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Popular Content

Showing most liked content since 06/20/2017 in all areas

  1. 13 likes
    Why should we? If we did you'd have to find something new to complain about, some of us might take over the world or worse, someone else might pick up where we left (in which case you'd have to voice your complaint again), etc. But most of all because we are doing this because we want to. (Locked, since people already started feeding the troll.)
  2. 10 likes
    Hey everyone, Several years ago I was considering creating a sci-fi RTS here in 0AD. Due to my other project taking up too much time, I sort of set it off to the side. After getting fed up with the Medieval 2 engine I'm considering porting that big project, Hyrule Total War to 0 A.D. now. I've started some preliminary work, porting a few of the static buildings over from Medieval 2 into 0AD: I just have a few questions before I make the decision: I thank anyone for their replies, and I hope I can come back to 0AD soon.
  3. 9 likes
    Hi all ! Looks better with some terrain painting and forests... thanks to the rendering engine and 0.A.D artists ! The script is far from complete and perfect for now (my first Javascript program !). That's why I don't give it, but I hope I'll can share rather soon a little library for use along with rmgen. Friendly,
  4. 8 likes
    @Sundiata Square CC fits the footprint quite nicely, actually. Hopefully its lacks the defensive features to out it as a 'fortress'. I plan on using a whole lotta rough stone for that building anyway.
  5. 8 likes
    Put some Egyptian placeholders mixed with @LordGood's Kushite buildings. Made some special modifications to some textures.
  6. 8 likes
    If it looks a little bit like the Acropolis of Athens, then i'm in the right direction.
  7. 8 likes
    The fences @wackyserious proposed using the same fence of the house (the fence is a separated mesh as prop) Variants
  8. 8 likes
    I believe the similarness between the Greek civil is mainly due to the fact they were split after being created and not created independently like the Seleucids now if you provide me sketches I can make new buildings.
  9. 8 likes
    Hi all ! Not sure I should create a thread for such a little thing... In the script below, you'll find a function which creates heightmaps, an alternative to diamonds square method. Smoothing is integrated in the function, and is scale based, not uniformly applied on all tiles. Maybe this could profit to someone. More of it, you can reapply the function on parts of the map (with different parameters of course). In landscape-3, a rough mountain is surrounded with softier terrain. Don't tell me painting and starting placement are really poor. Yeah, I know... I haven't yet fully scavenged FeXor great work, but I will soon ! aFractalDemo.zip
  10. 7 likes
    Norse Longhouse 2 roofs variants Screenshots Aotextures Blender file >>Norse longhouse [Finalizado].blend<<
  11. 7 likes
    Hi, guys, my Nick is Kereltis and I'm interested in helping out in whatever way I can. I've been playing 0 A.D. for years and at times have actively promoted it both on Rootgamer.com and in the Gaming on Linux G+ community as well as my own blogs. I'm located in Oregon, USA (UTC-08:00) but I'm originally from Ireland. I'm available most days and pretty much 24/7 if needed for big announcements and so on. I completely understand that this is a volunteer position. I'm currently the producer/production manager of the Beery Good Entertainment podcast, my hobbies include gaming, Linux (mostly Ubuntu), mobile photography, history (possible reenactment in the future), brewing beer and touring craft beer breweries. I think 0 A.D. is a great project and one that really shows off the power of open source communities and what they can achieve. I discovered 0.A.D. back in around 2009 after moving to Ubuntu from OpenSuse. We didn't have Steam back then and if you didn't feel like messing with wine you had a very limited choice of games. 0 A.D. was one of those games that although limited at the time, showed a huge amount of potential and I've been following it ever since. I'm very active on social media for socializing and also promoting our podcast as well as my wife's novels. I founded the Gaming on Linux G+ community and still help run it along with the other mods. My Social Media Accounts are: Twitter: @CheDean Facebook: https://www.facebook.com/che.dean G+: https://plus.google.com/u/0/+CheDean
  12. 7 likes
    Some progress. Also, @wowgetoffyourcellphone will be incorporating my textures to his overhaul mod, Delenda Est
  13. 6 likes
  14. 6 likes
    If I remember correctly, it was said that the current mechanics of the corral was just a temporary hack until the corralling feature was implemented. I figured you guys would want to finish off the original plan for the corral because right now it's kind of superfluous. I characterized capturing animals like relics to illustrate its similarity with relic capturing in AOE games, while obviously being unique to 0 a.d. I personally would not find it unrewarding to find and capture gaia sheep and goats and cattle and get a nice little trickle boost for garrisoning them. I didn't find capturing relics in AOK unrewarding. YMMV.
  15. 6 likes
    Is the basis that some civilisations have Greek architecture to be one to make the game's aesthetic intentionally historically inaccurate? The Seleucids have a unique look despite the obvious hellenistic influence, and the other Hellenic cultures could have much more diverse styles. For that matter, I'm a bit discontent with how uniform the Spartan and Athenian styles are. Yes, they have different Civic Centres, but that doesn't seem to be enough to me. Spartans should have a more simplistic, practical set, simply extrapolating from Plutarch's Life of Lycurgus in which he states that Spartans could only use particularly unwieldy tools to construct their houses. That would be the same as saying that there is a samishness due to them all speaking roughly the same language. On the contrary, there were distinct dialects with unique phonologies. I would personally love to see differentiations in these matters since that would give each part of the world a unique sound.
  16. 6 likes
    (First let me curse about the forum software that managed to have an "autosave" feature that doesn't work, thus I'm writing this again... Now in a proper editor because @#&#036;% WYSIWYG doesn't help with splitting quotes.) As the schema should say that is just an example. More specifically an example of what is currently used in the public mod (though it might not be accurate and complete). Yes, just add them to the respective token list under the Identity tag. For the purpose of the game: None. Most of the games code doesn't even know that there are two different lists, that is an internal detail of the Identity component. The only difference is that VisibleClasses might end up being shown to the user in e.g. GUI tooltips (requirements tooltips, unit training tooltips) and are translated (if the mod has a translation). Yes, just add them to the respective list. Done. They aren't the same. They could as well be named A and B, apart from the detail that CivilCentre is displayed in the GUI. There is no meaning in a class which is just a bunch of characters, the only meaning comes from specifying the same string in a few places (e.g. technology requirements). If you mean entity templates that are used to reduce duplication when specifying those look for files named template_unit_support.xml. If you mean for classes (be that in Classes or VisibleClasses) then no, since those are just a bunch of characters without any intrinsic meaning. (Slighly modified, blame me being lazy after fighting with the forum.) This is related to how we handle template inheritance which is explained in some detail in the CParamNode documentation. I'll give a short overview of how token lists are handled (which is what both Classes and VisibleClasses are; notice the datatype="tokens" attribute). The token list elements of the parent (after the parent was already handled fully, taking care of inheritance) is enlarged by adding all tokens in the template. Except for those starting with a -, these remove the token from the list. Note that trying to remove tokens that are not present in the parent will result in a warning. So for your example we get template_unit: Classes: {Unit ConquestCritical} ; VisibleClasses: {} template_unit_support: Classes: {Unit ConquestCritical Human Organic} ; VisibleClasses: {Support} template_unit_support_female_citizen: Classes: {Unit ConquestCritical Human Organic FemaleCitizen} ; VisibleClasses: {Support Citizen Worker} Yes, that's all there is to it. For a specific unit open the developer overlay (Alt+D) and toggle "Display selection state", you will see the Classes and VisibleClasses for that unit. If you mean all, then no. Some grepping of the templates should give you an idea, but since there is nothing to "load" it doesn't seem very interesting. You could however write a little code and use the Units Demo map that places all entities and get a full list if that is really what you want.
  17. 5 likes
    While this is my first post, I have some experience with Blender, and currently I am creating part of the city of Priene. It was the polis of Bias, one of the seven sages of ancient Greece Concept art I am using is (mostly) this one: Current state of the polis is the following:
  18. 5 likes
  19. 5 likes
    At least he doesn't have a bush for a head. (Years ago in order to test resource shuffling, Philip (Ykkrosh) replaced a unit's head with the various resource props when they were carrying resources.)
  20. 5 likes
    Hi, My plan is to Recreate the capital or the most representative city of each faction on the game including faction mods. I will try to be the most detailed as possible inspired in what Leroy30 was doing, even adding units so it does not seems like a ghost city, which reminds me, how can i turn off the units silhouettes on Atlas? Not meant to be playable. Unless someone take it and delete 90% of the props on the map. It will have every mod possible, each one adds more props! Whenever a map is finished i will create a new topic and linking it here, guess is better than overcrowd this topic. I expect to "ship it" with some history paragraphs. It will be the most accurate as possible even if i got to create unique/exotic buildings with a mix of buildings and terrain elevations. This is the plan i have for now: AngloSaxons Athenians Britons Carolingians Carthaginians Chinese Egyptians/Ptolemies Epirotes Gauls Iberians Indians/Mauryans Macedonians Norse Persians Romans Seleucids Spartans Thebans Zapotecs Kushites If anyone can help with references or suggesting me another city, i will be eternally grateful.
  21. 5 likes
    That is a Roman temple, careful with those pseudoperipteral columns, they are a dead giveaway of Roman architecture, rather than Greek
  22. 5 likes
    ^^ If this game has been in development for such a long time, why in the hell am i hearing about it now? I wish i would have heard about it years ago. Great job so far!! I look forward to hanging out and see what else you guys improve. I'm about to start playing and from videos i've watched i'm sure it's going to be a blast. Thanks!
  23. 5 likes
    Carolingian Abbey Based on real life structure "Lorsch Abbey" Ao baked 3.3-3.7k tris (Trees and props added for better presentation) Screenshots Textures BLEND FILE >>>Lorsch Abbey [Finalizado].blend<<<
  24. 5 likes
    Complicated put those in a single rounded Emblem. but I have the basic elements to make my own.
  25. 5 likes
    We aren't the same, years over years have new volunteers. New people developing the game for personal reasons(mods). is a hobby than a job. I prefer never releases than stop this point. Compare that with this.
  26. 5 likes
    @stanislas69 is working on some custom heads for the Kushite women. Can't wait to see these guys finished. @balduin @Sundiata
  27. 5 likes
    And now it's really there lol :
  28. 5 likes
    I like this concept , even can be showed more realistic and improved. Even the website of AoE look like was inspired by Caesar 3 Heaven website.
  29. 5 likes
  30. 5 likes
    Since this thread has somewhat become a more specific "Suggestions for 0 A.D.", I'll just reiterate my suggestion which is a little bit similar to wow's suggestion above. This time, as an observer / replay viewer. Yep. The difference is that the current unit/tech is displayed above the building. And I did consider this being a default-but-optional feature... meaning it can be toggled on/off.
  31. 5 likes
    in game look of drekkar
  32. 5 likes
    Military colony is fine then I wonder who made it If anyone knows how Thracian buildings looks like Id appreciate it
  33. 5 likes
    In my very first post on this (awesome) forum, I actually wrote something very similar: "I believe the Ptolemaic faction should have more Hellenistic characteristics, and its current ancient Egyptian look, would suit the Kushites better, who copied many ancient Egyptian elements in their culture." And: "...Kushites differ from Ptolemies in that they have a much stronger Sub Saharan influence, along with preserving ancient Egyptian culture, styles of building and aesthetics. Ptolemies were really a Hellenistic faction, set in Egypt. That doesn’t make them Egyptian. Alexandria, the capital was a major center of Greek culture, not Egyptian. The housing was predominantly Greek style, as in the other two main centers of Ptolemaic culture, “Neucratis” and “Ptolemais Hermiou”. I think the Ancient Egyptian look should be reserved for the Kushites (with some added Sub-Saharan elements), and the Ptolemies should look much more Greek, with some Egyptian influence (mainly the temple)." I still stand by what I said, though it is true that most of Egypt under Ptolemaic rule retained an almost purely Egyptian character, the three important centers of Ptolemaic rule were much more Greek in nature. Mixing the building styles would represent this cultural duality, as with the Seleucids. Ancient Alexandria in it's full glory: More:
  34. 5 likes
    Implement some of the longstanding gameplay elements that have been forgotten about: Capturing and Garrisoning animals in corrals -- with food trickle. Charging. And then also coaxing @Enrique into completing the new cavalry animations and getting those all set into the game. It would be nice to animate the Zebu for the Mauryan Indians. Also, add Auroch and Zebu to the game finally as fauna. And generic "Cattle" for eventual capture/corral feature. Oh, and some ideas for replays/observers: When you choose 'Observer' in the drop down: Add the resource icons back to the upper left, hover to see the resource counts for ALL players. Right now there's nothing. Hitting TAB enables status bars for every single thing in the game.
  35. 5 likes
  36. 5 likes
    I would have to agree with Ayol's points. As the building set currently is, the structures look devoid of Hellenistic influence. It would be like if the Seleucid building set was identical to the Persian one.
  37. 5 likes
    Here are a couple of simple fixes that could make it a lot easier to garrison units in ships. Ships should not move when you click to garrison a unit into them. This is a cause of many headaches, where the ship was already landed on the shore and you click for another unit to go into the ship, and the ship decides to move from away from the shore where you put it. Let units garrison into the ship from a short distance away from it such as 15m. They already ungarrison like that - let them garrison the same way. edit: I have submitted a patch for this. https://code.wildfiregames.com/D665
  38. 4 likes
    Our Seleucids have Greek inspired structures, but they are unique enough to stand out. I think the Ptolemaic architecture should be unique too. I like the current Ptolemaic buildings and don't feel they need to change, but I also have no issue with a stronger Greek influence. I just don't think we should drop in the current Greek architecture as a replacement. I guess I view 0 A.D. as primarily a game and a "historical" game will always have compromises. The time period is supposed to be fictional with all the civs at their prime. Yet many of these civs even in their prime would be no match for each other, so we balance things out to make it fair even if some things have to be stretched. There have been many compromises along the way. For example, building footprints are roughly the same size per building type (wonders are the main exception) whether that is accurate for a specific civ or not. I think historical specifics are better served in scenarios and campaigns. I personally prefer gameplay over historically accuracy, but I understand how others would rather give up some gameplay elements for historical reasons. (I tend to view the graphics as part of gameplay experience.) We are quite a bit more accurate than AoK already which is a good thing. When I first started working on the game, there were only two civs: generic Celts and generic Hellenes. You were supposed to be able to specialize them in one of the later stages by choosing who you wanted them to actually be, but that feature was never implemented. I think eventually one of the artists got impatient after waiting for years and just started implementing them as separate civs and suggested it as a option to the team. It was seen as a decent option and we went with it (considering we had no idea if the other feature would ever get implemented - there was a shortage of programmers at the time). I always viewed it as a compromise and we have worked to try to make them more unique. The Celts originally both used the same buildings after they were first split to Briton and Gaul. I suggested using the round houses for one and the square houses for the other rather than both house types for both civs. This choice was not based on historical accuracy but gameplay, and was deemed acceptable. The current Gaul civil center was actually one of the later revisions of the market. When I first saw it I thought it would make a good civil center for Gaul because we had assigned them the rectangular structures. (Both Celtic civs were still using the round civil center at that time). You might still be able to see some trace elements from its market days, but I think most have been removed now. The Greeks haven't fared as well. They have slightly different civil centers now, but that's about it. Perhaps the proper solution would be to create a combined Greek civ again and let them specialize into the specific city states though mutually exclusive technologies. I do want the game to be reasonably accurate, I just feel that if we are considering 3+ civs with the exact same architecture, then we might have made a gameplay error at some point. Just some thoughts.
  39. 4 likes
    Wildfire Games is looking for a Social Media Manager Management of our accounts on social networks (Facebook, Twitter, Google+, IndieDB) has been handled so far by team members on their remaining free time. We would like to have a new team member who can engage with the general public on a more frequent basis, in order to entertain the 0 A.D. community with interesting updates about the development as well as general curation of history, games or free software-related content. We would also like to spread the word about 0 A.D. now that the game is reaching a "playable by mainstream gamers" state. Interaction with the central community here on the forums would be a very important part of the new team member’s work. However, the moderation is done by the entire team so the position does not include moderation work per se. The main objective of the Social Media Manager will be increasing the game outreach. If you do not already know the community well enough, we encourage you to blend a bit with everyone in the forums before joining the team. A secondary objective, in the future, would be to spread to other networks like Diaspora* or Mastodon. Those two ones are free-software orientated so it might overlap with our current community, but proficiency with these networks or other less known networks would be appreciated. Applications shall include the following information. They can be sent as a reply to this topic, or as a new topic entitled "Social Media Manager Application – Your name". You must state that you understand that Wildfire Games is a non-commercial project, work for 0 A.D. is volunteer, and work is done for free. Your name (a nickname is OK, we like to work on at least a first-name basis inside the team but this is not mandatory nor your name is made public). Your location, or at least your time zone. Your availability, and your projects for the foreseeable future (are you a student, starting or ending your studies, looking for a job, etc). Your skills and experience with social media: How much time do you spend working with them? Do you handle a social media account with a significant amount of followers? Or did you in the past? If yes, how many followers and for how much time? And was it a personal account or a project/firm/brand one? What are your interests and hobbies? Do you have a specific interest in areas related to 0 A.D. (History, Warfare, Video Games, Free Software, etc.)? If yes, is this interest personal, semi-professional or professional? Do you have other unrelated hobbies you want to share with us to get to know you a bit better? A short essay: How and when did you find out about 0 A.D.? What motivates you to be a part of the project? What do you seek to gain in being a part of Wildfire Games? Of course, please provide any additional information that could give weight to your application. The work carried out by the new member will be engaging: this is a time of onward progresses for the game, and there will be news to share! We are looking forward to reading your applications
  40. 4 likes
    Plus what it seems to be the Agora and the Aeropagos, i tried my best at making the Agora as what many pictures/reconstruction show, but as for the Aeropagos i still don't know if it is good in that way
  41. 4 likes
    Hi , Im working on .... Carthage : 7 players of 50 pop limit --> 6 districts + 1 army of 50 mercenary champs VS Rome : 1 player of 500 pop limit mostly invading by sea (like survival of fittest) + nubians troops coming from desert I'm using the elevation terrain hack to put some buildings on top of others and make them look like merged in order to have unique structures (below, the 5 houses produces those 5 females with no evacuation problem) Rome will invade with RAMS, but will not be able to crush the Carthage walls everywhere (terrain elevation as unbreakable wall and platform for bolt-lozaa ) If Rome is in the walls .. Some places will be used to make good retreats for those 5 noobs Gauls, Athenians, Iberians, all different but their HATE of Rome on their face Even if the map could be used to be playable, i want to go into the new camera function in 0ad22 to make great cinematics in the narrow streets of carthage during invasion action . (to make a SUPER promotional trailer of 0ad) Also, for the sake of global interests, it would be nice to have a 3D map of carthage which could be used , i.e , for any TV documentary For this, Carthage has to be fulled with contents to give it a living appareance. FEEL FREE to WORK on it and make updates on this thread the pmp https://ufile.io/6vgn1 the xml https://ufile.io/xwqlc
  42. 4 likes
    Norse defense tower 4 props Mesh redone, only i keep is the concept and the props. the Wood pillars are better organized and more symmetrical. Screenshots Blender file >>Norse Defense Tower[Finalizado].blend<<
  43. 4 likes
    Added the middle window Zip file. Norse Defense Tower.7z
  44. 4 likes
    district 1 : specialized into naval stuff turtle civ
  45. 4 likes
    Adding props like weapons etc. and will adjust the pallisade for add battlements and less symmetrical
  46. 4 likes
    I guess this is illegal and the culprit(s) should be given a warning that continuation of such behaviour might lead to unnecessary actions with unpleasant results.
  47. 4 likes
    I said 'Other', because what is needed are improvements. Keep it manual, but some improvements, like minimap notifications, etc. can really help. Using the target marker patch in DE, for instance, has already improved scouting for me.
  48. 4 likes
    Yep, pretty much like that. I think would help the Youtube casters. Agree? I don't watch many replays myself. Just thought it would help others and made sense.
  49. 4 likes
  50. 4 likes