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Showing content with the highest reputation on 2020-01-23 in all areas

  1. 5 points
  2. use a reference. from hero from game from other game heroes. 3D model of human face with Heroes props make an schema muscles that are related with color(tones of skin) or shadows this can work as guide. to color make another take in account the equipement. make some fusion of layers to be sure about shadows. you can start with shades. firt layer of shade then second. then use pencil to redefine form and repeat. define the lines or stroke with pencil. add blur the use brush over dark strokes. focus first on the nose the eyes area...and eventually the rest try work with facial expression using the muscles of the faces. start to add basic color using brush to color mode.
    1 point
  3. 67. Starting entities are defined in the {civ}.json files. They're useful for units, but not really for structures, because entities spawn at close proximity to the centre. Now what I'd like to have on random random maps is to have players start with six outposts (i.e. at 60° intervals) at a distance of 120 from their centre, rotated properly (so the ladders face towards the centre). Any suggestions on how to do that? 68. Relatedly, a map setting defining starting entities: nomad default default + outposts default + palisade default + palisade + outposts With the palisade also circular, like this:
    1 point
  4. Nonetheless, I doubt women growing grain twice as fast as men is historically accurate.
    1 point
  5. I'm guessing... We should use this composition, this would be the 3/4.
    1 point
  6. Updated the mod to most likely the last version. VERSION 6.0 CHANGES Actually changed archer damage to 6.7P from 6.8P Fixed elephant archer speed, as I originally didn't realise they had cav archers as parent template. Carthaginian temple cost from 400S to 300S Kushite small pyramid cost reduced from 300F 300S to 300S The Carthaginian temple is the only temple not to have a resource cost of 300, I have changed it to fit with the rest after some requests. Is the higher cost intended or is it an oversight that should also be fixed for a24? Additionally I have changed the small pyramid cost to just 300 stone from 300 food and 300 stone. Should make them a bit more accessible and hopefully more used.
    1 point
  7. Actual gender ideologies are bullshit. This is history and is wasn't political correct.
    1 point
  8. I tried something new, @LordGood what do you think? mace_demetrius.xcf
    1 point
  9. Gimp is garbage, if you can learn a better program I would recommend you do so. Krita is decent and I've heard good things of firealpaca if you want free.
    1 point
  10. I don't know what's the current state of the svn, so I will refer to the 0AD a23b state. It's always pleasing to see people who don't do random things! Indeed it would be more realistic to distribute the effect. What the code do is slightly different. EDIT: I didn't see it like that, but that's the same I guess. There is a multiplier of the damage with a quadratic falloff in the distance from the impact. Looking from above, the damage multiplier reduction looks like that: Again, those numbers are mainly for emergent behavior, not for direct gameplay control. For example: Damage multiplier in function of the distance between the impact and the target (in blue for radius=10, in red for radius=7). I plotted the left side because it's nicer: It's also surprising to see attempts of fine tuning such a number whereas there are many broken things in the splash feature code. @ValihrAnt is doing nice though (and he makes awesome videos)!
    1 point
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