single motion, and how does he manage to nock three arrows onto the string at once in a single motion? I'm genuinely curious because it seems to me that it's not that easy for other archers:
-
Adding storylines to scenarios and campaigns
Vantha replied to Vantha's topic in Game Development & Technical Discussion
When cutscene mode is enabled, then no, that's kinda the whole point of cutscene mode. When it's not enabled, on other hand, you can, but only to some extent since the HUD (selection panels etc.) is hidden. You can give gather and attack orders, for example, but not train units or research techs. Admittedly, this is a limitation, but it's the best solution I managed come up with, the in-game HUD itself is already pretty cramped in my opinion. Yeah, as shown in the second half of the demo video, this is possible. Currently, the unit's displayed name (e.g. "Champion Infantry Pikeman") is used in combination with its in-game portrait. Would be possible, though, to extend it to allow customising those too. -
On these cuirasses, I think the armor would have gone a little higher over the clavicles. I know the existing ones aren't really consistent on this or are consistently wrong.
-
Latest Topics
