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  1. Stan`

    Stan`

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  2. Alexandermb

    Alexandermb

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  3. Sundiata

    Sundiata

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  4. LordGood

    LordGood

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Popular Content

Showing content with the highest reputation since 10/12/2019 in all areas

  1. 5 points
    This is the replay of me vs littlegirlbeatyou. ffm_littlegirlbeatyou.zip
  2. 4 points
    Happy to see movement in this direction, I played and spec'ed a few times and must say that the game flow seems much more nuanced and balanced. I am happy to help, whether adjusting parts of the code to patches or playtesting.
  3. 3 points
    Actually the engine does not allow it. The impact crater will disapear as quickly as the particles... And it cannot be attached to the projectile else you'd see it flying... So I guess we can call it a day.
  4. 3 points
    Pudim vs Stockfish 2º week 2019-11-03_0006.zip
  5. 3 points
    Check it out, a Meroitic furnace: And another one: Experimental archaeology, a reconstructed furnace. High quality steel was produced Another one:
  6. 3 points
    It's called polygon minimization. Lol. But maybe that is moot now. That model is some years old now (and Alpha 23 is now, lol).
  7. 3 points
    A reference for walls city: Biskupin, Poland Hillfort (iron age)
  8. 2 points
    we've already passed AAA graphics noone in their right mind would spend this much time on anything if there was a budget involved lol
  9. 2 points
    The server hard drives were replaced today at 10AM GMT+1. There should be little downtime from now on.
  10. 2 points
    I sign up. I have trouble with my ISP atm. and have to play using my mobile connection, which is already at 50% of its volume for this month... These are dark times.
  11. 2 points
    Maybe I misunderstood, but there's a decent amount of variety in Hellenistic towers, including both square and round towers as part of the same fortifications (like the round towers of the gates of Perge vs the square towers on the rest of the wall). They both seem capable of housing artillery (bolt throwers at least): Sorry to sound contrarian, but Archimedes-tech-level Greeks were smashed by Romans, Parthians and Scythians. Of course we don't have Parthians and Scythians yet, but one day, one day, when we develop those civs we'll finally be able to check those pesky Greeks Either way, I think it's perfectly fine, even preferable, for the Greco-Roman civs to stand out in terms of artillery/siege and anti-siege. Those were some of their specialities and it makes those civs unique in that regard. Giving non-Greco-Roman civs Archimedes level tech would make those factions feel less than genuine. Just give everyone battering rams and be done with it. When and where there is evidence for more complicated siege equipment, then yes, let's do it, if not, then nah... Not really, no. The argument for siege equipment among the Mauryans and Kushites is based on their written histories which mention them in both cases. The freestanding towers are just a standard RTS convention but as i indicated, I don't think this should be extended to artillery towers. Let them be unique.
  12. 2 points
    I vote in favor. Better to take care of it now than wait and risk more issues/higher costs.
  13. 2 points
    Hi @rber, thanks for your interest here The change is indeed mainly for modders, in vanilla there are no units planned that deal both capture and damage at the same time1. We also thought it would be strange behaviour. The idea behind the change was to have less hardcoding and easier extension of what effects could occur when attacking a unit. I hope this clarifies it for you? Otherwise, feel free to ask
  14. 2 points
    Hexagonal shields are attested in the late Gallic cultures (after 150 BC). Hex shields can be used to specifically distinguish units, it will depend on how the roster will be done. The Celtic warrior used both in the battle. A spear/javelin combined with a sword. There are some burials found with only swords and thousands of swords have been found, so I suggested a Gallic swordsman originally but yet the roster is not validated. However, poorer warriors probably used only javelins and spears. Again it will depend on the future roster. I suggest either: - To remove the scabbard for the spearman. - To give the scabbard only to higher rank spearman (advanced or elite). Btw, the iron scabbard should be on the right side. Sleeveless tunic are attested. For a couple pictures useful in general for textures:
  15. 2 points
    Not Bad for a first try in short time: Comparisson:
  16. 2 points
    isn't the exactly same number neither the exactly same design as the reference but this is what i could achieve whitout struggling too much in blender: Note: Custom player color.
  17. 2 points
    Ho fatto un'altra mappa, ma questa volta è una mappa scaramuccia, questa mappa è una mappa continentale con molti biomi e con 6 giocatori. Questa mappa è totalmente inventata. Great Island.xml Great Island.pmp
  18. 2 points
    True, true, but currently they are used for building anyway, so I was offering an easy solution. Since it was gonna help building unless someone changes the way it works, it might as well do that. I guess @Imarok could remove the ability for worker elephants to build farms, but that's out of the scope of the patch. The goal of the patch is just to allow playing a different animation when a unit is building a structure, or a farm. That's it, that's the scope. Making units go back and forth on the field sound nice however it's kinda complicated to do, as the person adding that feature would have to make it generic for every building , and every unit which has to take other units in account, shape of field, etc No it means however that terrain textures would be used to define the fertility of the land. So while farmland terrain textures might serve purpose, any texture could. Like let's say grass_a or cliff_b I think it's worth noting that while convoluted, the current one was way easier to implement And other than the lack of motivation to work on the paradigm, there were also very heated discussions about it, and it was not a trivial issue.
  19. 2 points
    @wowgetoffyourcellphone So yes that's what happens. When you want to place a new tower it snaps to the slot. I also discovered a nice tool to record gifs, will probably do more in the future.
  20. 2 points
    Basic Scutum type C ISW - B + Light Damaged variant.
  21. 1 point
    The first two balancing mods available. I have a lot more work to do, but I need to know what you think. Remembering that there is much that still needs to be done, fauna, siege engines, champ units, ships, etc. Mod 1: Cc can train only women. Units are no invincible and do not celebrate when rank. Mod 2: balance citizen units. it's important to test with both mods. I'm trying to avoid the bonuses, only when I see that it's really necessary. A summary of the units: Spearmen: Health 75, attack hack 6 - attack speed 1,25s, armour hack 3 - pierce 4, cost 50 food/50 wood, move speed 9.4, training time 10s, bonus 4x vs. cavalry. Very strong vs cavalry. Absorbs a good damage from ranged units. Composed with ranged units makes a great combination. Vunerable vs swordmen infantry. Swordmen: Health 65, attack hack 8 - attack speed 1,0s, armour hack 2 - pierce 2, cost 50 food/30 wood/20 metal, move speed 10,8, training time 10s, no bonus. All around unit, great vs spearmen. Vulnerable vs archers. Win battles against javelins and slingers if these units are unprotected. Pikemen: Health 90, attack hack 5 - attack speed 1,5s, armour hack 5 - pierce 4, cost 50 food/50 wood, move speed 7,6, training time 10s, bonus 5x vs. cavalry. Tank unit. Very good vs cavalry (alone, can be very vulnerable), great mixed with units with great attack like swordmen/archer. Archer: Health 60, attack pierce 7 - attack speed 1,15s, range 62, armour hack 1 - pierce 1, cost 50 food/50 wood, move speed 9.9, training time 10s, no bonus. All around ranged unit. In large number does great damage. Vunerable vs melee and javelin cavalry, slinger and javelin infantry. Javelin: Health 60, attack pierce 6 - attack speed 1,25s, range 32, armour hack 1 - pierce 2, cost 50 food/50wood, move speed 10.8, training time 10s, bonus 3x vs. archer. Quick unit, great for hit and run. Specific to counter archers. Can cause great damage if protected by pikemen/spearmen. Vunerable vs all cavalry (have bonus vs archer cavalry, may have problems against range). Slinger: Health 55, attack pierce 5, attack speed 1,25s, range 46, armour hack 0 - pierce 0, cost 50 food/20wood/20stone, move speed 11.3, training time 8s, bonus 2.5x vs. archer - 1.5x vs. champion cavalry (maybe vs champion melee infantry too). The ranged unit fastest, cheapest and weakest unit in the game. Great for hit and run. Very vunerable vs cavalry. Spear cavalry: Health 140, attack hack 7 - attack speed 1,25s, armour hack 3 - pierce 3, cost, 100 food/40 wood, move speed 16.0, training time 14s, bonus 1.8x vs cavalry (maybe a bonus vs sieges). Tank cavalry. Specific to combat other cavalry. Can do great damage vs ranged units. Expensive and slow. Sword cavalry: Health 125, attack hack 8 - atatck speed 1,25s, armour hack 2 - pierce 2, cost 90 food/30wood/20metal, move speed 17.0, training time 12s, no bonus. All around cavalry. Can cause damage to all types of units. Vunerable vs pikemen/spearmen and Spear cavalry. Javelin cavalry: Health 110, attack pierce 6 - attack speed 1,25s, armour hack 1 - pierce 2, cost 80food/40wood, move speed 17,5, training time 12s, bonus 3.0x vs archer - 1.5 vs. support. Fast and cheap cavalry. Specifies for harassment and vs archers. Very vunerable vs spear cavalry. Archer cavalry: Health 110, attack pierce 7 - attack speed 1,15s, armour hack 1 - pierce 1, cost 90food/40wood, move speed 17,0, training time 12s, no bonus. All round ranged cavalry. In large number does great damage. Vunerable vs pikeman/spearmen, spear/javelin cavalry. Let me know what you think. Tnx!!!
  22. 1 point
    Mostly are conventions, but some roles according loosely from history can be designed. BTW, I think that it's better to make the bonus not related to mainly specific units, but to armour classes: Because I love a middle ground philosphy design between AoE3 and AoE2 in units roles and civs distinction, I would love to have "special units" with some role/stats change, but without overcomplicate the design. Dogs could be one of this special units: I would make them good against workers and light infantry. If Britons are designed as a Rush civs, dogs could be a cheap and fast unit, to support infantry and skirmishers in p1 to harass economy, but later maybe they would be useless because cavalry.
  23. 1 point
    Should be doable. The problem is all the example shoot straight, if you rotate the building it would shoot through the wall ^^ Bigger windows won't change that
  24. 1 point
    One question, historically make sense javelins cavalry have bonus vs ranged infantry?
  25. 1 point
    About infantry: Spearmen: medium health, low/medium attack, medium move speed, medium hack armour, high pierce armour, bonus 4x vs cavalry. Very effective against all cavalry. Great unit to protect ranged units and absorb damage from a distance. Win fight solo vs ranged infantry. Swordmen: Medium health, medium/high attack, high move speed, medium hack/pierce amour, no bonus. Very effective against melee infantry. Win fight solo vs ranged infantry, but lost fights if enemy have spearmen, example: 30 archer + 30 spearmen win vs 30 archer + 30 swordmen. Good unit for quick attacks and flanks. Pikemen: High health, low attack, low move speed, high hack/pierce armour, cost ADD +10food, bonus x5 vs cavalry. Very effective vs all cavalry. Slow but high damage absorption potential. Win fights against spearman and lose against swordsman. Ranged infantry are not protagonists now. These are secondary units that should be used in combination with your infantry or cavalry. In large numbers can cause very good damage. We can still add techs or some smart bonuses to make them more important units throughout the game, like flamming arrows for example.
  26. 1 point
    I was thinking of the full path to a specific file e.g. '/binaries/data/mods/public/art/textures/skins/bolt.png'. I spend some time now looking through files in 'binaries/data/mods/public/art/textures/skins', tried something, didn't succeed and finally lost interest. It probably wont help much anyway. On my test i had to slow down and zoom far in to see if the texture of the bolt actually change.
  27. 1 point
    Ibex 1 - I'm trying to imagine it with the Battle Sounds, and this one doesn't seem to create unnecessary dissonance. The Shells sound like farts to me.
  28. 1 point
    Scutum is ready (Not committed yet), but gonna implement a new actor on the main game for have some shields covered: *Oval whitout spina and round boss* Round boss gonna be used on parma shield. Praetorian Guard: @wackyserious do you have some texture stored in your assets for this guy ?
  29. 1 point
    Thank you for your hard work
  30. 1 point
    So is there a good and a bad Titan? And I thought the Lightspirit of Faron Woods where the good Titan of the Lizalfos.
  31. 1 point
    Onto the point that Darcreaver makes, I think there is more validity than most of us give credit to. If there is going to be micromanagement, it should feel meaningful rather than just necessary. A lot of the Age of Empires economic decisions unfortunately like that, and I'd say that providing better automation to economy would allow for a much more complex system to exist. I'd personally like trade and farming to be better expanded upon. Farms could gradually eat up the nutrients in soil, decreasing the gathering efficiency and forcing players to have farms planted elsewhere if they want the ground to regain that ability. Trading shouldn't just be a way to instantly generate resources. Importing or exporting precious resources or manufactured wares that could provide buffs in addition to setting tariffs could make for a much more immersive experience. That all said, slaves are an important addition. Having non-citizen residents would be cool as well.
  32. 1 point
    @LordGood Please, can I have the models ?
  33. 1 point
    Man, Romans really need a special 4th tier... Imperial Phase... Mmmm... Ok, don't mind me, bye
  34. 1 point
    I played a guy named Strategoslago and in the beginning I beat him and my rating keeps on rising so later on I keep resigning to give back his rating. He knew he can’t beat me but it was really fun to play on that Mediterranean cove which is one of my favorite single player map. Eventually he refused me because he said I was too good. I told him to keep playing and try to learn and said don’t worry about ratings. And we played lots of his hosted rated games and for me it was fun. So many games lasted 40 minutes to more than an hour! Even if I’m winning I resign to keep my rating lower because I entertain those who wants to play and no one wants to play the player. if I have very high rating I couldn’t play fun games with more hosted games from newbies to inters. High level games are only fun if players are fun but 1v1 is like a bravado kind of setup. I even played the legendary Aqua for almost 2 hours on my first attempt to play his settings. It was a 2v2 that went to became 1v1 between us. It was fun! Even high level team games are frustrating with bad balance, lag and the game mechanics is just about keeping on spamming and just battling effectively. Arkhipov can be a substitute in team games too though he is not good enough but he can be a good substitute if no one else is available. If you want to have fun playing 0ad 1v1 with lower level players you have to rethink your attitude and not obliterate your enemy. If you are not scared to lose you can do a lot of things to play for fun. Im not really a very good MP player just decent enough to play on the highest level of team games before but I rather smurf and play the new players who wants to experience playing and hopefully they had fun. But when I play svn game Hannibal Barca found it and stripped that opportunity. I can still play smurf but I like to play other game now, Dawn of Man as I am a single player type of gamer. Relieve yourself from stress by singling out this guy.
  35. 1 point
    @feneur Can you lift his post limit ?
  36. 1 point
    Personally I'd still recommend having a larger, better visible https://play0ad.com/ instead of Explain this please. People tend to look at flyers for a few seconds at most. If they would look at just one thing, that should be the url; from https://play0ad.com/ it's just a single click to the download page, the forums, trac, and the IRC channel. In the current mock-up the webpage is rather small, especially compared to the enormous logo.
  37. 1 point
    my favourite post in the thread so far, i don't know much about history so my opinion might be invalid but this seems right to me, also alter the numbers based on the factions
  38. 1 point
    Offensive Towers. It works for my playstyle.
  39. 1 point
    @Stan` you know what i forgot to add and was very important for future mods? Separate a single finger of the hand for triggers and other actions. Before re-exporting all animations. Build tweaked starting frames of hand:
  40. 1 point
    He said AoE in the video, but wrote 0 A.D. in the title. It's obvious to me which game he likes more.
  41. 1 point
    Would be fun to have a sims like simulation in the game ^^
  42. 1 point
    I was just playing with my son earlier today and started looking for this feature myself. He’s pretty young but wants to learn. Having a shared civilization/ shared control/ or some type of feature like that built in would be a great addition to 0AD . I may try to do the mod above, but if you can wrap it and post it on the official mods I know I would be first in line to grab it.
  43. 1 point
    So, we dont know if Opengl 3.0 ES will work ?? this is my latest test does anybody on the team has vulkan in mind for the future??
  44. 1 point
    Don't make it too worn out, maybe only 25% ripped at maximum, dents would be a good weathering effect, submerged stab marks. Great work on these.
  45. 1 point
    is this branch suppose to stretch like this or its a bug?
  46. 1 point
    Hello you can either disable TLS in the game optiona or download the fixed release bundle from here :https://www.mediafire.com/file/00lxxtdmsu64nrs/0ad-0.0.23b-alpha-osx64.dmg/file Sorry for the inconvenience.
  47. 1 point
    Time to pull origin from GitHub
  48. 1 point
    Emperior (1465), PhyZic (1694), nigel87 (1582), Lord_Commander (1590) vs. Merkel4.0 (1434), Unknown_Player (1631), borg- (2300), kizitom (1688) 1 game before Emperior, Nigel and GOAT lost vs the team of Borg and UP. This time 3/4 of our players decided to rush. The result was impressive: Emperior rolled Borg, while GOAT was suppressing his flank like a boss delivering horrific cavy raids. However I commanded Lord_Commander just to boom for fast rams. He failed at that and went p3 after GOAT had a fort up. Luckily enough, Emperior was steamrolling Borg already.... Group photo of the victorius team: commands.txt metadata.json
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