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  1. wowgetoffyourcellphone

    wowgetoffyourcellphone

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  2. LordGood

    LordGood

    0 A.D. Department Leader


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  3. Lion.Kanzen

    Lion.Kanzen

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  4. Stan`

    Stan`

    0 A.D. Art Team


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Popular Content

Showing content with the highest reputation since 06/18/2019 in all areas

  1. 14 points
  2. 13 points
    boys we just about ready for that vietnam mod
  3. 11 points
    First attempt at doing snow without filling up the entire map with actors which makes the game nearly freeze. Instead, this one is done using a shader. Suggestions welcomed. (this one turned out better than the heat haze shader)
  4. 11 points
    Wonderful work on the trees... I have these pines which I think I never ended uploading them... they're using the old pine textures. If I did just ignore the post Just in case you can reuse them somehow. cheers! pines.rar
  5. 11 points
  6. 11 points
  7. 10 points
    I just committed a tool to easily setup water height for maps. Just select the tool and click on a terrain where you want a plane of water (if you need more precision just zoom in). No need to spend time with the water slider anymore
  8. 10 points
    Hello Everyone, this is a old thread but, I'm starting to be more active, and I'm working in atlasUI once again. For now I'm going to fix some behaviors from atlasUI (like variations, osx, xcode, etc) and adding some QoL for map makers. We hope to bring yours a better tool for map makers.
  9. 10 points
    Here's the cavalry animations... I know it is quite late, but better than nothing: https://a.uguu.se/IP7Ov5YBmDhO_cavalryanimations.rar (seems it expires in 24h), I could upload somewhere else. Also attaching a .blendfile with a setup to record cavalry (and unit) deaths using ragdolls, in case you want to investigate further into simulation (can be recorded in bones animation). avalry ragdoll.rar cheers! IP7Ov5YBmDhO_cavalryanimations.rar
  10. 10 points
    Great nesting place for some Gharials?
  11. 10 points
    I do believe the strangler figs are done
  12. 8 points
    Who would be interested in a new mod based solely around Alexander the Great? Gameplay-wise, my idea would be to use Delenda Est as a base, but then disable civs and maps that aren't relevant. I'd create a series of scenarios where the player plays as Alexander and his Macedonians as they rise to power and conquer Asia. Key historical characters can even make an appearance, such as Hephaistion, Parmenion, Craterus, Cleitus, et al. There can be two mods, even. Glory of Alexander follows his rise and conquests, while Legacy of Alexander focuses on the Diadochi, or "Successor", factions. Glory of Alexander Scenario 1: Chaeronea. Young Alexander and his father Philip face the Athenians and Thebans. Both Alexander and Philip must survive and all members of the enemy Sacred Band must be eliminated. Scenario 2: Philip has been murdered and Alexander takes his place as king. Thebes takes this chance to revolt against Macedonian rule. Besiege the town of Thebes and make an example out of them. etc etc
  13. 8 points
    Here are some cow vocalizations I recorded for the project. I also have some general eating and walking sounds which I can prepare if needed. CowCalls.zip
  14. 8 points
    oooh here it is dragon bamboo
  15. 7 points
    New release is available on Moddb: https://www.moddb.com/mods/hyrule-conquest Trailer:
  16. 7 points
    Feel free to edit these settings as you wish. Note: You'll need to disable real depth for water in the in-game graphics option menu. ; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own risk gpuskinning = true materialmgr.quality=10 materialmgr.PARALLAX_VHQ_DIST.max = 30 ; Standard View ;view.zoom.min = 40.0 ;view.zoom.max = 200.0 ;view.zoom.default = 120.0 ;view.fov = 45.0 ; Isometric View view.zoom.min = 800.0 ; Zoom needs to be this far because of low fov view.zoom.max = 4600.0 ; Zoom needs to be this far because of low fov view.zoom.default = 2500.0 ; Zoom needs to be this far because of low fov view.zoom.speed = 4000.0 ; Zoom speed needs to be this high because of reasons view.zoom.speed.wheel = 300.0 ; Zoom speed needs to be this high because of reasons view.zoom.smoothness = 0.1 ; Lowered because of the extreme zoom view.rotate.y.speed = 0.0 ; This prevents camera rotation view.rotate.x.speed = 0.0 ; This prevents camera tilting view.scroll.speed = 200.0 view.fov = 2.0 ; This is what gives the nearly isometric view view.near = 40.0 ; Near plane distance increased to prevent z-fighting view.far = 5000.0 ; To make the max zoom work hotkey.camera.rotate.up = L ; Rotate camera to look upwards hotkey.camera.rotate.down = L ; Rotate camera to look downwards hotkey.camera.rotate.cw = L ; Rotate camera clockwise around terrain hotkey.camera.rotate.ccw = L ; Rotate camera anticlockwise around terrain hotkey.camera.rotate.wheel.cw = L ; Rotate camera clockwise around terrain (stepped control) hotkey.camera.rotate.wheel.ccw = L ; Rotate camera anticlockwise around terrain (stepped control) ; > SYSTEM SETTINGS hotkey.screenshot = F7 ; Take PNG screenshot hotkey.bigscreenshot = "Shift+F7" ; Take large BMP screenshot
  17. 7 points
    It would have been quite risky to heavily alter civ set colour pallette. Specially between old-school "purists" gamers, since this is an original Ensemble Studios designed civ. Civs that were later added on by Forgotten Empires on the expansions (like the slavic architecture and the mediterranean/italian set) had a very good redesign. Also hard to make a good balance between very coloured buildings (like the aztecs had) and playercolor readability. This is for gameplay readability too. That's also why same units between different civs look the same. 35 civs with different looking units (even with the same stats between them) would be entirely impossible to distinguish during gameplay for unit countering-decision making.
  18. 7 points
    Hey, I may have some .blend files that may be useful... I'll take a look and post them here
  19. 7 points
    Emperior (1465), PhyZic (1694), nigel87 (1582), Lord_Commander (1590) vs. Merkel4.0 (1434), Unknown_Player (1631), borg- (2300), kizitom (1688) 1 game before Emperior, Nigel and GOAT lost vs the team of Borg and UP. This time 3/4 of our players decided to rush. The result was impressive: Emperior rolled Borg, while GOAT was suppressing his flank like a boss delivering horrific cavy raids. However I commanded Lord_Commander just to boom for fast rams. He failed at that and went p3 after GOAT had a fort up. Luckily enough, Emperior was steamrolling Borg already.... Group photo of the victorius team: commands.txt metadata.json
  20. 7 points
    First time player. Excellent narration... Player: "Are these sheep or pigs? They look like sheep to me." Gaia animal: "Baaah" Player: "That is definitely a pig. Yeah, you can tell by the sound it's making. Pigs go Baaah" "Yes, the women of Rome, known of course for their heavy logging", lol...
  21. 6 points
    It's already almost a week, but Emperior hasn't got over his defeat and it has come to him spreading some false accusations about my supposed cheating. Today he compared me to JC and that was the time when I decided to take actions. So here we are, let's put the replay here for everyone to judge. We picked a less played civilizations, so this probably could be a nice game to watch on its own. Teams: r4pt0r, Boudica, PhyZic vs. Emperior, Unknown_Player, darkcity The encounter we were talking about happened at 30:00. I had 50 archers, 6 elephants and 5 pikemen. Emperior tried to counter my army with 35 spearmen, 16 pikemen and 12 skirmishers. You probably already noticed that his army balance was sub-optimal with below 20% of ranged units. The funnier part is that my archers got all attack upgrades, which made each of them deal twice the DPS compared to the spearmen Emperior's army mainly consisted of. I concentrated my army so that my elephant's don't get cut off and die to skirmishers. Emperior proceeded to attack my elephants and pikemen, which were on the front, so they served their tanking role perfectly. Emperior's army was cut to pieces as expected and that was all there was to it. The weird thing followed when Emperior accused me of dancing with the elephants. There wasn't really much commanding of those elephants from my side as the fight was basically a no-brainer victory. All of the elephants lost quite a lot of health but it would be expected for them to take some time before dying to spearmen. Some of the elephants were walking part of the time but there was barely any chasing noticeable. So this is it. Emperior could be heard he can't be bothered to make a GIF of the situation to prove my cheating, so I took the time and made a GIF of all the elephant dancing I could see in that game: 2019-06-22_ElephantDance.zip
  22. 6 points
    Well, this being an internet forum I don't think we can require of people to be formal. And I would suggest that if you want people to like you more, the best way is to treat them better than they treat you. Might cost a bit more effort at first, but it will pay off in the long run.
  23. 6 points
    You can actually install and play the development version if you want to; see https://trac.wildfiregames.com/wiki/BuildInstructions As for progress, the last commit of A23 was rP21821; A24 is already at rP22436 currently, i.e. over 600 patches have been committed already, and numerous more are proposed at https://code.wildfiregames.com/ (there is actually quite a review backlog). That said, it feels like work has just started, and a lot more has to be done. Quite frankly, I don't expect A24 to be finished this year. The limiting factor is the available time of team members. Keep in mind they're all volunteers with a real life and can't be expected to be around full-time. Finding more people who have the technical skills, time, motivation, reliability, and long-term availability required is not trivial.
  24. 6 points
    Here is a tiny A23 mod with six Thracian units (actors, icons, templates; three ranks each), made with existing art assets: thracians.zip [EDIT]: As you can see the swordsmen use the Iberian falcata; they actually should have a sica, but I need a new weapon prop for that; see https://wildfiregames.com/forum/index.php?/topic/26405-request-sica-and-falx/
  25. 6 points
  26. 6 points
    Hi @Alexandermb ! Glad to see new talented faces in the art department ! Sadly, I'm back just as a lurker (until the end of september or so) and perhaps I can provide art tech support or similar, but no manpower yet. I've seen you guys have been very busy! Really nice work around the art dept forums Hello Feneur! Happy to se you around here still!
  27. 6 points
    If you guessed that absolutely nothing would happen to the snowfall. Then congratulations lol. I had not gotten around to making the snowfall responsive to changes in camera zoom/orientation. So at times it can feel a bit disconnected. I am by no means an expert on graphics, but I believe the solution would be to pass that info to the shader in a uniform. A noise value derived from the changes.
  28. 6 points
    Making procedurally generated forests more visually appealing. There are quite a few knobs to turn and I still haven't figured out the perfect set of values. But the result looks far more realistic. Far from perfect, but I can turn those knobs until it is. The existing mechanism does not allow such levels of freedom. The existing forest generation can't do variations. Best it can do is do a random roll without considering how far deep inside a forest a tree is actually in. Or, it tries layered painting. Which is basically painting a full area. And then repeating the same thing again one tile outward. (at least, that is the gist of it). This means, that it's impossible to really generate a realistic looking forest. For one thing, forests doesn't always fade uniformly. Neither does that happen within "1 tile". Such an effect could be possible, but performance would be absolutely horrible. Performance within the random map library is something I prioritize a lot. Total map generation time: 0.047s. Coming soon to a Fork near you.
  29. 6 points
  30. 6 points
    Scrolling quickly I thought this was a photo.
  31. 6 points
  32. 6 points
    I check this out. It's pretty darn awesome. Please add it as a diff at https://code.wildfiregames.com/ so that it can be added to the game! The "zooming" feature with the scroll wheel is neat, but kind of unexpected behavior and adds user discomfort. I'd rather, as a user, you just choose the size of preview you think is best and the number per page (maybe that can scale with resolution) and leave it at that, ala AOM. It's your mod, but I think static pages would be best instead of the neat but weird zooming effect. Ideally, they could all be on the same page with a scroll bar, but we ain't there yet. Your "page" buttons are a good compromise for now.
  33. 6 points
  34. 6 points
    @Lion.Kanzen Yeah, we have similar looking trees over here... One of our more common forest giants is the Silk Cotton Tree. It's absolutely humongous! Varieties of these are apparently also native to Latin America. It's dense... Here's a collection of personal pictures I took of the nature scenes in my surroundings and other places in Ghana:
  35. 5 points
    This is the main standpoint of the majority of the community. Like what he said, the game is still at its alpha phase and, 1.) We have a limited manpower due to the open-source nature of the project, and with each one limited time allocated for the project. 2.) Improving game performance is where this limited manpower usually concentrates into. 3.) Implementing balance changes would cause add more pressure to the manpower capacity, this is why the balance changes where planned after stabilizing the functionality of the game. It was not until recently that an agreement was reached to experiment with the balance (and this discussion included most of the individuals that are concerned with influencing the game balance) With that said, the response to you by Fexor is most suitable if you want to help with the balance. Join the threads and online discussions, collaborate with the people involved with the balance experimentation. A positive and fruitful discussion is great. Game modifications do help and are more convenient, especially with the integration of mod.io. Before, if you are not acquainted with the forums or mod distribution sites, you would hardly know that there are a lot of mods out there, specially the balance mods. I personally liked the Batallion Test Mod by Angen, it had limited projectiles for ranged units, with cool-down and range units switch to melee when entering this status. It also re-emplemented stamina and running, it had charging too, with charge damage.
  36. 5 points
    I doubt that is even necessary. Modern hardware can handle the amount of polygons in these models easily.
  37. 5 points
    Hey ethanray94, welcome to the forums. Work has been started on supporting campaigns (https://code.wildfiregames.com/D11), but so far nothing is actually done. I would not expect it for the next alpha, perhaps the one after that. Rest assured however that it is one of the features the team has in mind for the game, well all love a good campaign
  38. 5 points
  39. 5 points
    There's a mistake... I incorrectly assumed that we would always have a herd position set if I set it in Order.Gather, but that might not be true. Reproduction needs multiple units that gather from one resource, and doesn't always happen. I'll fix that tonight.
  40. 5 points
    Despite of the direction you end up following with the layout, here are some suggestions with the structural parts: Use thicker wall wood beams. The wood beams on the walls are currently too thin. Making them thicker will provide a sturdier feel. Also use the "X" pattern which is very characteristic of romans: For the "boringness" of the walls, you can throw some "indent" arches. I think Pureon also used them in some roman houses. Banners and shields hanging on walls: I think it is a great eye-candy catcher to spice up walls and give the military feel. It is a decoration element used in several of the barracks in-game that works pretty well. Investigate adding different roofing levels: -Except few exceptions (Persians and Seleucids) the barracks often have roof elevation variations to spice up the shilouette, while keeping the "U" shape layout: For further structural inspiration, you could take a look at AC:Origins and AC:Odissey cities screenshots, or fire up the game if you have them. You can get very nice ideas and keep the historical accurracy. cheers!
  41. 5 points
    Good to see you around Enrique, even as a lurker! Another set of creative eyes never hurts
  42. 5 points
    @Viking84 We do have them in mod options. Just download the latest alpha version (which is Alpha 23) then: Run the game, Go to settings menu Click on mod selection Look for: Millennium AD mod Download, activate then save mod selection Enjoy playing I hope this helps you.
  43. 5 points
    unit anims.rar Hi @fatherbushido ! long time no see Attached is the .blendfile I used for the unit animations... I'm trying to upload the cavalry animations too, but seems the blend is too big (compressed gets up to 32 mb)
  44. 5 points
    I'm taking a break from the forums for a few days maybe the weekend maybe more. Cya everyone.
  45. 5 points
  46. 5 points
    Watching Nookrium halfway at the moment. What I noticed so far Lack of harvest animation for the pig (Stream viewer jokingly said that it was being milked lol, and that was a sustainable way of having bacons, really laughed at this one) A particular cattle entity at Butana Steppes which also lacked animation. The guy failed to notice the lack in population point during one of his matches. Stream viewers are very interested on the game based on how they saw him play it. He zooms a lot and is mostly fascinated by the graphics, he praised it how each faction had different structure sets and was really moved the the appearance of the buildings. Interesting though that he looked at the mod selection for a first game cover. He somewhat wanted more available information about the mods in the mod selection area, other than the mod summary description. He downloaded the community maps mod ad mod.io
  47. 5 points
    ah yes i call it 'a collection of art assets without entities yet'
  48. 5 points
    Working on a new map: Kalinga.
  49. 5 points
    Sprite based engine limitations. A villager have walk, hunt, build, slaughter, fishing, foraging, meat gather (hunt), meat gather (sheep), wood cutting, cutting the tree down, mining, shuttling food, shuttling wood, shuttling stone/gold, shuttling meat from hunt, shuttling meat from sheep, shuttling fish, shuttling berries, idle and death animation variations. I have AoC, so I went ahead and took the sprites out a while ago. And I decided to count the number of sprites for the villagers. There were over 7000 sprites for a single unit (male and females combined). $ cd Units/Villager && find . -name \*.png | wc -l 7035 Going 3D was the only reason 0AD manages to have so much unit variety. 35 civs each having unique unit variations would make the Genie engine cry.
  50. 5 points
    !!! Thanks, this will be very useful for future Southeast Asian faction mod, together with the mangrove
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