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  1. Today
  2. With the uv finally helping with the render's i have 3 paths for the skin tone to match the new head skin: Either bake the textures making all the pattern's for the cloth/armor's. Bake only the skin tone and add a layer over the current ones. Make a baked with norm map textures for the champion's and heros only. Each one of them will require some time so we can have first round of addition of head's and later skins or just a whole update. Dedicating precision and effort to maintain the current textures but with norm map's. Or just make the skin + chest prop's like cuirasses and lamellar's. Rn i'm liking how the shadows look's on the shirt's and arm's giving a bit more of realism on the distance.
  3. Loltest

    wow

    To create and post that account, the only "anti bot" was a question : "What is the URL of this website". No wonder we get spammed.
  4. What is different about this mod is a question often asked. I am going to try and answer that question and give a more in dept description of the mod. For starters, we collected as much historical data as we could (and still continue to collect and tweak) and redid the ranges, rate of fire and spreads for all land units. (We have yet to really touch naval units.) We used a complex formula thanks to @Thalatta to come up with "game" friendly numbers. For example, in real life the avg effective range for a javelin was 20-40m (we settled on 30, same as base game) However, Longbow archers (Maury and kush a little less) had an effective range of 110-160m! and some lead bullet slingers had an effective range of 120-220m! And of course, there is siege... well if we just used the avg effective ranges some units would hit targets on the other side of the map which yeah, that wouldn't be great or realistic! So the formula helped us curve those numbers a little but keep them within a range we felt was game friendly. We then tried to find as much information on repeat time, or rate of fire. Unfortunately for some weapons in particular like javelins there isn't really sources that document how often they could be thrown, so some of this is speculation based of sources that tried to recreate the mechanics and designs of the weapons being used. Once we had our ranges and rate of fire we were able to settle on some "dmg" ranges well as "spreads" we felt were reasonable. So the whole "attack" system has been redone. here is our thinking process charted out. here is a chart of base "cs" units I'll leave it at that for now. If you found this helpful, please let me know and I can work on it for other aspects of the changes we made. And again if you are interested in this time period and want to contribute in any form, we would be glad to have you join us!
  5. Happy new year! (a couple of months late )
  6. Yesterday
  7. It's worth highlighting that docs can be published from different branches of a repo. A branch named 'gh-pages' used to be required (it may still be, I don't know). So for example, you create an orphan branch on your Delenda EST repo called 'gh-pages', you put your files and CSS and other assets your website uses on that branch. That's one of the settings under "Pages" on your repo setting. You'd have to create the branch first for the option to show up. That would keep your mod structure clean on your main branch. To keep that branch checked out all the time, you can use `git worktree ...` to create a directory separate from the directory from where the files on your main branch are located.
  8. @wowgetoffyourcellphoneSince you're already using GitHub, you might prefer GitHub Pages. A lot of projects on GitHub use it to automatically publish sites. One example is a project of mine called Dealer's Choice. There's a workflow that triggers when I make doc changes, they're pushed to https://github.com/Dealer-s-Choice/dealer-s-choice.github.io and published to the actual site at https://dealer-s-choice.github.io/ (free github hosting). A little CSS styling on that site, more on this other project of mine: https://theimpossibleastronaut.com/rmw-website/ is published from https://github.com/theimpossibleastronaut/rmw-website A BIG example: Godot Engine Docs (Upper right corner, "Edit on Github" takes you to their docs repo. You could even have a simpler workflow where you put the html or md files in the /docs directory of your Delenda EST repo, and anytime they change, they are published to https://justusavramenko.github.io/delenda_est (I think you'd first have to make a justusavramenko.github.io repo and publish something there). All Github repos have a "Pages" setting, where you can set some options for publishing. If you were thinking of registering a domain and getting hosting, I've had good experiences with DreamHost. You can also register a domain, and in the pages settings of your repo, you can set your domain so your site will publish to GitHub pages (for the hosting), but have your yourdomain.com as the address. It uses a CNAME alias or something, I don't remember... so not a 301 redirect, iirc.
  9. Good idea! Also maybe if the units and or structures converted to yours? Or would that be too good?
  10. I played on a square map, and I think some spawned outside the map area, also one spawned in water, unreachable by units (except boats ):
  11. OK thanks, will keep an eye on it and see what other people think. Keep in mind civilians gather metal faster than soldiers, so sticking a few on metal will definitely help.
  12. I wanted CHATGPT TO create a request to create a forum post to ask WFG to hire an (unpaid) intern to fix bugs using cursor, it created a Job posting, I did not read it because of some reasons, the original content I wanted it to generate is this Hello WFG team, I would like to suggest creating an internship or contributor program for fixing bugs in 0 A.D. Many developers, students, and open-source enthusiasts are willing to contribute, especially now that AI-assisted tools like Cursor can help people understand and navigate large codebases faster. Even unpaid internship-style positions or mentorship-based contributor roles could help reduce the bug backlog and attract new long-term contributors to the project. Possible ideas: “Bug Fix Intern” or “Junior Contributor” roles Mentored first-time contributors Curated beginner-friendly issues Recognition on contributor pages Optional rewards like a Cursor subscription or community perks 0 A.D. is a great open-source RTS project, and this could help grow the contributor community while improving overall stability and development speed. Thanks for considering it.
  13. I played Macedonian, and the cs pikeman costs metal. It is hard having a non-ranged cs unit that costs metal, when there is no alternative, and it was hard for me to protect with only archers. Even if it is historically accurate, it seems like it is too hard, and gives them a disadvantage
  14. get a cursor subscription and tell it what to build, it will be a lot cheaper in time and money than you could imagine, just buy one and ask it to do it, if you can buy one subscription for me I can do it for you, I have 7 years of experience in doing hardcore in-hand experience developing web applications, but since I am an Indian Dev I can barely afford my life with the help of debt, but you guys can do this crap like taking a leak, just get a cursor subscription no hassle of configuring claude code and copilot in VScode is plain bullshit with no subscription, I don't think getting a paid version will do any help. get Cursor subscription "easy-peasy lemon squeicy" like our Valihrant once said in his Videos
  15. A test with clothes for gaul skin tone: Comparisson:
  16. I’m evidently less familiar with XenForo than I realised when registering, because I didn’t realise that the display name was what other forums refer to as a username (for it's unmodifiable, by me): If that’s accurate, I want to replace it with “Roke Julian Lockhart Beedell”, instead. Can I?
  17. Thanks to @stevenlauthere is now some footage of me getting my @#$% kicked by him Classical Warfare AEA youtube channel!
  18. I’m bringing more news about the World Rising project! All natural resources have now been created and fully implemented into the game! In addition, the first map has been completed and finalized! Check out some images of the new natural resources that will be part of the game world! The next step will be bringing the new animals to life through animations, as well as creating the second Japan-themed map — there will be 3 Japanese-themed maps in total. The project keeps moving forward step by step, always focused on quality, immersion, visual authenticity, and optimization. More updates coming soon!
  19. Last week
  20. No. The other way around, as you are correctly describing in the paragraph below. Your traders don't buy or sell anything; they walk their route and when they make it to either end, they get you an income of the specified res. If you don't manually buy or sell metal there is no "exchange".
  21. I have traders, trading with my partner. When the game ends, the summary is not what I would have expected. See the image below. I have my traders (I'm Steve) selling food and buying mostly metal. Yet the image below shows 0/0 for the metal exchange. Clearly, I don't understand how this works. Looks like the green numbers stand for units sold and the pink number for units bought (bartered). Correct? -------------------------------------------------------------------------------------------- Since I am selling food, I would assume that the pink number 2800 represents the amount of food sold. The summary says that I have a barter efficiency of 78%. So I have sold units of food 2800x.78 = 2184 - 1943 (wood) = 241 - 243 (stone) = -2 (round off error). In summary, I have sold 2800 units of food to "buy" 1943 units of wood and "buy" 241 units of stone. But nothing for metal? -------------------------------------------------------------------------------------------- What does trade income translate into, in terms of the game? My total income was 3513 units. Any further insight into this process?
  22. I just wrote that as an explanation for why I had edited your post, so no need for you to do anything (For another time though: if you have a long piece of text you can put it inside a spoiler - click the eye symbol in the little area where you write/edit a post - that way anyone who wants/needs to read it can, but it won't make the post very long to scroll through if someone wants to read replies etc.)
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