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Showing content with the highest reputation on 11/26/2013 in all areas

  1. Hello, 'im NoMolester, i am the new leader of the mod project for 0 AD previously called "For Honour and Glory". The project was on hold for a long time but now it has been redesigned and work on it has restarted again. The new name for the mod will be "1,000 AD" and it will be divided into two parts. 1,000 AD Previously known as "For Honour and Glory", 1,000 AD is a mod of 0 AD that centers in the Mediterranean Sea during the Middle Ages. The following features are still subject to change at any time. Following the spirit of the original 0 AD, the game will be released in two parts that span
    3 points
  2. As soon as NoMolester gave me the assignment to design some signatures, I started creating them. Now v1 is finished. The 0 A.D. Logo has to be replaced with a 1,000 A.D. logo and I'm not sure about the fonts used (Well, pretty sure that they need to be replaced). Perhaps the signatures need a whole redesign as wel. Any comments?
    2 points
  3. What did you expect? Those P-51s don't have floats...
    2 points
  4. you need to edit the civ json file (public/civs/***.json), there, you can see "SelectableInGameSetup": false at the bottom of the file, which should be true. http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/civs/celt.json
    1 point
  5. It's in Spanish language, actually
    1 point
  6. You need to edit the unit template, and add the building to the builder entities (like you see the athen gymnasion and other buildings here: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/units/athen_infantry_archer_b.xml )
    1 point
  7. Most people didn't had monks till they became Christian, so it would be better to call it Priest. edit: Nevermind, it's just a sample.
    1 point
  8. I certainly want to join the team! I do have some comments about the civ list from For Land and Money: De Slavs weren't a real influental people. Wouldn't it be better to make only one slav civ? Instead of Lombard, you could also choose Alemanni or the Burgundi. We should choose the one with the most impact on history. Berbers should perhaps be renamed to Moors. The Moors consisted of berbers, arabs and converted christian, and its Kingdom laid in Spain + Northern Africa.About for Honour and Glory: Wouldn't it be better to call evolving a political decision?
    1 point
  9. Haha, too bad for Medieval 2 Total War: Kingdoms!
    1 point
  10. About blue paint. Peter Traquair has referred to Wallace's "farcical representation as a wild and hairy highlander painted with woad (1,000 years too late) running amok in a tartan kilt (500 years too early)." http://en.wikipedia.org/wiki/Braveheart#Historical_inaccuracy
    1 point
  11. Adding in Mesoamerican nations, realize, would be extremely out of place compared to the addition of more European cultures such as the Etruscans, Syracusans, Celt-Iberians, Illyrians, Epirots, and various Germanic Tribes merely to name a few. I am not trying to say that having a Mesoamerican culture is bad, but it would be a lot of work for a nation when there are more relevant cultures.
    1 point
  12. I think is a good idea but for a mod, like AoE3's asian dinasies campaign. To have a mod that mixes ancient romans and carthaginians with ancient mayans and olmecs (not aztecs they were postclassical). And create a campagin about it. But again, for a mod, not vanilla. Vanilla is 99% historic.
    1 point
  13. In general, the GPL is a license best used for source code, not for other works.
    1 point
  14. I think one (easy?) way to "fix" this would be to ensure units form up with their group, even when the group has stopped moving. Right now, when the main group has reached the destination, all those other units that have not yet caught up to the group stop moving too. I think running was supposed to help this by allowing units to get into formation quicker.
    1 point
  15. It looks like a sheep could blow over that fence atm, just suggesting that you make them look a bit more substantial with thicker beams and posts
    1 point
  16. Two games of Michael against me. The pronunciation of my name is very interesting .
    1 point
  17. We should really make a tutorial on how to make a new faction. But the first thing you need to do is create a civ json file in public/civs. Just use an existing one as a template. In the civ *.json file you create the code word for the civ, like "brit" or "mace" or "ptol". In your case it would be "germ" or something like this. This is step 1 out of 100 to make a new civ. Now every unit and building entity template you make in public\simulation\templates\units and public\simulation\templates\structures can use "germ" for its civ. I highly recommend looking at the existing templates to see how
    1 point
  18. We've got nothing to do with Wikipedia/the 0 A.D. Wikipedia page (and I believe WFG isn't even really allowed to edit a page about a project we develop), so you'll have to contact the people who are updating the page if you have any concerns with it.
    1 point
  19. Nice, Arishia, I like the trapezoid shaped one. I'd suggest to try another portion on the texture that may look even poorer (the portion that the houses use I think it could work). I think what LordGood says may be some kind of vertical beam or woodframe at the animal entrance. The entrance is so open that it certainly looks that it could not hold the walls up. The railings are looking better, I'd ask you to make them a tad thicker, to be able to see them from max zoom-out ingame. Nice progress so far
    1 point
  20. According to the call stack, the failing function is ChangeDisplaySettings. There are numerous error conditions but without the error code, it's hard to debug, the way we handle the error now is rather useless I'll try to improve the error handling in these cases to display some useful debugging info.
    1 point
  21. se my edit, History is made by winners and Gauls were defeated by Romans. and why you mean to get ideas from people? the greek are Pagan too, is my point of view.
    1 point
  22. But and if Persian empire did end or fall, or Sparta defeats Macedon or Carthage wins Punic wars, how the world changes. Carthaginian Empire expands into Rhine River after defeats Romans in the Siege of Rome. Thinks XD.
    1 point
  23. In the chariot unit names, I meant "Egyptian" and "Canaanite" in the sense of the Achaemenid Persians having "Babylonian" scythed chariots: "Babylonian" as in the manufacturing, style, and/or usage origin, not as in the personnel makeup. Sorry if the names are a bit misleading; I wanted a concise way to differentiate the two kinds of chariots. I like Thorfinn's idea from earlier this year: Except I would introduce the mobile Tabernacle in town phase. The player would have the option of either building the Tabernacle in town phase and upgrading to the Temple in city phase, or else holding o
    1 point
  24. Huns minor? They are the tribe to do those tribes suddenly shock with Romans, destroyed Gupta Empire and Kushans in India and Afghanistan. The highly priority is Rome and first conflicts against Parthia, later came go Germans with Cimbri and Teutons. Later the Franks and Dacia. But the Huns need whole new gameplay. The Besieger and raze gameplay, consistent in mobile structures ,like AOE 3 and Terran Starcfraft, they move buildings and try to settle in rich land with good food.
    1 point
  25. You should only use mainstream archeological science and researches for all factions (not limited to jews). You shouldn't base the civilization features on a book/work (whatever the book/work is) that is not a scientific or historiographical study (and i don't mean national geographic/history channel/discovery channel documentaries, no offence alpha). You shouldn't use the bible to create the jews, but an historiographic study on the bible instead. Let me explain, if the bible (a non scientific book) says the jews were "X shaped", you shouldn't just say "the jews will be X shaped" but find an
    1 point
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