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  1. Hi all, I'm working on a City Building mod. This mod is trying to incorporate elements of city building games like Caesar or SimCity to 0 A.D. The end goal here is to have a RTS/city building hybrid mod using 0 A.D engine. The balance between the two genres that I'm trying to achieve here is to ensure that the city building part should be fun enough without getting too complicated. The plan I've made consists of several phases, each with different features to implement. But currently I'm focusing on two mechanics: I. Building placement In city building games, building placement is important. Especially housing zone. People will only live in your city if their needs are met. Job, food, desirable location. Otherwise they will leave. Resource and storage building placement is also important, finding sweet spots to shorten the route without disturbing existing residences. Since this is still a RTS game, effects need to be tweaked in such a way that normal player can play the game without crippling penalty, but player who takes time to plan the city can optimize it to gain edge. Implementation: Every building has aura that indicates their desirability, which will increase or decrease population count of nearby houses, e.g. civic building increasing nearby house population, military building decreasing it. Since resource management is already complicated in 0AD, alternative implementation is using building aura to increase performance of related nearby building, e.g mining dropsite increase nearby blacksmith research speed, blacksmith increase nearby barrack training speed, etc. This will cause crowds of buildings in desirable area, so to justify it every building is implied to have been constructed along with its nearby infrastructure, increasing nearby unit speed. Status & TODO: Released, but with general rule. These are the desired changes and their detailed implementations. A complete explanation of Phase I and download link is posted here. II. Economy In city building games, money is usually the only resource the player needs to build the city. It can be gathered from each citizen, or received by importing resources to other cities. Implementation: New resource available to simulate productions. Money: House and Economic buildings trickle money periodically. The amount of taxes will be influenced with the same rule as Phase I. The trickle should be low enough that player should spend responsibly, but should also be high enough so that it's not the first resource to run out before other resources. Money should be requirement of every building and unit creation, as it is analogous to builder/soldier salary. Weapon: Blacksmith will be available to construct in town phase and trickles weapon over time. This will be used to train soldiers. It would consume wood and metal, so wood and metal resource for unit training can be removed and replaced with only food, money, and weapon. Training time should also be made faster. Working animal: Horses/Elephant is trickled resources as well. Useful to train cavalry. Status: In progress. Money has been proven to be workable, but still tweaking 0AD GUI to support more than 4 resources. Weapon and Working animal is still being researched. TODO: Test other impacts of new resources, finding out other uses of money, learning about Summary screen (after battle) GUI as it is bugged out on Resource Tab. III. Citizens City building has NPCs that simulates production chain and distribution. To enhance the experience several new citizen types can be created that work like modified Trader but between resource dropsite and market/house/blacksmith. This is still in research phase. Feel free to criticize or ask if any of these doesn't make sense/needs work/impossible to implement in 0 A.D. I still have a lot to learn in modding 0 A.D, any feedback is welcome. I will keep updating this post if there's a new idea to share. Thank you.
    5 points
  2. You guys are in luck. I just spent like 4 hours getting this ship shape for you: https://github.com/JustusAvramenko/theban_greeks SVN compatibility only. Does not work with Alpha 23. Enjoy the choice!
    4 points
  3. Isnt mine but older version.
    4 points
  4. Synagogue Gamla Synagogue Houses Some symbols https://www.jstor.org/stable/1452524?read-now=1&seq=10#page_scan_tab_contents Grape wine. Palm This most familiar for us.
    3 points
  5. THRACIANS Give a brief introduction to the Thracians here UNIT DESCRIPTIONS BARRACKS UNITS Generic Name: . Specific Name: . Class: . Hacker Armament: . Appearance: Basic: . Advanced: Elite: History: Function: Special: Generic Name: . Specific Name: . Class: . Hacker Armament: . Appearance: Basic: Advanced: Elite: History: . Function: . Special: - ARCHERY RANGE UNITS Generic Name: . Specific Name: . Class: . Ranged Armament: . Appearance: . Basic: . Advanced: . Elite: . History: . Function: . Special: . Generic Name: . Specific Name: . Class: . Ranged Armament: . Appearance: Basic: . Advanced: . Elite: . History: . Function: . Special: . CAVALRY STABLE UNITS Generic Name: . Specific Name: . Class: . Hacker Armament: . Appearance: Basic: Advanced: Elite: History: Function: Special: Generic Name: . Specific Name: . Class: Ranged Armament: Appearance: Basic: Advanced: Elite: History: Function: Special: SUPPORT UNITS Generic Name: Thracian Woman. Specific Name: . Class: Female Citizen. Appearance: History: Function: Special: Generic Name: Thracian Priest. Specific Name: . Class: Healer. Appearance: Garb: History: Function: Special: Generic Name: Thracian Merchant. Specific Name: . Class: Trader. Appearance: Garb: Mount: History: Function: Special: NAVY Generic Name: Fishing Boat. Specific Name: . Class: Fishing Ship. Appearance: Shell: - History: Function: Special: Generic Name: Trading Ship. Specific Name: . Class: Merchant Ship. Appearance: Shell: (Standard). History: Function: Special: Generic Name: Light Warship. Specific Name: . Class: Light Warship. Appearance: Shell: Single-tier, 25 rows. History: Function: Special: Generic Name: Medium Warship. Specific Name: . Class: Medium Warship. Appearence: Shell: History: Function: Special: SIEGE WORKSHOP UNITS Generic Name: Stone Thrower. Specific Name: . Class: Catapult Appearance: Shell: History: Function: Special: Generic Name: Bolt Shooter. Specific Name: . Class: Bolt Shooter Appearance: Shell: History: Function: Special: CHAMPION UNITS Generic Name: Champion Infantry. Specific Name: . Class: Champion Infantry. Armament: Appearance: History: . Function: Special: Generic Name: Champion Cavalry. Specific Name: . Class: Champion Cavalry. Armament: Appearance: History: Function: THRACIAN HEROES Generic Name: . Specific Name: . Class: . Hacker Armament: . Ranged Armament: . Appearance: Garb: Helmet: Shield: Figure(s): History: Function: Special: "Hero" Aura (details here). Generic Name: . Specific Name: . Class: . Hacker Armament: . Ranged Armament: . Appearance: Garb: Helmet: Shield: Figure(s): History: Function: Special: "Hero" Aura (details here). Generic Name: . Specific Name: . Class: . Hacker Armament: . Ranged Armament: . Appearance: Garb: Helmet: Shield: Figure(s): History: Function: Special: "Hero" Aura (details here). NEW UNIT TRAITS List any special new traits here, each by bullet point. If no new traits, then say "None." CIVIC CENTER UNITS Female Citizen Melee Infantry: . Ranged Infantry: . Cavalry: . FORBIDDEN CLASSES The following are examples only Swordsman. Archer. Cavalry Spearman. Cavalry Archer. Quinquereme. Battering Ram. STRUCTURE DESCRIPTIONS VILLAGE Generic Name: House. Specific Name: . Class: House. History: Generic Name: Granary. Specific Name: . Class: Farmstead. History: Generic Name: Field. Specific Name: . Class: Field. History: Generic Name: Corral. Specific Name: . Class: Corral. History: Generic Name: Storehouse. Specific Name: . Class: Storehouse. History: Generic Name: Outpost. Specific Name: . Class: Outpost. History: Generic Name: Sentry Tower. Specific Name: . Class: Sentry Tower. History: Generic Name: Palisade. Specific Name: . Class: Palisade. History: Generic Name: Barracks. Specific Name: . Class: Barracks. History: Generic Name: Archery Range. Specific Name: . Class: Archery Range. History: Generic Name: Cavalry Stable. Specific Name: . Class: Cavalry Stable. History: TOWN Generic Name: Civic Center. Specific Name: . Class: Civic Center. History: Generic Name: Dock. Specific Name: . Class: Dock. History: Generic Name: Temple. Specific Name: . Class: Temple. History: Generic Name: Blacksmith. Specific Name: . Class: Blacksmith. History: Generic Name: Marketplace. Specific Name: . Class: Market. History: Generic Name: Defense Tower. Specific Name: . Class: Defense Tower. History: Generic Name: Stone Wall. Specific Name: . Class: Stone Wall. History: Generic Name: Wall Tower. Specific Name: . Class: Wall Tower. History: Generic Name: Gate. Specific Name: . Class: Gate. History: CITY Generic Name: Fortress. Specific Name: . Class: Fortress. History: SPECIAL STRUCTURES Generic Name: Special Building 2. Specific Name: . Class: SB1. History: Requirements: Any? Phase: . Special: Generic Name: Special Building 1. Specific Name: . Class: SB2. History: Requirements: Any? Phase: . Special: WONDER Generic Name: . Specific Name: . Class: Wonder. History: . Any Special Requirements: Phase: City. Special: NEW STRUCTURE TRAITS List any new structure traits here. A possible example could be that their structures spawn militia units when they're destroyed or each building gives a trickle of resource. Anything that sets one or more of their buildings apart from the standard. FORBIDDEN STRUCTURES Any? CIV BONUSES CB1 Name: . History: Effect: CB2 Generic Name: . Specific Name: . History: Effect: TEAM BONUS TB Name: . History: Effect: TECHNOLOGIES Infantry: Very good. Almost all technologies. Ranged units are the exception: neither here, nor there. Ranged techs average. Cavalry: Mediocre to poor. Nothing to match the cavalry of the Persians, for instance. Naval: Very good. Almost all technologies. Siege: Good. Most technologies, though low selection of siege weapons to choose from. Economy: Farming: Mediocre. They should get some of the technologies, but not the most advanced ones. Mining: Very good. Almost all, if not all, technologies. Coinage was highly developed. Lumbering: Mediocre. Same as farming. Hunting: Very limited. It was practiced mostly as a sport by the rich. Land Trade: Mediocre. Definitely nothing to match that of the best civs in the area. Naval Trade: Very good, one of the best in the game. Almost all techs. Architecture: Above average. I would say something on the order of 80% of that of the Persians. Defenses: Very good. Almost all techs. SPECIAL TECHNOLOGIES ST1 Name: . History: Effect: ST2 Name: . History: Effect: ST3 Name: . History: Effect:
    3 points
  6. Okay, have fun! It's yours now. I updated some stuff 3 hours ago. No idea what you need to do.
    2 points
  7. Great initiative, I'm sure to play, had a very interesting project of economic mod in the forum, maybe it's interesting for you.
    2 points
  8. Hi there, @Itms! I just submitted my mod to mod.io. Please take a look if you have time. Thank you very much.
    2 points
  9. Generally speaking about anything Herodian sounds a bit questionable. I would have a priest unit be their champion, with abilities to provide economic buffs and other important aspects. The Hasmonean period was essentially a theocratic government, and the position of high priest had strong political and religious authority. I think that a Hellenised unit would be also quite interesting. There was a lot of conflict between Greek values and Jewish ones at this period, and perhaps a player could decide between the two, the former making that unit available.
    2 points
  10. @Enrique I tried to update the art design document in the past months (For future contributions from an art school in Rennes) updated links updated the pipeline created a page about footprint standardizations https://trac.wildfiregames.com/wiki/ArtDesignDocument And created a few subpages to make it more readable https://trac.wildfiregames.com/wiki/ArtPolyCountGuidelines You might want to update it or create a thread about making reasonable polycounts you have more experience than me on that matters. Still there is the question of drawcalls that are huge these days and we only have what @wraitii started. I believe art performance might be an issue in a A24. (Ships, gaul and brit blacksmith, gaul barracks)
    2 points
  11. By the way, TW mod. https://steamcommunity.com/sharedfiles/filedetails/?id=317348535
    2 points
  12. Don't you think Herodian Romanized Infantry are a bit from late period? Maybe they could be champion units available for late game?
    2 points
  13. I don't know the ranges you're working on in terms of polycount numbers now, but ~350 tris for a shield prop seems to high imo. (unit body mesh has ~750) Either way, programmers are who should know better to put contraints on art assets. The texturing work on these new props is good, so you don't have to rely so much on polygons to make it look good. This also relates with the texel density (texture resolution based on area covered by the texture) of the new shield/props you guys are making compared with the body unit textures. Here's an example of how crisp and detailed the new shields look compared with the skin/tatoos/heads of the unit textures: If you want to alleviate the disparity between texel density without decreasing resolution of new props, you may try scaling up unit textures accordingly using software that uses AI when scaling up images to enhace details that is getting so popular to remaster old games textures and such. Here's an article with examples: https://petapixel.com/2017/10/31/website-uses-ai-enhance-photo-csi-style/ I think it is worth if you don't want to manually enhace all unit textures ingame. At least doing some tests to compare. Cheers!
    2 points
  14. Correct. It works with Empires Ascendant.
    2 points
  15. I know you and @Alexandermb will make great units, but they'll also need great buildings. @Stan` @LordGood
    2 points
  16. Added Bardylis I as a hero cavalry spearman. I used the 2nd bonus of the Iberian faction hero, Caros as a placeholder hero aura.
    2 points
  17. You can copy-paste what I posted I believe and just edit that into the top post. You can do the same for the Illyrians if you wish.
    2 points
  18. J U D E A N S (Hasmonean Dynasty) Download Repository: https://github.com/0ADMods/judeans
    1 point
  19. @elexis The font color has changed. It used to hover over the button with the mouse. The font color is white, but now it's black. Today, I tested the latest SVN22610.
    1 point
  20. No, it's because I have GPU skinning enabled. It's probable that those vertices have something wrong with them in the mesh that is masked otherwise. This also happened with the gastraphetes, but was eventually fixed after I complained for 6 months.
    1 point
  21. In DE, originally all the Greek civs received the Oracle of Delphi technology, but then I realized Thebans weren't different enough from the others so I gave it to them exclusively and tried to make it "fit" for them. I can easily change it to your suggestion. Thanks! Would you be willing to give proper SpecificNames for the units?
    1 point
  22. One thing I might recommend is to give them a champion cavalry unit. Boetians were some of the few Greek peoples known to field a respectable cavalry force if I am not mistaken. Either that or perhaps the confederacy bonus could have something to do with that.
    1 point
  23. Actually they never did. Perhaps you confused them with the neighbouring Phocians? There was a famous oracle of Trophonius at Lebadeia in Boeotia, though.
    1 point
  24. 1 point
  25. Yes, I fully agree! Personally I think it's best to have a separate repository for each civ (including Han China, Xiongnu, and Zapotecs) and improve them against the development version. Then whenever a new alpha stable is released (apparently less then one per year nowadays) Terra Magna would simply bundle the factions deemed sufficiently finished and that's that. Further improvements would continue to be done in the separate civ repositories.
    1 point
  26. No worries, I'm not very familiar with github and all its features either; all those “user-friendly” extras tend to complicate things for me. Command-line `git` is much easier and faster. Anyway, I've pushed my changes, also correcting other things. Feel free to revoke my priviliges now. PS Did you also happen to have started a Scythians mod?
    1 point
  27. 1 point
  28. I know many would disagree, but I would see no problem with the core game having 20+ civs. To me, they're like how some games have 50+ characters to choose from, each with minor differences and even classes of play that compliment each other. But I'm also okay with core game just sticking with what it has and then releasing official "Faction mods." But then you have a problem with players not having the right factions installed. Imagine player 1 having mod civs A, B, and K, while his opponent has B, C, and M civs installed. Wouldn't this make them incompatible to play a match? Eventually, you'll probably just want to fold all the civs into the core game to get around this, or build in some kind of logic in the UI that'll gray out the civ that's incompatible with either player. Alright then. Sorry to bother you.
    1 point
  29. Well if @LordGood made his gunpowder mod public, this would get completed and @Stan`this https://www.moddb.com/mods/dwarfs then we will have early Christmas Nice
    1 point
  30. Keep this up, and we can add Thracians, Illyrians, and Thebans as new mods to mod.io the same time Alpha 24 hits. https://github.com/JustusAvramenko/theban_greeks
    1 point
  31. Even some familiar symbols from Hellenistic but by Hasmoneans. Macabees symbol are less Hellenized. https://www.jewishvirtuallibrary.org/hasmonean-macabbean-coins Wine is important many biblical/Torah events The olives.
    1 point
  32. 1 point
  33. Interestingly, the red color fits very well with the modern recreations of Mesoamerican architecture. One question, was the texture intentional not to turn red so as not to confuse the player during the game? (I promise it's just this question not to pollute the topic)
    1 point
  34. No, an older image, that need to be see the light, was an early developent.
    1 point
  35. Time to starting a minifaction topic.lol. Later full faction.
    1 point
  36. Perhaps an overlay layer for the new shields you guys are making should have some hack damge. Something like this (which was used to make other shields in the game): These shields you make look awesome, but the wood parts are in pristine condition (and the middle part has damage):
    1 point
  37. 1 point
  38. Thank you for your interest, we welcome anyone. The more hands we have, we can if managed correctly, be quicker at finishing line.
    1 point
  39. @Adeimantos I think we need now to set up Runmultiplier and Projectile changes from svn to get compatible if you are interested but feel free to work on which part do you want, link to discord in first post have been fixed, you can join now
    1 point
  40. I’d love to be part of making this mod if I had the time. Mythology or fantasy is the best RTS setting because you have such a diverse range of units and possible abilities.
    1 point
  41. you can help me to made some inaccurate helmets? (for this mod) visually (the shape/form) is the most beauty "Roman Attic" I never seen.
    1 point
  42. Thrace is not really my cup of tea, so I'm not sure of how much help I can be. However, let's give it a try The Odrysian kingdom, which was a union of dozens of tribes and minor kingdoms, covers Thrace in 0 A.D.'s timeframe. Getting units is relatively easy; some Thracians are already in game as part of other civilizations. Creating appropiate structures would be more difficult; wood was a primary building material, so I doubt anything is still standing today. Anyway, about the unit rosters. Thracians - and Dacians - were famed and feared for their use of one-handed sickle-swords and two-handed scythe-swords (both called falx) and slightly curved sword-spears (the romphaia). A short, forward pointing sickle-dagger-sword (the sica), also used by Illyrians and Romans, was their favourite side-arm and "national weapon". (Giving separate names for similar weapons is a modern convention; sica-falx-romphaia probably formed a continuum.) However, Thracians often prefered using javelins, spears, and bow-and-arrows to close combat. Thracians frequently adopted Greek-style helmets (but not Illyrian helmets, interestingly) and armour, sometimes after the Greeks switched to other types. On the other hand, Thracians were also notably influenced by their Scythian neighbours. Here's a first proposal for a Thracian unit roster: Village phase: woman fishing boat two-handed falxman (no shield) javelin infantry (pelte shield; see Macedonian) javelin cavalry (pelte shield; see Macedonian) Town phase: healer trader merchant ship pentekonter battering ram rhomphaia infantry (already in game as mercenary for various factions) sword infantry (single-handed falx, pelte shield) spear infantry (pelte shield) archer infantry (no shield) sword cavalry (single-handed falx, pelte shield) spear cavalry (short spear, pelte shield) archer cavalry (no shield) City phase: trireme Greek-style hoplite infantry champion? (royal mercenary guard) Scythian-style spear cavalry champion? (royal/noble cavalry; cataphract, with scale armour? and small but heavy round shield with bronze rim) Heroes: Teres I (unified Thrace after the Persians were defeated in Greece) Sitalces (his son; allied with the Athenians, invaded Macedon; greatest extent) Cotys I (gradually conquered the Thracian Chersonesos from Athens) Ranks: basic: partially naked chest?, animal skin cap? advanced: fully clothed, leather helmet elite: leather armour, bronze helmet champion: bronze breastplate
    1 point
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