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  1. So, DE has a feature called Groves, which are collections of trees which are 1 large selectable and gatherable object. There's a few interesting things you can do with this, like make an "underbrush" aura which makes units move slower through them, have less accuracy while shooting in them, etc. Also, as one selectable object you have fewer things to keep track of and also conceptually they make sense in that forests were valuable sources of resources, not just individual trees. There are still individual trees (stragglers), but they aren't the sole source or primary source of wood, the groves
    7 points
  2. Hi, I've created a mod for CBA style of game play. Lots of possibilities, but this is a start at least. Game play is based of my memory of playing CBA and alternatives on MSZone back in the day. The mod is pending approval on mod.io so I'll post the link once/if it's approved, till then there is the attachment of the .pyromod file. Concept Start with fortress (castle) and some workers to build walls, other buildings etc. Immediately auto spawn a weak fighting unit every 5 seconds. The spawning will continue until your population limits are reached, and will start again if
    6 points
  3. I didn't want to do another Topic for just two images and a blend file. So I made the barracks xd. @Stan` and @LordGood what you tink? Barracks.blend
    6 points
  4. These are for the original 0AD civilisations in Alpha 23. I concluded the following from my personal experience playing 0AD. If you disagree then please comment below. 1. Athenians Strengths: Hero characters offer great technological gains Slingers and hoplites are decent in mass formation Navy can be excellent Weaknesses: Has access to neither rams nor elephants - this makes siege very difficult. The Athenians must rely on catapults and bolt shooters for crush damage. 2. Britons Strengths: Economic bon
    5 points
  5. Not saying this needs to be done, but I didn't know where else to share this. I recently stumbled across pictures of Tira, the cutest little zebra I've ever seen, from the Maasai Mara in Kenya, and she has a very rare, and gorgeous mutation: And she's not the only one either. Another zebra with very similar markings exists in South Africa: "Blonde" zebras also exist: And brunettes: And albino: King Cheetahs are another rare, yet natural and gorgeous mutation (born to regular cheetahs
    5 points
  6. Yes ! Finally, working. Thanks for the feedback, and keep it coming. The File : europeanbison.rar Ok, next time it's going to be quicker. Had to tweak the tail to avoid backface culling, and the overall size of the beast was changed to feel more like a true bison. Cleaned the vertex groups and the xml. Everything is fineeeee. The template is based on the muskox. And added an icon trying to emulate the style of the other ones with the halo. I'll just for the sake of it. Also here is some eyecandy. Edit: also the blend file eurpeanBison_shared.rar
    4 points
  7. One of my first attempts at 0 A.D. map making. A 2v3 skirmish map, I created for me and a friend to play vs the AI. It puts us closer together at start, and pits us against 3 AI at the other end of the map. To make this map, I used a randomly generated version of Mainland, set for "Giant" sized (although because the sides are inaccessible, the total land area is about 30% less than a standard Giant sized map. aa2020-2_skirmish_map-0.0.1.7z
    4 points
  8. Terra Magna Mod: 1. Han Chinese Strengths: Has the most manoeuvrable catapults in the game - the Chinese catapults do not need to be packed or unpacked, and their small size allows them to sneak through gaps between buildings. Furthermore, they do not have a minimum range. Wide range of infantry and cavalry, especially their unique crossbowman and crossbow cavalry. Their unique Government centre can train ministers (units with high capture attack and can boost workers) and research technologies. Chinese archers cost 40 wood and 50 food each - 10 wood cheaper than
    4 points
  9. https://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-08 https://www.moddb.com/mods/hyrule-conquest/downloads/low-poly-patch-for-08 New hc version released. @wowgetoffyourcellphone @Angen @Stan` @Freagarach , there is battalion support and other features as shown on previous videos and some new additions and suprises.
    4 points
  10. And for a bit of a laugh, here is a preview of the thumbnail for my first 0AD tutorial Hope someone produces a mod to put those hats on the units of new players in the game!!!!!!!
    4 points
  11. Depending on how its seen, if it has auto refresh after a time it may be considered Cooldown. If we have an ammunation carriage like Risk of nation with an aura refilling infantry ammunation could reduce micromanage to only a single unit positioning and opening the field to "supply" attack strategy. if weapon switching is implemented with automatic switching when ammo is 0 or too much close to use ranged weapons wouldn't be micro. and finally with batallions i don't see any problem since archers will have to fully retreat with a single click to replenish instead of selecting a w
    4 points
  12. I feel like all of the portraits that I made should be improved. I'm not really satisfied with any of them. But thanks for committing most of them @Stan`. Though I will want to rework all of them. However, I cannot do that until I get better at art, which is what I'm currently focusing on. Aside from studying the fundamentals (one can never study the fundamentals enough), I'm also experimenting a little more with Blender in combination with MakeHuman. Here's a screenshot of what I'm currently doing. I'm trying to achieve a sort of line-art looking mesh, to be colored at a later stage.
    4 points
  13. Suggestion. Gauls: Ambigatos: Bonus in population capacity given by any CC Vae Victis: Resources acquired from destroying and capturing buildings Headhunting: Resources acquired from killing heroes (or champions too). Invented the Reaper: Bonus in collecting food from farms Montefortino: team bonus, reduced blacksmith tech cost and research time Britons: Sheep Age: Bonus related to livestock Inis Mona: Druids increase attack speed of nearby units (or reduce attack speed of nearby enemies) Build, Endure and Rebuild: Construction bonus (re
    4 points
  14. Wow, among all the other things, I was really exited to see new units exiting from buildings... Maybe this has been asked before, but what's preventing us from having it in vanilla? Would be awesome...
    4 points
  15. Just to make a pause and share technical progress. I have 1480 triangles for now. We are good, still good. Edit: Abort mission, abort mission ! 3500 triangles and we are not finished. We need more dakka ! I'll get it, eventually
    3 points
  16. Hi everyone, Here can find the battalion code from Hyrule's mod who work with actual vanilla version of 0ad (0.0.23 Ken Wood) http://www.mediafire.com/file/olj7hu2s07w91m1/0ad_battalion.rar/file There are some error messages, bugs and need to be balanced but it works. I did it for myself and after reflexion, i said "why not sharing this ?"... I think there are some peoples who can enjoy this. I actually do myself a balance mod of this for my private use, but if the creator of Hyrule's mod wants, i can publish it after i finish. Of course, all credits go to Hyrule
    3 points
  17. I like the original DE concept better, farmstead and storehouses outside of territory does not seem bad. Having territory allows you to protect it better, so it's still encouraged for taking map control. At the same time allows for players using heavy mineral dependent civilizations to not be too far behind if the map gen is not generous, encourages players to constantly scout or make outposts on resource dense spots which is a plus in my opinion. Capturing a stray farmstead or storehouse could make some sense but it feel out of place in my opinion. Farmlands + forests would be awesome
    3 points
  18. Ah that is good, we will definitely use nsisbi from Linux if it works, instead of switching to Windows for the last step of packaging @gameboy 我的中文不太好你是对的,我们必须使用英文。为了packaging 0ad,你必须使用Linux。如果你没有Linux,不可以 ! ! 如果你不是 Wildfire Games member,你不需要作packaging, 你不需要有Linux !
    3 points
  19. I suggest we use recently committed Hero Selection code to differentiate some civs. While non-branching civs use the code to choose hero, branching civs use it to choose a branch, each with 1 or 2 possible heroes. Iberians are the best example for branching for sure (Iberians, Celt-Iberians, Lusitanians). I would preferrrrr a separate civ entirely for the Lusitanians, but the code is now there for branching. There's a lot of ways to present this, and not every civ needs to do it the same way. For instance, in DE the Spartans branch slightly when you choose Cleomenes III as your hero. Choo
    3 points
  20. Just letting you know that I have released the next version of nsisbi, and the changelog documents what changed. Enjoy .
    3 points
  21. I'm glad you liked the buildings, there are still many props missing, but the idea is to be as faithful as possible. The gameplay ideas are good, but not for "" Tupis Amazonicos "", this distinction was made with the purpose of separating them from what Europeans found on the coast of Brazil. My proposal here is to show the "" tupis "" and other peoples who lived in the Amazon region in a similar way, but speaking of other linguistic changes. As we know, there were large villages there, many of them with sedentary characteristics, each with their own heads, however, with those chefs submitte
    3 points
  22. It is, but only as part of my mmo project. So there are unrelated things. I just recovered files today so I am fixing stuff. https://github.com/SlavomirSlovenkai/MMO
    3 points
  23. Some of the things you mentioned are actually already available for modders. For example Ghost Ships Ghost Towers Ammo Cost(in 0abc mod I think?) Ammo cost hasn't been introduced into the main game, because they want to do it properly the first time, same with other features such as secondary attacks. Alot of players will probably like the fact that towers fire default arrows without a garrison. I do like the idea of needing them to be manned. The Viking ships(from Millenium AD) would look amazing with a Visible Garrison instead of the ordinary Garrison inside.
    3 points
  24. Player "Rollo" pulled the cable in a rated 1vs1 game he was losing. Later he said that he was not losing at all. @user1 commands.txt
    3 points
  25. Well, there's also the fact that I'm not really fond of the ammo idea. Lol. Now you don't just need ammo, you need supply trucks or a cool down or to retreat ur units back to the blacksmith or whatever.
    3 points
  26. 3 points
  27. Just a demonstration of my attempt to make (un)mountable horses. It was quite easy to make mountable horses. Here is what I did: Steps Add one Visible Garrisoning point to horses, this works for both melee and ranged units. In one image you can see the melee spearman attacking from on top of the horse. Add an Aura to the horse which affects the "garrisoned" unit(the rider), changing the entity to use a visual actor of a mounted unit. This keeps the attack animation in sync This is not perfect, for these reasons i can see: Disadvantages The sitting looks very
    3 points
  28. We do have quilted armor versions of that protective vest.
    3 points
  29. 3 points
  30. I still have so so much to post.... And not enough time, but here's a quick in between post: Kerma period Kushite boats / ships: Considering how difficult it initially was to find quality period references for Kushite ships, it's nice to find the typical Nile Valley ships confidently appear in the Kushite record as early as the Kerma Period. Hippopotamus hunt: Recorded murals from Kerma, Temple K XI, Eastern Cemetery, depicting a boat with 8 sets of oars, a bull and a donkey (drawing water from a well) Temple K XI, Kerma Eastern Cemeter
    2 points
  31. Buenas , estuve investigando ; Encontré el aspecto de esas saunas , ubicadas entre las culturas Lusitanas y Galaica (celta) , son unas reconstrucciones de fuentes similares a las que usted mencionó . *Disculpen las molestias.
    2 points
  32. Como no encontré un edificio modelo para crear un "Centro Cívico Arsácida" , creé uno a raíz de la antigua ciudades de "Hatra" y "Ctesifonte" ;( espero que les parezca interesante y corrijan cualquier error histórico-arquitectónico) ; Las dimensiones respecto a una persona no las puse , pero mi intención sería que tuviera un tamaño similar al "Centro Cívico Romano" . Para darle más vida sería interesante ponerle alguna decoración vegetal , jarrones , alfombras ... Disculpen las molestias.
    2 points
  33. Jammy figured out an algorithm to put teammates closer together when a random map is generated. https://github.com/andy5995/0ad-maps/tree/trunk/maps/random On Linux, these 2 files can be placed into `~/.local/share/0ad/mods/user/maps/random`. The Windows directory is similar but I'm not exactly sure the location. AndJam_mainland.js AndJam_mainland.json
    2 points
  34. In this situation, it's you who doesn't understand me: for the last time You need to use Linux to run the packaging script BEFORE using nsisbi on Windows. I believe there is no problem in the code, it's just that you don't use or don't have the correct tools. I could test but I'm working on SpiderMonkey at the moment, and however much time I loose repeating things to you it's still quicker than packaging the game, which takes a couple hours. If you make the effort of understanding what's blocking you, then I can answer your questions if they are clear. No problem with that.
    2 points
  35. cc @Itms (for the cheating part if you have any ideas)
    2 points
  36. 0 A.D. has very limited biodiversity. This is quite understandable, given the amount of work necessary for adding an animal (creating mesh, textures, animations, icon, sounds). There are already large lists of wanted animals (here and here). However, not all species live in all parts of the world, obviously. It could be helpful for future map makers to list the species native to a specific part of the world, or at least the largest and most important animals (from a human i.e. cultural, historical, and socio-economical point of view). Since 0 A.D. has the Mauryas and several maps but few
    2 points
  37. No, you're mistaken, they're actually slightly over 4 m tall in Blender: For comparison, the default cube with position 0,0,0 and scale 1,1,1 has dimensions 2×2×2.
    2 points
  38. I believe Lordgood changed it to modify arrows in A24
    2 points
  39. A King has passed. Rest in Peace...
    2 points
  40. I want my points back this player andreassadi closed rated game. For my defense I play with him few games and I lost. So there are credits for him. Nevertheless last game he requested me to resign in middle of the game, while he could not "move mouse". So I told him resign yourself.. well and problem with mouse somehow resolved and game continue. I have to say as brave kushites i had really trouble with him. Anyway I could make good defense in the end 3x fort, cc and he lost lots of units.. then he told be "turle game" and probably expected instant resign from my side or different game style f
    2 points
  41. Hey all, I'm in a university Game Sound class, and the professor is willing to use the class to help an "External Project" and I brought 0AD up. So we could possibly use my class to work on the sound of the game. If a representative of the team could act as the class' "client" and if a list of needed sounds is provided, we could see how it goes.
    2 points
  42. The problem is caused by highdpi screens and how recent Windows versions scale them. Since Windows internally tries to handle application compatibility for highdpi screens, it gives scaled resolutions to SDL2, which is actually severely low. This caused the game graphics to be absolutely @#$%, (for instance, the main menu buttons were stacked etc. for me on my screen). I noticed this when I switched from Linux to Windows. Interestingly there were no green glitches at the time. And then there was an update within the year 2020, (I can't be sure if it was Intel or Windows, since I
    2 points
  43. Yes but @Alexandermb and others (artists, programmers are focusing on 0ad and other mods) are now doing something else so we are stalled.
    2 points
  44. I would love to see a feature that gives each individual unit their own names like the total war series. Like it picks a random name for the unit .Like a roman soldier being named Augustus.
    2 points
  45. For those reading Spanish fluently, it seems I found a detailed article about sauna in NW Hispano-Celtic cultures: https://revistas.unav.edu/index.php/cuadernos-de-arqueologia/article/download/27839/23445 Bonus:
    2 points
  46. Absolutely. I don't know about Nubian charioteers at Ekron but Kushites were militarily active in the area so it wouldn't surprise me. *Sorry, my mind slipped. Indeed, Assyrians actually captured Kushite chariots and charioteers and incorporated them into their own army. They even had their own village near Nineveh, I believe, where they were supplied with luxury goods like wine... Piye (r. 744 BC–714 BC) himself mounted a chariot in the Great Triumphal Stela of Piye, from the Amun Temple at Napata, Year 21. Ca. 727 BC. "Off sailed His Majesty northward to the harbo
    2 points
  47. @Nescio @Sundiata Besides the debate on artillery, I noticed the Persians ram is the only one really different to the other civ in its design because of its reference to the Assyrian siege ram. However, the difference is purely aesthetic/visual and maybe it is a missed opportunity. If at least the siege ram would have the possibility to shoot arrows when having garrisoned units, it would be already a good asset for the Persians.
    2 points
  48. 512 Texture size to mantain some detail:
    2 points
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