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  1. The large drawback is that we'll have to rewrite a lot of the code . Other drawbacks include that we'll still pay some 'synchronous' AI cost every turn, where a perfectly asynchronous AI would not. It's micro-vs-speed basically, the there is a large speed disadvantage to copying the sim state, so as I expand on above - could work out. An alternative would be doing something like the gRPC diff on Phabricator, where we allow external AIs to plug-in the sim-state. Same architecture but slightly different realisation.
    2 points
  2. 0 A.D. Development Report: May - August 2019 Wildfire Games, the international group of volunteers developing 0 A.D. : Empires Ascendant, is happy to present its latest development report. If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might provide an interesting read. If you want to be part of this project, feel free to visit our forums and join our active community, or just grab a task from our list of open tickets and get right to it. We are currently looking for Programmers, Animators and Artists. *names written in bold black are Wildfire Games staff and names written in bold grey are community members Programming wraitii has rewritten UnitMotion for better code and easier extensibility, with the goal in sight of introducing optimisations. He's optimised the Hierarchical Pathfinder, and is working on pathfinder threading. he has also worked on two patches, allowing triggers to give units modifiers, and making attack effects easily moddable so that, for example, a unit can both capture and damage in the same attack. Stan` Created a first version of the polycount guidelines and updated the art design document. He also added a glow material that also supports normal maps (basic_glow_norm). Stan` worked on many other fixes and improvements, such adding more animations to the atlas drop down list. vladislavbelov continues to work on the renderer among other things, improving the water's GLSL shader by increasing the reflection and refraction realism. He also added a tool to Atlas, which allows choosing water height by simply clicking on a part of the terrain with the desired height. Itms worked on our Continuous Integration system, and improved the developing environment for the programmers behind the scenes. He made the move from VS2013 to VS2015 as the default compiler on Windows, with help from Angen. He also upgraded SpiderMonkey to version 45. s0600204 increased the usage of pkg-config instead of hard-coding or library-specific programs, and added support for special characters (UTF8) in map names and descriptions. elexis rewrote source/gui/ to have a cleaner code structure and use C++11 features (most code still came from 2004), fixed a number of compiler warnings and some memory leaks. JoshuaJB fixed some memory leaks introduced by the implementation of STUN + XMPP ICE. historic_bruno has been working on MacOS build fixes. trompetin17 fixed an issue with atlasUI and added a "new" checkbox to the map settings tab. Imarok, FeXoR and bb_ have also been working on various smaller code fixes, improvements and reviews. Mate-86 has worked on a feature allowing entities to be affected by Status Effects, such as flaming projectiles igniting the target or poisoned arrows poisoning the target, which will cause the target to continue suffering damage for a while. Freagarach has replaced the gender-tag with phenotype, adding the ability to choose a random phenotype for a given template, allowing for different looks for the same template, as well as having male and female units from the same template with their correct respective voices. Freagarach, with assistance from wraitii, has also wrapped damage types in a Damage element in XML templates to make them generic. This places the damage types in a "Damage" container, just like the "Resources" are. Part of the effort towards having secondary attacks and a more easily moddable game. Angen made the AI aware of the existence of the new ranges and updated precompiled headers to improve build times. Krinkle fixed ESLint semicolon-related warnings and has been updating various wiki-pages on trac. minohaka helped testing and discovering regressions. Art Alexandermb‘s new fauna models and textures were committed by Stan`, including Marwari, Lusitano and Celtic horse breeds, new cattle textures, sanga variants, a new Maurya trader chariot with new animations and he animated the new Kushite hero chariot by Sundiata. He sorted his many new Celtic shields according to their specific civ, diffenrentiating the Gauls and Britons with the help of Genava55. Another big update were the many improvements to a variety of other shields, including the Greek aspis with new higher quality models and textures. And then there was the big Hellenic helmets update: Thracian, Phrygian, Boeotian, Chalcidean, Attic, Bryastovets, Corinthian and the Pilos helmet, with many variations. New meshes and textures for greaves were also committed. Many other smaller fixes and improvements were made, further enhancing the quality of his already Herculean art contributions, as wel as working on “the great animations re-export” together with Stan` (cleaning and committing) and assisted by fatherbushido and Enrique, in order to solve a flaw in many older meshes, while also taking the opportunity to improve on some of those animations and adding some new ones. Alexandermb has also been working on a number of formations like the testudo, phalanx and syntagma. wackyserious created many new Macedonian, Persian and Roman unit textures, a new Ptolemy IV hero texture and updated the Thracian Peltast, Naked Fanatic, Scythian Archer, Judean Slinger and Seleucid Pikeman and Cataphract. Stan` Made a new blacksmith for the Britons, improved the walls for the Gauls and added some detailing to their barracks. He unified foundation sizes and construction dust, added new scaffolds and updated structure templates accordingly. LordGood is continuing his prolific work in the flora department. Teak, dragon bamboo, strangler figs, bananas, areca palm, doum palm, Atlas cedar, holly oak, juniper tree and some new grasses are his latest additions. He has also been working on the Hellenization of the Ptolemies with a new tower and temple. Bigtiger has worked on some beautiful new flora as well, adding holm oaks, Euro birch, fir tree and a new fern to the collection. He also made new cliffs, new particle actors for snow and clouds and new temperate terrain textures. These new assets can be admired in three new excellent looking maps by Bigtiger himself: Farmland, Oceanside and Roadway. wowgetoffyourcellphone made new icons for the deer, boar, camel, horse, walrus and wildebeest. The Uffington White Horse he made back in 2016 will replace Stonehenge as the new wonder for the Britons. Other Gallaecio has been improving and correcting the English descriptions in-game. Stan` gave a presentation on 0 A.D. and it’s develoment process in Rennes for GrafikLabor 2019. user1 continues his work moderating smurf accounts in the multiplayer lobby. After discussions on the transliteration of Ancient Greek into English, the decission has been made to use the standards of the American Library Association and Library of Congress proposed by Anaxandridas ho Skandiates, who is, in discussion with Nescio, working to update all the Greek specific names, making them more accurate and consitent. Nescio has also been updating the English style guide, cleaned up the technology data files and applied some corrections to the new horse and cattle fauna templates (among others), added skirmishing templates to some structures and cleaned some obstruction and footprint sizes for others, improved a number of tool tips and improved and corrected some of the Roman and Persian specific names. Tom 0ad Has created five new informative videos, including “0AD Faction Overview 04 – Persians”, “0AD Faction Overview 05 – Kushites”, “The Ultimate Guide to Siege Weaopons”, “Top Three Tips to Improve. FAST” and “Essential Team Game Guide”. Likewise, ValihrAnt has made a number of enlightening videos, including “Unit Ranks & Promotions Explained”, “Top 5 Most Underrated Techs” and “Strategy Guide, Cavalry Rush Build Order”. HMS-Surprise, Unknown_Player, Feldfeld and psypherium organized the commentated Sunday Pro Games between April and June. This was a competetive community event, with Boudica ranking number 1! elexis, Stan` and wraitii have been updating an extensive list presenting all noticable changes to the end user in Alpha 24, since development started on December 26th, 2018. Changes include new 3D and 2D art, sound, maps, gameplay, user interface, renderer, pathfinder and more. Check it out at: https://trac.wildfiregames.com/wiki/Alpha24 Art Features A small selection of Alexandermb's new helmets with many variants: One of many new sets of shields. The Greek aspis for the Athenian faction. From top to bottom: basic, advanced, elite and champion. By Alexandermb: Macedonian, Carthaginian and Spartan units showing off their new equipment, by Alexandermb: New Macedonian unit textures by wackyserious: New unit textures for the Romans, Judean Slingers and Seleucid Cataphracts, by wackyserious: Some of the new temperate flora assets by Bigtiger: A lush display of some of LordGood's new tropical flora assets and cliffs: The new Oceanside map by Bigtiger. It's by the ocean... Mediterranean Islets, by LordGood: Hellenized Ptolemaic walls and temples on the banks of the Nile. Take note of the new palms and baobab trees. By LordGood:
    1 point
  3. Just had this idea, and I think it's good, so I wanted to share this... Current situation As you may know, the AI is currently designed to ultimately be run in an asynchronous manner, in the background, over possibly n turns. A reference is this interview of @quantumstate for example, but it's also quite obvious from the architecture. The Idea was that thus the AI wouldn't be blocking for the simulation even if it was slow. Based on the fact it currently runs once per 8 in-game turn (about 1.5 seconds in SP, about 4 seconds in MP), we can assume that this is a reasonable time-frame for such a threaded AI. To support this, the AI receives a copy of the simulation state, through AI Proxy components on most entities and AI Interface. Consequences This is nice in theory - I've never questioned it and I don't think anyone questioned it in the past few years. However it has several significant drawbacks: The AI wouldn't be able to be run more than once every n turns (n=8 right now). That makes it basically impossible-by-design to micro efficiently, for example. Note that our synchronous AI can, but that's not how it should work (and it doesn't leverage that). Copying the simulation state is slow. AIProxy listens to most messages, all entities have one. It can easily take up several ms per turn (in fact I had a diff for that which I didn't keep as it was kinda broken.). Copying the simulation state is error prone. We have to do it manually. Techs in particular were a real pain to handle. Mitigations for multiple AIs (the common-API) are a mess. Copying the simulation state is greedy and custom. If the AI wants new information, we have to add it to its state. If it doesn't care about some information that we've added, we've payed the price anyways. The above flaws are all fundamental to the design. The second and first can be mitigated, but at great cost, and only up to a point. Proposed Change The biggest change is simple conceptually: we run the AI synchronously. It fixes all the fundamental design flaws above: we can run it every turn if we want to. This fixes point 1. we no longer need a copy of the whole simulation state. This fixes points 2/3/4. The AI can call into the Engine directly (using QueryInterface or something similar) - in a read-only manner. This can be by setting a flag or by copying only that relevant bit of data it's asking for. If the AI remains in its own context, we can use structured clones. The problem of this design is that if the AI wants to do something slow (and it does sometimes), it will lag. There is a solution. We let the AI run specific computations asynchronously, over a specific number of turns, using an interface similar to worker threads. Then if the computation isn't done, we block, otherwise we return the result and process it synchronously and deterministically. For these computations only, we copy whatever state is necessary. What I hope this achieves A speed-up of several ms per turn on both SP and MP. A much simpler AI interface (basically no interface). Still the ability to run longer computations asynchronously.
    1 point
  4. @LordGood Ping , Can I has this ? ↓
    1 point
  5. Good, been doing slowly but making advance on the elephant animations at least.
    1 point
  6. Well... Missing file 'art/actors/props/units/heads/celt_helmet_caradoc.xml' referenced by: 'public/art/actors/units/britons/hero_infantry_swordsman_caratacos.xml' Missing file 'art/actors/props/units/heads/kart_healer_hat.xml' referenced by: 'public/art/actors/props/units/heads/head_kart_priestess.xml', 'public/art/actors/props/units/heads/new/head_kart_priestess.xml' Missing file 'art/actors/props/units/heads/pers_conical_plume.xml' referenced by: 'public/art/actors/structures/persians/blacksmith.xml', 'public/art/actors/structures/persians/blacksmith.xml', 'public/art/actors/structures/persians/blacksmith.xml', 'public/art/actors/structures/persians/blacksmith.xml' Missing file 'art/actors/props/units/heads/ptol_thureophoros_e.xml' referenced by: 'public/art/actors/units/ptolemies/elephantry_c_r.xml', 'public/art/actors/units/seleucids/chariot_archer_c_r.xml' Missing file 'art/actors/props/units/heads/rome_helmet_hero.xml' referenced by: 'public/art/actors/structures/romans/blacksmith.xml' Missing file 'art/actors/props/units/heads/rome_imp_gallic_g_cent.xml' referenced by: 'public/art/actors/structures/romans/blacksmith.xml' Missing file 'art/actors/props/units/heads/rome_monte_e.xml' referenced by: 'public/art/actors/props/structures/romans/blacksmith_armorstand_wood.xml', 'public/art/actors/structures/romans/blacksmith.xml', 'public/art/actors/structures/romans/blacksmith.xml' Missing file 'art/actors/props/units/heads/rome_monte_simple.xml' referenced by: 'public/art/actors/structures/romans/blacksmith.xml', 'public/art/actors/structures/romans/blacksmith.xml' Missing file 'art/actors/props/units/heads/samnite_elite.xml' referenced by: 'public/art/actors/units/carthaginians/infantry_swordsman_e.xml' Missing file 'art/actors/props/units/heads/sele_romanized_visor_crest_brass.xml' referenced by: 'public/art/actors/units/seleucids/infantry_swordsman_c.xml' Missing file 'art/actors/props/units/heads/spart_agis.xml' referenced by: 'public/art/actors/units/spartans/hero_infantry_spearman_agis.xml' Missing file 'art/actors/props/units/heads/spartan_phalangite_helmet.xml' referenced by: 'public/art/actors/units/ptolemies/infantry_pikeman_a.xml', 'public/art/actors/units/ptolemies/spear_infantry_a.xml', 'public/art/actors/units/ptolemies/spear_infantry_b.xml', 'public/art/actors/units/seleucids/chariot_archer_c_d.xml' Missing file 'art/actors/props/units/helmets/hele_iar_e.xml' referenced by: 'public/art/actors/units/macedonians/infantry_archer_e.xml' Missing file 'art/actors/props/units/helmets/hele_illyrian.xml' referenced by: 'public/art/actors/units/athenians/ballista_infantry_a.xml', 'public/art/actors/units/athenians/ballista_infantry_b.xml', 'public/art/actors/units/athenians/oxybeles_infantry_a.xml', 'public/art/actors/units/athenians/oxybeles_infantry_b.xml' Missing file 'art/actors/props/units/helmets/hele_su2.xml' referenced by: 'public/art/actors/units/athenians/infantry_swordsman_c.xml' Missing file 'art/actors/props/units/helmets/hele_su3.xml' referenced by: 'public/art/actors/units/macedonians/infantry_javelinist_e.xml', 'public/art/actors/units/ptolemies/cavalry_spearman_a_r.xml' Missing file 'art/actors/props/units/helmets/sele_chalkaspides_b.xml' referenced by: 'public/art/actors/units/seleucids/infantry_pikeman_b.xml' Missing file 'art/actors/props/units/helmets/thracian_helmet.xml' referenced by: 'public/art/actors/units/hellenes/infantry_swordsman_c_thracian_blackcloak.xml' Missing file 'art/meshes/props/helmet/cataphract_mask.dae' referenced by: 'public/art/actors/props/units/helmets/props/sele_cataphract_mask.xml' Missing file 'art/meshes/props/helmet/hele_boeotian_crest.dae' referenced by: 'public/art/actors/props/units/helmets/props/boeotian_crest.xml' Missing file 'art/meshes/props/helmet/hele_boeotian_highcrest.dae' referenced by: 'public/art/actors/props/units/helmets/props/boeotian_highcrest.xml' Missing file 'art/meshes/props/helmet/hele_boeotian_highcrest_02.dae' referenced by: 'public/art/actors/props/units/helmets/props/boeotian_highcrest.xml' Missing file 'art/meshes/props/helmet/hele_chalcidean_crest_01.dae' referenced by: 'public/art/actors/props/units/helmets/props/chalcidean_crest.xml' Missing file 'art/meshes/props/helmet/hele_chalcidean_crest_02.dae' referenced by: 'public/art/actors/props/units/helmets/props/chalcidean_crest.xml' Missing file 'art/meshes/props/helmet/hele_chalcidean_high_crest_01.dae' referenced by: 'public/art/actors/props/units/helmets/props/chalcidean_high_crest.xml' Missing file 'art/meshes/props/helmet/hele_chalcidean_high_crest_02.dae' referenced by: 'public/art/actors/props/units/helmets/props/chalcidean_high_crest.xml' Missing file 'art/meshes/props/helmet/hele_helmet_j.dae' referenced by: 'public/art/actors/props/units/helmets/hele_sacredband.xml' Missing file 'art/meshes/props/helmet/hele_helmet_s.dae' referenced by: 'public/art/actors/props/units/helmets/hele_sacredband.xml' Missing file 'art/meshes/props/helmet/hele_hood.dae' referenced by: 'public/art/actors/props/units/heads/hele_hood_priest.xml' Missing file 'art/meshes/props/helmet/hele_hoplite_crest.dae' referenced by: 'public/art/actors/props/units/helmets/props/hoplite_crest.xml' Missing file 'art/meshes/props/helmet/hele_hoplite_high_crest_01.dae' referenced by: 'public/art/actors/props/units/helmets/props/hoplite_high_crest.xml' Missing file 'art/meshes/props/helmet/hele_hoplite_high_crest_02.dae' referenced by: 'public/art/actors/props/units/helmets/props/hoplite_high_crest.xml' Missing file 'art/meshes/props/helmet/hele_hoplite_high_crest_03.dae' referenced by: 'public/art/actors/props/units/helmets/props/hoplite_high_crest.xml' Missing file 'art/meshes/props/helmet/hele_illyrian_crest_01.dae' referenced by: 'public/art/actors/props/units/helmets/props/illyrian_crest.xml' Missing file 'art/meshes/props/helmet/hele_illyrian_crest_02.dae' referenced by: 'public/art/actors/props/units/helmets/props/illyrian_crest.xml' Missing file 'art/meshes/props/helmet/hele_illyrian_crest_03.dae' referenced by: 'public/art/actors/props/units/helmets/props/illyrian_crest.xml' Missing file 'art/meshes/props/helmet/hele_illyrian_crest_04.dae' referenced by: 'public/art/actors/props/units/helmets/props/illyrian_crest.xml' Missing file 'art/meshes/props/helmet/helmet_thracian_4.dae' referenced by: 'public/art/actors/props/units/helmets/hele_sacredband.xml' Missing file 'art/meshes/props/helmet/mace_helmet_g.dae' referenced by: 'public/art/actors/props/units/helmets/hele_sacredband.xml' Missing file 'art/meshes/props/helmet/mace_helmet_h.dae' referenced by: 'public/art/actors/props/units/helmets/hele_sacredband.xml' Missing file 'art/meshes/props/helmet/old/hele_pilos_crest_01.dae' referenced by: 'public/art/actors/props/units/helmets/props/old/pilos_crest.xml' Missing file 'art/meshes/props/helmet/old/hele_pilos_crest_02.dae' referenced by: 'public/art/actors/props/units/helmets/props/old/pilos_crest.xml' Missing file 'art/meshes/props/helmet/old/hele_pilos_crest_transversal_01.dae' referenced by: 'public/art/actors/props/units/helmets/props/old/pilos_crest_transversal.xml' Missing file 'art/meshes/props/helmet/old/hele_pilos_crest_transversal_02.dae' referenced by: 'public/art/actors/props/units/helmets/props/old/pilos_crest_transversal.xml' Missing file 'art/meshes/props/helmet/old/rome_coolus_a.dae' referenced by: 'public/art/actors/props/units/helmets/old/imp_coolus_b.xml', 'public/art/actors/props/units/helmets/old/rome_coolus_b.xml' Missing file 'art/meshes/props/helmet/old/rome_coolus_b.dae' referenced by: 'public/art/actors/props/units/helmets/old/imp_coolus_b.xml', 'public/art/actors/props/units/helmets/old/rome_coolus_b.xml' Missing file 'art/meshes/props/helmet/old/rome_coolus_c.dae' referenced by: 'public/art/actors/props/units/helmets/old/rome_coolus_b.xml' Missing file 'art/meshes/props/helmet/props/hele_phrygian_crest_k1.dae' referenced by: 'public/art/actors/props/units/helmets/props/hele_phrygian_crest_k.xml', 'public/art/actors/props/units/helmets/props/hele_phrygian_crest_k.xml' Missing file 'art/meshes/props/helmet/props/hele_phrygian_crest_k2.dae' referenced by: 'public/art/actors/props/units/helmets/props/hele_phrygian_crest_k.xml', 'public/art/actors/props/units/helmets/props/hele_phrygian_crest_k.xml' Missing file 'art/meshes/props/helmet/props/rome_crest.dae' referenced by: 'public/art/actors/props/units/helmets/props/rome_bronze_crest.xml', 'public/art/actors/props/units/helmets/props/rome_imp_crest.xml' Missing file 'art/meshes/props/helmet/rome_imp_gallic_h.dae' referenced by: 'public/art/actors/props/units/helmets/rome_helmet_imperial_gallic.xml', 'public/art/actors/props/units/helmets/rome_helmet_imperial_gallic_cent.xml', 'public/art/actors/props/units/helmets/rome_helmet_imperial_gallic_cent.xml' Missing file 'art/meshes/props/helmet/sele_officer_crest.dae' referenced by: 'public/art/actors/props/units/helmets/props/chalkaspides_crest.xml' Missing file 'art/meshes/props/helmet/sele_officer_high_crest.dae' referenced by: 'public/art/actors/props/units/helmets/props/chalkaspides_high_crest.xml' Missing file 'art/meshes/props/helmet/sele_phrygian_mask.dae' referenced by: 'public/art/actors/props/units/helmets/props/phrygian_mask.xml' Missing file 'art/textures/skins/props/helmet/cataphract_diffuse.png' referenced by: 'public/art/actors/props/units/helmets/props/sele_cataphract_mask.xml' Missing file 'art/textures/skins/props/helmet/cataphract_diffuse_2.png' referenced by: 'public/art/actors/props/units/helmets/props/sele_cataphract_mask.xml' Missing file 'art/textures/skins/props/helmet/cataphract_diffuse_2_norm.png' referenced by: 'public/art/actors/props/units/helmets/props/sele_cataphract_mask.xml' Missing file 'art/textures/skins/props/helmet/cataphract_norm.png' referenced by: 'public/art/actors/props/units/helmets/props/sele_cataphract_mask.xml' Missing file 'art/textures/skins/props/helmet/cataphract_spec.png' referenced by: 'public/art/actors/props/units/helmets/props/sele_cataphract_mask.xml' Missing file 'art/textures/skins/props/helmet/hele_a1.dds' referenced by: 'public/art/actors/props/units/helmets/props/boeotian_crest.xml' Missing file 'art/textures/skins/props/helmet/hele_a2.dds' referenced by: 'public/art/actors/props/units/helmets/props/boeotian_highcrest.xml', 'public/art/actors/props/units/helmets/props/boeotian_highcrest.xml' Missing file 'art/textures/skins/props/helmet/hele_a3.dds' referenced by: 'public/art/actors/props/units/helmets/hele_sacredband.xml', 'public/art/actors/props/units/helmets/props/chalcidean_crest.xml', 'public/art/actors/props/units/helmets/props/chalcidean_crest.xml', 'public/art/actors/props/units/helmets/props/chalcidean_high_crest.xml', 'public/art/actors/props/units/helmets/props/chalcidean_high_crest.xml', 'public/art/actors/props/units/helmets/props/chalkaspides_crest.xml', 'public/art/actors/props/units/helmets/props/chalkaspides_high_crest.xml', 'public/art/actors/props/units/helmets/props/hele_phrygian_crest_k.xml', 'public/art/actors/props/units/helmets/props/hele_phrygian_crest_k.xml', 'public/art/actors/props/units/helmets/props/hele_phrygian_crest_k.xml', 'public/art/actors/props/units/helmets/props/hele_phrygian_crest_k.xml', 'public/art/actors/props/units/helmets/props/hoplite_high_crest.xml', 'public/art/actors/props/units/helmets/props/hoplite_high_crest.xml', 'public/art/actors/props/units/helmets/props/hoplite_high_crest.xml', 'public/art/actors/props/units/helmets/props/illyrian_crest.xml', 'public/art/actors/props/units/helmets/props/illyrian_crest.xml', 'public/art/actors/props/units/helmets/props/illyrian_crest.xml', 'public/art/actors/props/units/helmets/props/illyrian_crest.xml', 'public/art/actors/props/units/helmets/props/pilos_crest.xml', 'public/art/actors/props/units/helmets/props/pilos_crest.xml', 'public/art/actors/props/units/helmets/props/pilos_crest_transversal.xml', 'public/art/actors/props/units/helmets/props/pilos_crest_transversal.xml' Missing file 'art/textures/skins/props/helmet/hele_h1.dds' referenced by: 'public/art/actors/props/units/helmets/hele_sacredband.xml' Missing file 'art/textures/skins/props/helmet/hele_hood_1.dds' referenced by: 'public/art/actors/props/units/heads/hele_hood_priest.xml' Missing file 'art/textures/skins/props/helmet/hele_hoplite_bronze_01.png' referenced by: 'public/art/actors/props/units/helmets/props/hoplite_crest.xml', 'public/art/actors/props/units/helmets/props/old/hoplite_crest.xml' Missing file 'art/textures/skins/props/helmet/mace_c.dds' referenced by: 'public/art/actors/props/units/helmets/hele_sacredband.xml', 'public/art/actors/props/units/helmets/hele_sacredband.xml', 'public/art/actors/props/units/helmets/hele_sacredband.xml' Missing file 'art/textures/skins/props/helmet/old/old/hele_a3.dds' referenced by: 'public/art/actors/props/units/helmets/old/hele_sacredband.xml', 'public/art/actors/props/units/helmets/old/hele_su2.xml' Missing file 'art/textures/skins/props/helmet/rome-e-coolus-02.dds' referenced by: 'public/art/actors/props/units/shuttle_metal.xml' Missing file 'art/textures/skins/props/helmet/rome_bronze_crest.png' referenced by: 'public/art/actors/props/units/helmets/props/rome_bronze_crest.xml' Missing file 'art/textures/skins/props/helmet/rome_crest_norm.png' referenced by: 'public/art/actors/props/units/helmets/props/rome_bronze_crest.xml', 'public/art/actors/props/units/helmets/props/rome_imp_crest.xml' Missing file 'art/textures/skins/props/helmet/rome_crest_spec.png' referenced by: 'public/art/actors/props/units/helmets/props/rome_bronze_crest.xml', 'public/art/actors/props/units/helmets/props/rome_imp_crest.xml' Missing file 'art/textures/skins/props/helmet/rome_imp_crest.png' referenced by: 'public/art/actors/props/units/helmets/props/rome_imp_crest.xml' Missing file 'art/textures/skins/props/helmet/rome_imp_gallic_h.png' referenced by: 'public/art/actors/props/units/helmets/rome_helmet_imperial_gallic.xml', 'public/art/actors/props/units/helmets/rome_helmet_imperial_gallic_cent.xml' Missing file 'art/textures/skins/props/helmet/rome_imp_gallic_h_norm.png' referenced by: 'public/art/actors/props/units/helmets/rome_helmet_imperial_gallic.xml', 'public/art/actors/props/units/helmets/rome_helmet_imperial_gallic_cent.xml' Missing file 'art/textures/skins/props/helmet/rome_imp_gallic_h_spec.png' referenced by: 'public/art/actors/props/units/helmets/rome_helmet_imperial_gallic.xml', 'public/art/actors/props/units/helmets/rome_helmet_imperial_gallic_cent.xml' Missing file 'art/textures/skins/props/helmet/sele_cataphract_mask.png' referenced by: 'public/art/actors/props/units/helmets/props/phrygian_mask.xml' Missing file 'art/textures/skins/props/helmet/sele_cataphract_mask_norm.png' referenced by: 'public/art/actors/props/units/helmets/props/phrygian_mask.xml' Missing file 'art/textures/skins/props/helmet/sele_cataphract_mask_spec.png' referenced by: 'public/art/actors/props/units/helmets/props/phrygian_mask.xml' Missing file 'art/variants/quadraped/horse/props/blanket_sele_cataphract_01_iron.xml' referenced by: 'public/art/actors/props/horse/cav_blanket_sele_cataphract_iron.xml'
    1 point
  7. This sounds like a great idea... what are the draw backs? Any? Where are all the reply's?
    1 point
  8. Hi, I am working at new tutorial with attempt to improve it. I aim to have cleaner and less text for user to read. To this tutorial I have added Market, trading, bartering, rotation of buildings. Any military stuff would be in second part of tutorial, this should be only about economy. Any suggestions, improvements welcome. @Nescio I would be glad if you could provide review from language perspective. @Freagarach, @borg- @ValihrAnt @Boudica @Stan` could you please try it and give me feedback? newTutorial.zip
    1 point
  9. So, I'm making a map set in Egypt that is really eye candy-heavy. I'm trying to make it nice and rich with Egyptian and Ptolemaic flavor. I've done things like this with current assets: Entrance/Facade for a pyramid A large religious complex Temples and other stuff up atop plateaus and in the sides of cliffs. Every player starts with a free Cult Statue (for a trickle of glory resource) on a nearby outcrop And each player starts with a free Egyptian Kiosk (you should add this to the core game) and Priest So, I'm trying to put something nice here, but I'd like it to be something new. It would be cool to have another Ptolemaic Egyptian structure there (in place of the Temple of Vesta: Thinking a shrine, something looking like these references (I really like the first one): The template can go into the game as ptol_shrine. Maybe a small healing radius and no healer training and techs.
    1 point
  10. These concerns have been addressed, thank you for your feedback. Just notifying the community about the decision taken, and linking to the work done towards implementing it. I didn't think that would be a problem and don't mean to mislead anyone (it's listed as a being worked on, as opposed to being committed).
    1 point
  11. Housies Infuriating 5 pop footprint Egyptian housies @Sundiata
    1 point
  12. https://en.wikipedia.org/wiki/Naqsh-e_Rostam
    1 point
  13. A look at what I've been able to do with @LordGood's new "Badlands" cliffs
    1 point
  14. how far are we from having a civil war mod? I actually would love to play one on 0 A.D. instead of wars of liberty on age of empires 3 more freedom and all, would love to defend michigan from canadians and fight ohio as U.S.A. infantry from michigan vs U.S.A. infantry from ohio its great that you seem to already have models for the u.s.a. infantry.
    1 point
  15. Well yeah I don't really understand why we never created a folder for those civs (We have DE lol but that's another thing) Well thanks to them we have this wonderful game so I think it's fair to consider their feelings, don't you think ? We don't have to agree with them but we need to take them as part of the equation
    1 point
  16. They are adding new features.
    1 point
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