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Showing content with the highest reputation on 2019-05-08 in all areas

  1. The Temperate Forest. Now go chop it down!
    7 points
  2. 4 points
  3. It would be great if there were a random map option to start with circular palisades around your centre: This looks aesthetically pleasing and offers some minor protection. Actually building palisades in game is not worth the resources and time. Perhaps there should be more options, e.g.: nomad civic centre (default) civic centre and outposts (r = 150) civic centre and palisades (r = 75) civic centre, palisades (r = 75), and outposts (r = 150) civic centre and city walls (r = 100) civic centre, city walls (r = 100), and outposts (r = 150)
    3 points
  4. Well, about 1 month I started working with 3ds max. I had no idea until then, I started from 0, only some youtube videos to help me. I know it's pretty simple and I still need to learn lots of new things, but I think it would be interesting for us to use this topic to share our arts. What u think guys?? Cya
    2 points
  5. Perhaps we should go one step further: hard-code the unit queue so that any player who captures a nuba camp can train nuba mercenaries there (but only Kushites can build the camps); similarly for Carthaginian embassies. [EDIT] The ptol_mercenary_camp can actually be built in neutral territory (no unit has it in its building queue, though). Mercenary camps and similar structures currently in game: back row: rome_army_camp, pers_hall, cart_embassy third row: spart_royal_stoa, athen_royal_stoa second row: kush_nuba_village, kush_blemmye_camp, ptol_mercenary_camp front row: cart_embassy_celtic, cart_embassy_iberian, cart_embassy_italiote
    2 points
  6. For random maps (rmgen) just enable them in the cc placer function and change the wall type to palisade
    2 points
  7. Mercenary camps count as embassies, which means they're limited to two per player, so making them buildable in neutral territory won't seriously distort gameplay. It seems the AI doesn't currently understand how to build in neutral territory, though.
    2 points
  8. From Preview: Medewi 2.0, a TW mod (ignore every other unit in that roster... Way too much conjecture/speculation and plain wrong equipment) This unit didn't actually look so bad. I actually quite like it. Quilted cotton armour for the rider should have long sleeves, and extend down to as low as the knees. Quilted cotton armour for the horse shouldn't extend to their heads.
    2 points
  9. Or they may be using vertex groups to define the secondary material that's the what I would do it in blender anyway Enjoy the Choice
    2 points
  10. That helmet really served his purpose lol. Nice work with the textures, lot of units have been updated for alpha 24 i will end having a visual pleasure when it releases.
    2 points
  11. The loyal and brave foot companions. P E Z H E T A I R O I
    2 points
  12. I have finally made this into an actual piece of published collateral. It is not much, but as promised, here it is. This is probably the last you'll hear from me, so thanks once more for all the help, and have a good one!
    2 points
  13. In the spirit of the following article http://www.cysion.be/aocbox/?p=188, I thought it would be nice to share some of the remarkable things we have learned from 0 AD about the past. To start off: In the ancient times, people (other than women) always wore full armour even when going about their daily activities, quickly making them disappear whenever they needed to grab tools. Soldiers often liked to make victory poses in the middle of battle. This resulted in a completely new outfit and temporary immortality. Unfortunately, posing never caught on as a mainstream tactic due to the presence of champions, who refused to pose because they thought they were already cool enough.
    1 point
  14. Hello everybody! Well... What do you think of a new game mode based on the seven wonders of the ancient world? I thought of the following: 7 unique maps, one for each wonder, in which you can only have one player and there would not be, at least initially, a computer controlled enemy civilization. The challenge would be to sustain the construction of the Wonder building by generating resources and obeying a timer. In a way, it would be a way of playing 0 A.D. without any battles, but still having fun and with the possibility to establish rankings. But how? 1 - Each "Wonder" would have a unique map, and the area where the wonder would be located would not be a walkable/interacting area. It would be a somewhat isolated area of the map, in which the wonder would be presented in some construction phases (I don't know... 3, 5, 7, eg?), but in a very huge, imponent and detailed scale. 2 - In order to effectively build the wonder, there would be hard and progressive criteria of construction costs, plus a timer to make things difficult. 3 - At each stage advance, the game presents a "break" using a pre-established cinematic camera and a specific incidental song, focusing on the Wonder itself, as if it were a "prize" for the player. 4 - At the end of the last phase, when the wonder would be finally ready, it can be the initial of a real final phase, with a pattern of gradual increase of the demand for resources by the Wonder, and the funny thing would be in two aspects: not being able to sustain the cost of production, which would invariably happen at some point, the player will watch a final pompous cinematic video, with an equally pompous soundtrack: the Wonder crashing and an epic "game over" warning. In addition, it would be possible to rank how long the player was able to keep the wonder standing in the final phase. Assuming that all players would have identical playing conditions, we could have an online ranking: how long did you last in such final phase? What do you think? I imagine that the biggest challenge would be for the designers, as this game mode assumes the designing the buildings of the seven wonders in a more detailed and greater scale than the usual buildings.... besides more "construction phases". In the other hand, since all these Wonders would not have to interact with the characters in the map, I think designers could easily let your imagination really flow, and create things such a really giant Colossus, on the edge of a port in Rhodes.
    1 point
  15. For now DoM has only raiders. Though I also like the game to have tribal wars but raiders in hardcore mode is really hard. Your settlement will be littered with towers that may not look good and realistic at all. You can eventually beautify your settlement when you reach the Iron Age and when you established their attack zones. There is a flaw on tower mechanics since the raiders can destroy it using arrows and spears despite having steel structures. At least towers don’t fire projectiles but only those range units garrisoned. The raiders are kind of invincible with full health, nutrition, hydration, stamina, and morale at all times as well as all are adults compared to your aging defenders. And if you face them head to head you will lose lots of your units that takes a long time to replace. When your population increases their numbers increase too. Somehow they attack during blizzards when your people are hampered by the bad weather while them are not. Neolithics which is under development by a single person seems to be awesome with warfare! But it may take awhile but hoping to be released if not this year maybe next year. Ancient Cities imo have better mechanics than DoM with more realistic game mechanics and already got some funding from donors (more than 100k pounds?!). But I haven’t seen their walls yet. 0ad Romans have the best wall so far for me.
    1 point
  16. Didn't you just complain of lag because of alpha transparency decals ?
    1 point
  17. Desert like maps need heat effects like mirages and air distorsions.
    1 point
  18. I pinned the thread, so it's more easily accessible. Thanks for the great work @user1 and @Hannibal_Barca
    1 point
  19. I think there are a few useful things there:
    1 point
  20. It's there, lying on the forums, waiting for a true artist to finish it...
    1 point
  21. Hi. How about instead of the Nomad Camp and Nuba Village being like barracks with limited unit variety that have low HP/capture points and that take a L O N G time to build, you make them be like barracks with limited unit variety that have low HP/capture points and that take a short time to build. I mean come on, the Nomad camp appears to be a few tents. If I practiced I might be able to set that up in 200 seconds in real life. And while were at it, since its a Nomad camp, why not allow it to be built in neutral territory, requiring garrison to not turn into gaia? Just a suggestion to give Kushites some needed help to be a tiny bit more competitive in multiplayer.
    1 point
  22. @HMS-Surprise Would it possible for you guys to run the svn version of the game ? This would provide us with accurate feedback and recent commands.txt @wraitii is working on the pathfinder, and will be needing real life samples to make sure nothing get unintentionally broken
    1 point
  23. Structures I hope that will get replaced in A24: brit wonder gaul wonder mace dock (with something similar to rome, sele, spart docks) mace wonder pers wonder ptol civic centre rome civic centre Also nice to have (@LordGood?) would be: brit, cart, kush, maur, pers, sele chariot stable mace, ptol, sele palace cart, mace, ptol, rome, sele, spart shipyard (long and narrow boathouse; cf. athen dock) ptol, rome, sele stoa ptol, rome, sele theatre And @Sundiata's suggestion of long and narrow fields (e.g. 3×30 instead of 8×8) for all factions.
    1 point
  24. Incrível como estamos em todos os lugares kkkkk
    1 point
  25. Agreed. This is also common practice for most software projects, and British English can always be added as a translation, as has been done on Transifex for 0 A.D.. The only project that I have come across so far that uses en_GB as a source language is phpBB, and I translate a lot of projects.
    1 point
  26. Sim Sabe de mais algum br?
    1 point
  27. I've been experimenting with blender paint tools and different materials, but it looks ugly I'll see what I can achieve tomorrow on the other hand The menu that i borrow from the Mythological Mod, works but with a small error also i will make all the templates of the units and buildings again :3 interestinglog.html
    1 point
  28. Sounds interesting. I suggest you roll up your sleeves and get coding on a demo scenario. :-)
    1 point
  29. I agree with build time. Still somewhat skeptical about being able to build them in neutral territory. Seems logical/fun/intuitive, but it risks upsetting the balance in the opposite direction.
    1 point
  30. Or use the textures already in the game for that purpose.
    1 point
  31. These guys need belts or ties (probably without modern "buckles").
    1 point
  32. 1 point
  33. A little touch of texture filter will do the trick. 1 rock filter and add another sand filter. Without filters, this could be done using pre-existing and license compatible images of rock and sand, then reducing saturation to zero. Final step would be to set the layers to multiply to transfer the details. I hope this could help.
    1 point
  34. I don't know how UV mapping works in 3Ds, but that's what you're looking for
    1 point
  35. a second texture?
    1 point
  36. 1 point
  37. My biggest difficulties really are the textures.
    1 point
  38. pure 90's style late . textures are the hard thing.
    1 point
  39. Balance isn't my strong suit, so I just went along with what the balance guys did. I have no strong feelings about the suggestion. As long as you don't add any wrong units to them, it seems cool to be able to build them in neutral territory. But if they're cheap and quick to build in neutral territory you could theoretically spam them at your enemy's border which I could imagine being very frustrating in a negative way.. Skirm spams are annoying as it is. The problem with Kushites is that their archers seem underpowered. Slingers can't take on experienced archers because in real life you can't mass slingers. They need a lot more room to operate. The problem isn't that Kushites are underpowered per se. It's that slingers are overpowered. This keeps coming up, and it needs to be fixed. Tweaking the stats in everything but slingers is dancing around the problem. Solve the slinger issue. They were not the champions of the battlefield. They're a support role. Kushite archers on the other hand aren't a support role. They used archery much more offensively (front line action).
    1 point
  40. That was an exhausting game. The team balance was changed just a few seconds before the start, but it turned out to be a good balance. I also liked that we had some less popular civilizations present. I considered taking Iberians for the team bonus, but it wouldn't help archer and slinger civs as much as the Roman bonus could. Anyway, the game was pretty much over for me after the initial coordinated raid with camelius. I'm glad that at least that part didn't fail. It's happened to me recently that a failed attempt at such coordination did more harm to ourselves than the enemy. But camelius is a good team player in this regard. The other strong part of Romans would be the P3 sieging, but I could barely even get to the City Phase until the game was over. Archers can be very good for defense against short-range units like skirmishers, and getting closer was risky and not really worth it. Feldfeld was right that our side was pretty much stalled when I spammed a network of up to 12 upgraded towers. Fortunately the other side was doing better, so I could be happy with that position. I've watched the whole commentary and I liked it. I think you guys covered all the important events that were happening. Setting the playback speed to 1.5x also allowed me to counter the lag that was present later in the game. Thanks for the event and I hope to see you next time.
    1 point
  41. Very nice work ! Add some flags and banners maybe ? Also maybe some props
    1 point
  42. The Ptolemies must have known about North America thousands of years early on account of their lighthouses EDIT: Ptolemaic World Map, 300 BC, Colorized
    1 point
  43. What do you mean? Another shot:
    1 point
  44. The UV mapping for the pikeman shields could be rotated about 80 degrees clockwise. It's always bothered me. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Started a new skirmish map: Palmyra.
    1 point
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