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Showing content with the highest reputation on 2018-06-16 in all areas

  1. I know was joking. I made a few posts about bridges that you can find on the forums. IMHO bridges position should be map specific so they can be properly adjusted. So basically world neutral foundations like the empty civ centers in aoe games. Also once built they should be indestructible and neutral. One could then research a sabotage technology that allows one unit to destroy them see the settlers 5 expansion 1 (nebelreich) system. Building bridges like walls would be awfull to me. On the art side and on the code side. Also note that we didn't add a swimming passability class because of performance so a bridge one seems unlikely. Notice that being able to put buildings on specific foundations could be a very nice addition to implement mines you could have specific mountain spots where you can build mines
    3 points
  2. That was my first thought but i preffer give a full 512 first mod, and then when everything is accepted go for a 256 diffuse 128 spec and 256 norm.
    2 points
  3. @Trinketos, I think your model for the Aztec Civic Center looks pretty cool. The thing is that it reminds me a lot more of Mayan palatial buildings than Aztec. It looks particularly reminiscent of the Mayan palace at Palenque. Aztec elite residences used extensive use of white lime plaster, with some bright red highlights, like a red band running along the lower part of the building (maybe even the occasional red floor). They had flat roofs, inner courtyards and decorated colonnades. Oddly, they have an almost Minoan feel to them... This rendition of Moctezuma II's palace in Tenochtitlan is the finest reconstruction I've seen to date, and provides you with an excellent idea for Aztec palaces (which should ideally be your reference for the Aztec CC): I understand that that structure is little bit too huge for a CC, but since it's modular, you could use either the courtyard structures in the foreground, or the elevated part in the middle as you're reference for a CC. I shared some of the following images in the previous reference post, but I'll share them again here, as the above image of the palace puts them in context:
    2 points
  4. Ahoy! Just to let you know that I reported on Monday the bug that gaius discovered by himself. No answer yet but I might get back to them after the weekend.
    2 points
  5. @Trinketos I could add this to your mod but it will lack some of the props as the props that I used are from the Zapotec art assets by Lordgood.
    2 points
  6. We should probably be doing some merchandising '):)
    2 points
  7. Baybe mix of some parts of the palace. I like to see the Tenochtitlan city in my mod(I need meke a lot of buildings )
    1 point
  8. Coolus baked again: Haven't changed yet all 3 feathers meshes.
    1 point
  9. This guy deserves a cookie that is far greater in diameter than the World's largest pizza recorded by the Guinness.
    1 point
  10. I was wondering how large are we allowed to resize the helmet textures? I've seen some 256x256 at the current game folder, I believe it was the Greek helmet rework by @stanislas69 With a 256x256 size majority of your new work will not lose its detail quality. 512s will come handy in the art source repository. It could be used when creating screenshots and even in art quality improvement mods.
    1 point
  11. There is some experimental work in re-enactment about the fabric motifs and techniques. Here some examples: https://mickytissages.wordpress.com/tutoriels/tutoriel-tissage-tablettes/ https://www.archeologies.net/recherches/le-tissage-aux-tablettes-tablet-weaving.html http://www.arkeofabrik.com/2014/05/tissages.html https://mickytissages.wordpress.com/tissages-realisations/realisations-tissage-2010/ It is based on an archeological proposal by Hubert Masurel: https://www.persee.fr/doc/pica_0752-5656_1983_num_1_1_3009 There is also:
    1 point
  12. Okay. @Itms by the way no big deal but there is no plateform aside the forums that accept the pyromod format. Maybe we could be able to drop zip on the exe for the next release shouldn't be too hard to implement for @vladislavbelov Moddb takes zip Mod.io takes zip GitHub doesn't take file larger than 10 MB and only zips.
    1 point
  13. Hi, I see you struggle to get accessible documents about La Tène culture. I propose to help you a bit. If you want an accessible material, there is page from someone working for museums and historians to make re-enactment items: https://www.facebook.com/franck.archeoart/photos Don't forget there is an evolution of the armament, even in a barbarian culture: https://i.pinimg.com/564x/73/ba/69/73ba696b81a206fa9b985bd012602891.jpg https://swordmaster.org/uploads/2016/cassaselvatica/la-tene-a1.jpg (La Tène A - 500 - 400 BC) https://swordmaster.org/uploads/2016/cassaselvatica/la-tene-a2.jpg (La Tène A - 500 - 400 BC) https://swordmaster.org/uploads/2016/cassaselvatica/la-tene-b.jpg (La Tène B - 400 - 300 BC) https://swordmaster.org/uploads/2016/cassaselvatica/la-tene-c.jpg (La Tène C - 300 - 150 BC) https://swordmaster.org/uploads/2016/cassaselvatica/la-tene-d.jpg (La Tène D - 150 - 30 BC) Your welcome.
    1 point
  14. A page with some free textures for blender usage: https://www.poliigon.com/search?is_free=true
    1 point
  15. IIRC last change i've made was the issue with trireme rudder and barracks shields, If no other issue is urgent then its done for a first release with xiongnu and zapotecs.
    1 point
  16. @asterix @wackyserious @Alexandermb Done with Terra Magna ?
    1 point
  17. 1 point
  18. Creo que los dos mods se desarollan en epocas diferentes When i back from mexico i will make props for the mexicas.
    1 point
  19. We don't planned have an Aztec faction in terra magna.so we haven't.
    1 point
  20. Feathered friends If somebody could make better feather textures it would be great. Current texture sizes are 256x256
    1 point
  21. This may come handy: http://profesorjuliodapenalosada.blogspot.com/2016/03/giorgio-albertini.html
    1 point
  22. The .txt extension tells you all you need to know they are standard text files so to view them all you really need is a text editor ie: notepad or notepad ++ on Windows if you actually want to see replay of the game just drop it into your replays folder along with the matching metadata.json just make sure they are in a separate folder for each replay not sure if there is a naming convention for that folder name. Enjoy the Choice
    1 point
  23. Actually you can use circles as well. Ungarrison/unit spawn does seem to end up at the edge of the footprint area though. EDIT: After digging around I found out that both selectable and footprint are hard coded, and there currently isn't any way to define the selection shape to be different from the footprint. It shouldn't be too hard to fix, but even if I do it won't be available until a24. Also I don't know why people keep insisting that damage types are hard coded. Damage types are defined entirely in javascript and are completely moddable, although there may be a few different files that need to be changed for it to work. It's not really any different from resources though.
    1 point
  24. I try your mod and I really enjoy playing it. The gameplay is very well. I was worried that 5 ressources would be too much, but in practice it was not. I enjoy all the gameplay choices : be able to gather ressources outside our territory, delete the system of civilian workers … Thank you very much for your hard work. I think it's a shame that the mod downloader isn't more visible. In fact, the gameplay of the main distribution is very boring despite the fact that the engine is excellent (as Delenda Est and Hyrule Conquest prove it). As Internet Explorer is a downloader for Chrome, if Empires Ascendant follows its current line, it will certainly become a downloader for grat mods. That's why I think it could be a very good thing to highlight the mods downloader of 0ad. Finally, here are some ideas to improve Delenda Est (but it is already very good) : - add more differences between the factions; - draw the gui (more beautiful and with a better placeholder (put the number of ressources next to the pannel where we can buy things)). Did you plane to adapt the gameplay to others mods (like Millenium AD) ? Why didn't you join the main developpers to put your ideas in the main distribution ? And finally, when did you think campaigns could be available ? I hope there are not too many English mistakes.
    1 point
  25. The building is finished with 43k tris
    1 point
  26. *Distant american screeching*
    1 point
  27. Celtic gentlemen I'm going to upload the new cape textures in a separate post
    1 point
  28. "Diplomacy does work it's just that it's hard to bribe the AI" I mean that the alliances proposed by me, they can not refuse. And if I join the tribe 1 and 2 they remain enemies, you know?
    0 points
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