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  2. Okay, I have two questions. I am using the SpawnEntityOnDeath feature to make a unit spawn more units when it dies (a siege machine spawn it's crew). However, when I try, the spawned unit just stands there, like a corpse. It can attack and turn, but it can't move. My second question is if there is a way to spawn multiple units using the SpawnEntityOnDeath feature. Does anyone know how to do either of these things?
  3. Hi all! I used to play 0ad a long time ago and really enjoyed playing "Persian Highlands" with 8 players (7 of them being AI controlled). Downloaded the most recent AppImage (0.27.1) and found out that the map "Persian Highlands" is now only playable with 4 players. How can I play this map with 8 players again? I found files named persian_highlands_4p.* in the AppImage, but could not find persian_highlands_8p.* on the web. How would I best go about making Persian Highlands playable with 8 players again?
  4. I have made some kinds of headgear, related to different kinds of characters in different periods of the Han Dynasty. I didn't finish yet, as archaeological discoveries from different areas indicate various kinds of headgear. I am not able to do sculpting or artistic design, so it is very hard for me to make decoration and reliefs. But I am able to make 3D models of Huan Shou Dao (the typical single edged sword of the Han Dynasty). Based on archaeological documents that I collected, I can make various sizes or styles of Huan Shou Dao, as well as some other kinds of weapons. Chi Dao, a knife was carried by noncombatant officers in a troop A civil official Headgear of a soldier in the early days of the Western Han Dynasty Around the early years of the Eastern Han Dynasty Headgear of an officer in the Eastern Han Dynasty Headgear of a soldier in the Eastern Han Dynasty
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  6. For Sarmatians, I'd say focus on the era when they had the most impact on their neighbors and/or were their most powerful. I know this can be vague, but I think a good reference point can be decided.
  7. You can only do that by using simlinks. There is no option in the game to do that.
  8. I read that, but I don't want to save the entire program in a different folder, just the games. Now, in Windows, they're saved in %USERNAME%\My Games\0ad I only want to save only the games in G:\0ad and I don't understand where I can do that.
  9. I think a major thing the current Han in the game lack are proper headgear models, for the minister, heroes, etc. Also, as you indicate, some of the weapon models can be improved, and lastly a larger variety of accurate body textures could be employed.
  10. How can I set the folder where I save my games? I play the latest version of 0AD on both Linux and Windows 11 and would like to be able to decide where to save the files, if possible.
  11. Currently some characters of the Han civilization in 0AD do not exactly show the style of the Han Dynasty. I have made several models based on the pottery figurines and stone reliefs of the Eastern Han Dyansty (25 AD - 220 AD), as I wish to bring the clothing of the Han Dynasty to 3D based on archaeological documents. I use Marvelous Designer for designing clothing and use Blender for designing the rest. I may offer clothing models. I cannot offer human models and materials as they are restricted by licenses. For human models, perhaps you may offer base human models, so I can adapt clothing to them. I am not able to make animation or skeletons. So if you need a character to perform a specific action, I am not able to do that. Some pictures of the models I made are attached.
  12. Delenda Est doesn't restrict itself to the period 500 BC - 1 BC. This is why I am asking where do you want to create this thread because the framework is not the same. You seem to focus on the earlier periods of the Sarmatians. And to explain a bit the confusion about the various nomads, it is due to different interpretation from ancient and modern historians. Herodotus mentionned different tribes related to the Scythians, for him it seems they were the same ethnical group. The same for the Persians who seem to have mentionned various Scythian tribes (called Saka by the Persians) which seem to correspond to a very large area and very distant tribes. So for them, the Scythians or Sakas were related. For them, the Pontic Scythians, the Sauromatians, the Dahae, the Massagetae and other Saka tribes were labeled under the same name. In archaeology, it is sometimes called 'Scythian phenomenon' to avoid using the term of Scythian culture.
  13. Here's an interactive online tool with 300,00 km of Roman roads: https://itiner-e.org/
  14. Buenos día, tardes o noches; -Me refiero a hacer un foro como este (sobre los escitas) en la sección "Delenda Est" pero para los sármatas.La información sobre las dos culturas está muy mezclada. Disculpen las molestias*
  15. Thank you - will give a try
  16. The next release will no longer use macOS proprietary OpenAL (deprecated and possibly now broken on Tahoe), but an open source alternative. You can try the latest test version from https://jenkins.wildfiregames.com/job/0ad-bundles/93/artifact/
  17. All unit creation, animal, character, vessel, and building sounds are currently missing in my game, although attack sounds, the flare marker sound, and other effects still play normally. I am using a MacBook Air M1 and have already attempted a full reinstall of 0 A.D., including deleting all related files and even reverting to a previous version, but the issue persists. Despite these steps, no ambient or interaction sounds (such as movement or construction) are restored. No errors pop up either.
  18. Let me ask to an expert. @Stan` Have you ever seen that format? Another person you can ask is @nifa. Apparently with pluggings in Blender.
  19. I can find them, but how or with what program do I convert them to .CEM format? (That's the format the mod uses for models.) Another detail: I can only find objects separately, and in the 0D.C. editor, they're displayed both in parts and as a whole, but the zip file you mentioned only contains parts. And yes, you discovered this possible surprise (if I manage to extract it successfully, of course).
  20. I think I've seen you on the internet I mean on YouTube. https://youtube.com/@mapachin_escenarios3?si=Ibm7Qby8V7CdHmY0 You have two options: go to mods folder and unzip mod.zip or download the game code which already comes unzipped. Use blender to open our "meshes"(This is what 3D models are known as).
  21. Very chaotic and very clean The stones should be dirty, for a gigantic stone mine with steps and wooden structures it looks beautiful.
  22. I'll be honest and direct, I'm developing a mod as a hobby (Empire Earth Reforged, if you're wondering). I'd like to know if there's a process for extracting some models and converting them to a different format for use. I would, of course, give proper credit. I'd appreciate it if someone from the project could answer my question and perhaps support this fan project. I'd like someone from the project to answer my question and perhaps support this fan project. The link to the mod's page is: https://www.moddb.com/mods/empire-earth-reforged
  23. I'd say keep the entrance part, but remove the volcano. We've seen several artistic images of Kurgans, at least temporarily, having an entrance. For the stele, I think they should have a more regular pattern to their layout. For the rocks along the base, I think they look too chaotic right now. I agree there needs to be something to help the hill of the kurgan to blend with the existing terrain mesh and rocks are a good way to do it, it's just too chaotic looking right now. You are on the right track. I appreciate the attempt at some detail at the top, but in no reference or even artistic interpretation have I seen a pile of rocks at the top, though I am open to being wrong. You did a really good job UV mapping the grass on the hillside. Most of the other attempts from other artists have kinda failed at this detail. I appreciate the effort and would really like to see you keep iterating on this and making something nice. I'd also like it if you made a 2nd custom mesh for its foundation actor too, because as you've noted, it's quite a different construction from other buildings in the game.
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