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Showing content with the highest reputation on 2019-06-16 in all areas

  1. I still have lots to learn when it comes to creating trees, but here are some holm oaks I made. (436 tris)
    6 points
  2. You know earlier i was playing age of empires. Actually the original version. The CD version that came out about 1995 i think. However after i found out more about microsoft i decided to not use windows anymore. Instead i am using Linux now. Im really glad i found OAD. Its delivering me basicly everything age of empires had - but WAY better. I love this game. I just found it yesterday. Its even working on my super crapy computer. I was kinda surprised when i saw its still in alpha mode because its running without any issues and i didnt find any bugs. What im trying to say is: keep up the good work! You're awesome!!!
    5 points
  3. lol what are the odds we'd be making the same tree at the same time Thinner foliage in the texture does make it easier to avoid visual issues with leaf planes intersecting all ugly-like, or forming impenetrable domes and such, but the trade off is well... thinner foliage lol. I am becoming increasingly convinced there is no right way to do this, everything's a balancing act between performance and visual quality
    5 points
  4. Hello everyone, Following https://trac.wildfiregames.com/changeset/22379 there will be some changes needed for those of you who have mods modifying templates. I believe that's most of you. Before rP22379 a typical attack component was defined like this: <Attack> <Ranged> <Hack>0.0</Hack> <Pierce>12.0</Pierce> <Crush>0.0</Crush> <MaxRange>72.0</MaxRange> <MinRange>0.0</MinRange> <PrepareTime>1200</PrepareTime> <RepeatTime>2000</RepeatTime> <Delay>0</Delay> <Projectile> <Speed>75.0</Speed> <Spread>1.5</Spread> <Gravity>9.81</Gravity> <LaunchPoint y="3"/> </Projectile> <PreferredClasses datatype="tokens">Human</PreferredClasses> <RangeOverlay> <LineTexture>outline_border.png</LineTexture> <LineTextureMask>outline_border_mask.png</LineTextureMask> <LineThickness>0.175</LineThickness> </RangeOverlay> </Ranged> </Attack> Now you have to wrap Hack, Pierce, Crush (but not Capture !) into a Damage Tag <Attack> <Ranged> <Damage> <Hack>0.0</Hack> <Pierce>12.0</Pierce> <Crush>0.0</Crush> </Damage> <MaxRange>72.0</MaxRange> <MinRange>0.0</MinRange> <PrepareTime>1200</PrepareTime> <RepeatTime>2000</RepeatTime> <Delay>0</Delay> <Projectile> <Speed>75.0</Speed> <Spread>1.5</Spread> <Gravity>9.81</Gravity> <LaunchPoint y="3"/> </Projectile> <PreferredClasses datatype="tokens">Human</PreferredClasses> <RangeOverlay> <LineTexture>outline_border.png</LineTexture> <LineTextureMask>outline_border_mask.png</LineTextureMask> <LineThickness>0.175</LineThickness> </RangeOverlay> </Ranged> </Attack> Also note this will be breaking auras and technologies as well. { "type": "range", "radius": 50, "affects": [ "Soldier" ], "modifications": [ { "value": "Attack/Melee/Crush", "multiply": 1.20 }, { "value": "Attack/Ranged/Hack", "multiply": 1.20 } ], "auraName": "Religious Fervor", "auraDescription": "+20% attack damage for soldiers.", "overlayIcon": "art/textures/ui/session/auras/attack_bonus.png" } Will become { "type": "range", "radius": 50, "affects": [ "Soldier" ], "modifications": [ { "value": "Attack/Melee/Damage/Crush", "multiply": 1.20 }, { "value": "Attack/Ranged/Damage/Hack", "multiply": 1.20 } ], "auraName": "Religious Fervor", "auraDescription": "+20% attack damage for soldiers.", "overlayIcon": "art/textures/ui/session/auras/attack_bonus.png" } { "genericName": "Close Combat Cavalry Training", "specificName": { "mace": "Xyston", "spart": "Xyston", "athen": "Xyston", "sele": "Xyston", "ptol": "Xyston", "rome": "Hasta" }, "description": "Training increases melee attack.", "cost": { "food": 500, "wood": 750, "stone": 0, "metal": 350 }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "horse_trainer.png", "researchTime": 40, "tooltip": "+20% melee cavalry attack.", "modifications": [ { "value": "Attack/Melee/Hack", "multiply": 1.2 }, { "value": "Attack/Melee/Pierce", "multiply": 1.2 }, { "value": "Attack/Melee/Crush", "multiply": 1.2 } ], "affects": [ "Cavalry Melee" ], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Becomes { "genericName": "Close Combat Cavalry Training", "specificName": { "mace": "Xyston", "spart": "Xyston", "athen": "Xyston", "sele": "Xyston", "ptol": "Xyston", "rome": "Hasta" }, "description": "Training increases melee attack.", "cost": { "food": 500, "wood": 750, "stone": 0, "metal": 350 }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "horse_trainer.png", "researchTime": 40, "tooltip": "+20% melee cavalry attack.", "modifications": [ { "value": "Attack/Melee/Damage/Hack", "multiply": 1.2 }, { "value": "Attack/Melee/Damage/Pierce", "multiply": 1.2 }, { "value": "Attack/Melee/Damage/Crush", "multiply": 1.2 } ], "affects": [ "Cavalry Melee" ], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } This change will then allow any modder to add different types of attack to his mod. One currently has hack, pierce, crush, and could add, magic, fire etc... following https://code.wildfiregames.com/D1938 Sorry for the inconvenience and Happy modding You can answer this thread if you need further details
    4 points
  5. Something has been working on my mind for some time, mainly because I'm not a big fan of systems based on rock-paper-scissor. The case of the overwhelming advantage of the ranged units in the recent alphas released stresses the difficulty in balancing different type of units while keeping the game history-friendly. I see often people suggesting balancing changes or different gameplay based on historical facts (or according to their understanding of the history). This makes me wonder if this is possible to satisfy people with both historical accuracy and a balanced gameplay with depth and diversity. Ideas like spearman and swordsman having distinctive efficiency against different units are themselves not very historical. Even the idea that the cavalry is the best counter against ranged infantry is itself contradicted by numerous accounts on the battlefields where the later was often used against the former. This is not a mean criticism, most of the RTS falls in these simplifications to ease the gameplay, even the Total War games. This is understandable. Age of Empire 2 has reached a very high level of gameplay mechanics with this system. Even StarCraft 2 has several aspects from rock-paper-scissor systems. However I wonder if the inclusion of battle formation could be an opportunity to innovate in the gameplay. Historically, the battlefield was unbalanced from a game point of view, mostly filled with infantrymen and this across all continents and across all the time periods. The only exception being the nomads. Therefore why not consider an unbalanced system working around battalions of infantrymen? If the gameplay is unbalanced in purpose in favor of the infantrymen, with the other type of units working as support and counter around them, it could be easier to balance. This is kinda a heretic way to think in RTS games but I throw this idea to encourage further thinking. Even for mods, not only for the vanilla. To sum it up my mind, winning an encounter could be based on obvious parameters like the quality of the infantrymen and the numbers but also on parameters strongly related to the battle formation. For example, the battalion could gives a bonus to all the units (obviously) but this bonus could varies according to the depth of the formation. Like this players should consider both the width of the formation in comparison with the enemy's formation (because it will impact how much units will hit your unit in the same time) and the depth of the formation because each additional rank will increase the bonus. Clearly this is favoring the numbers of units, so outnumbering strategies will often win. But it could be counter by flanks attacks where each units attacked by enemy's melee units while being on the sides will lose all the bonus from the formation. Which will give an interesting tactical advantage for the cavalry. Moreover, this could also be countered by ranged infantry raining their missile on the infantrymen. Not only to cause damages and kill the units but in decreasing the bonus or even causing malus for the units hit. It could even slow down the movement of the whole formation and slowing their rate of attack (DPS). It could also be counter by forcing the player to split his army and to use clever strategies to destroy quickly the army with a smaller force, see this. In my mind, the ranged units and the cavalry should work as support and counter against each other to weaken the enemy main forces (which is the infantry). For the moment, I do not know how it could include the champions cleaverly but I wanted to share my thoughts. This is could be tested in a mod maybe.
    3 points
  6. Should be better now pers_ice_house_02.zip
    3 points
  7. @Boudica I thank you to be a part of this. We made it happen all together. It's hard to come up with a fair system. However, this is what we have. It's more accurate if a player has high level of participation like you. There are still things we need to improve. Currently, the score system encourages participation, winning, destroying, killing, sharing resources etc. Every week is different from other weeks. I have compared the players according to their participation. @Unknown_Player and @ffffffff have 7 weeks. You have 6 weeks. So, comparing the best 6 weeks seems fair to me. I use the same method for other players. Two of them have the same point. So, I looked how many weeks they participate. Obviously, If you participate more you have better chance. Yes, it's good to have a break. But this not the end. We'll have another event. Stay tuned. Have a great day!
    3 points
  8. Oh man, these look a lot nicer than some of your others! They fit quite well with LordGood's. My main critique of some of your other deciduous trees is that their foliage is very thin. I imagine you partially do that for performance, but the fact still remains. I do like how tall some of your trees are. Sometimes 0 A.D.'s trees seem a tad too small.
    3 points
  9. Hi, I would like to ask if someone could find some time and create seeding animation? So then current building animation for farms could be replaced with it? Thank you
    2 points
  10. > says that women dont have enough action in game > suggests replacing women with slaves, making them even more rare
    2 points
  11. At first, pathfinding and formations should be better. I see a lot of work being done by @wraitii, but I don't know to what extend and with what aim. I miss the dev diaries. (I think are improving the system to thread the pathfinding, among others things, like fixing the gliding units)
    2 points
  12. What I mean is the we need the rider to be a separate element from the horse to do that.
    2 points
  13. Oh hi and – thank you! I see it took a longer time to come up with a system that put me on the first place. I don't really know what the method is, I just really hope it's not alphabetical. Well, actually, I think I understand what you've done there. Thanks for putting the extra time into the evaluation because it helped make the whole event even more interesting. I've heard many people say they watch or enjoy these games (and not just the players that liked to see themselves on TV). Not every tournament series so far caught on that well, so we can't but congratulate you on your work. Having said that, I'm somewhat glad I can take a break this weekend.
    2 points
  14. Hi all, 4v4 Sunday Pro Games event is finished last week. Thank you all to be a part of it. Special thanks to @psypherium, @Feldfeld, @Unknown_Player. Stay tuned for upcoming events. Here is the final league fixture: @psypherium @Feldfeld @ValihrAnt @camel @Boudica @ffffffff @JC (naval supremacist) @Unknown_Player @borg- @chrstgtr @Lefo @Pudim @Philip the Swaggerless @Stockfish @PhyZik @itrelles @nani @Hannibal_Barca @LeGenDz @phoenixdesk @LANDLORD @kizitom *** If you want to be in the notification list, or not, send a PM so I can add/remove your name.
    2 points
  15. I appreciate the critique as it helps me to improve. Hopefully you don't have to wait to long!
    2 points
  16. got one more to polish and then an entity template to make screenie showing just what I mean, new oaks on the left, holly oaks on the right, and easily double the number of the old oaks on top perhaps wood counts should reflect the poly weight?
    2 points
  17. fluffy north african forests
    2 points
  18. Hey guys, thanks for the feedback I tried to change the background a bit to separate it from the character. @Sundiata I've detailed the earring using the reference you posted, but I kept the purple gem for composition and color reasons. This necklace was the second attempt (I gave up on the first one, that's why I didn't show it), but I think it looks ok now
    2 points
  19. I'd like to give to the Persians a small special building called "Yakhchāl" or "Ice House" in English. 3 model variations would be nice. Build limit of 5. Adds +5% health to all units with an aura. They would get 1 as their special starting structure. Persian units could have a -20% train time buff (or have extra training techs to this effect), but a -10% health debuff. Building Yakchals would mitigate this and adds a nice cultural touch.
    1 point
  20. Don't forget that every aura and every technology must also be changed.
    1 point
  21. 1 point
  22. I said that they should be implemented in a historically informed way; if that makes them rarer, then so be it. Likewise, I never said that women should be replaced with slaves. I instead stated that slaves should, for civilisations in which labour was primarily conducted by slaves, be the primary economic unit. I have otherwise simply pointed out some alternative ways to represent women that seem more informed. In these discourses, respect is critical to healthy communication, and while I assure you that I am fallible, I do actually try to make coherent arguments; please look more carefully and criticise valid points. My apologies if this seems offensive, but I don't appreciate being taken out of context.
    1 point
  23. 1 point
  24. @Exodarion @darkinterloper @borg- @Nescio @Angen
    1 point
  25. Would need an icon and a proper template that doesn't depend on DE
    1 point
  26. Hamilcar Barca: portaits are very rare in web, but some source here
    1 point
  27. https://code.wildfiregames.com/D1926 would help with running the game on really slow machines I guess.
    1 point
  28. Another guy running 0 A.D. in Raspberry Pi. It seems that tiny maps with not too many resources could run smoothly. Maybe we could even make a mod for less powerful computers. hf
    1 point
  29. The post prior doesn't make any sense haha
    1 point
  30. Welcome to the forums! I'm glad to hear you like the game. I think a lot of us have a similar story about their way to 0 A.D. The game is still in alpha, but that currently mostly means you can get a new and slightly different version from time to time. There are quite a few structure or unit models that haven't been made available in the vanilla version, but there are now several good mods that make use of them. Vanilla is more conservative with a goal to keep the game relatively balanced and playable. There are still some more technical issues that are slowly getting worked on, the worst of which is currently the lag that appears when there are many concentrated units. Anyway, these issues don't really make the game any less addictive. As someone who has spent thousands of hours playing, I can be trusted on that one. GL, HF!
    1 point
  31. It's in the blend files somewhere Unfortunately, we need to reexport them all I thibk because mistakes were made.
    1 point
  32. Yep just got a pm he is using w10 hence my question. @feneur can you lift his post limit please ? @weridetogether6 How many monitors do you have ?
    1 point
  33. I agree Tall trees look great. The Rome 2: TW used similar designs for trees. The taller the trees are, the more room for height variety
    1 point
  34. i need tower mod !!!!
    1 point
  35. No offense to bigtiger. He has some awesome stuff in his mod. He's done some pretty cool things with decals, for instance, which should be merged with core game, and I like the dead trees and fallen trees, which should also be merged. But LordGood's trees are actually better. At least, from what I see so far! Oh, and BigTiger's bushes should be merged too. Very nice. I think LordGood's oaks there finally have the "layering" effect right, to cast some nice self-shadowing and give that fullness expected from a mature set of trees. It's one of the things I like about the "old" Carobs.
    1 point
  36. @Bigtiger might have some stuff to show soon
    1 point
  37. You'd be surprised, the old 'new oaks' (1542-2054) are much higher poly than these holly oaks (472-676). These have a fair few on the carob trees (122-154), and old oak trees (128-258), but I do believe this jump is much less of a poly issue, since mapmakers tend to heavily clump the old trees to make them look nicer.
    1 point
  38. Great video from @ValihrAnt
    1 point
  39. https://en.wikipedia.org/wiki/Level_of_detail we need a feature inn the engine for this.
    1 point
  40. 1 point
  41. Looks cool man. A couple requests? Some of the uv mapping looks stretched. Also, the models were exported at a negative altitude. Can reset them to 0? (changing the altitude using the template causes the foundation to float, lol; better to just re-export the models) Also, at the top needs to be a hole to allow hot air to escape. It would be nice if they had custom textures, but that may be asking too much! lol. Thanks for your work so far. Adding these to the Persians gives additional cultural flair! Loving it!
    1 point
  42. Are you saying this is the first fridge in history?
    1 point
  43. I might have something for the former.
    1 point
  44. Here's the finished file Amanirenas portrait.rar
    1 point
  45. @Victor Rossi Woooow I love it! That scarred eye looks badass! I think it looks great as it is, but if you want to push the accuracy even further, *Puts on my Captain Nitpick-cape: My only suggestion would be to add some more detail to the jewelry (earrings and necklace), which look a little generic now. Here are some authentic Meroitic examples:
    1 point
  46. Here's a preview of the portrait There's a lot of little adjustments to be made. The rim light on the right side is just a test, so that's why those lines are all sketchy. What do you guys think? Any suggestions?
    1 point
  47. @Sundiata @Lion.Kanzen I've done 2 quick thumbnail sketches to figure out the basic proportions and facial features. Which one do you prefer?
    1 point
  48. Hello PSD file in below URL https://drive.google.com/drive/folders/1MLMY-VRjlCkvRNcIYLVtUKrviuNKNleY?usp=sharing
    1 point
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