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  1. 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
    4 points
  2. 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
  3. 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
  4. I gotta say guys and gals, your passion for history and your hard work of bringing sources and references is really what made me want to contribute to the game. Keep it up, love ya ! Also as an artist, those images are the best. Look at all those architectural details and the blue, love that blue.
    2 points
  5. 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
  6. Back ! So the bison is updated, new texture, more detail. Bovidae skeleton to conform to the rest, sorry folks I'm not still cut to do animation. I almost choked myself. Now I don't get why I can't import it into Alas. The file with I think the correct hierarchy: public.rar I can't make them work, gosh darn it. I don't get it. And the error message is really generic, can't load. Someone wants to help an artist in need ?
    2 points
  7. 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
  8. That's it. Projectiles (mostly) don't have a trajectory from the simulation point of view, they are just distant delayed hit. Then a trajectory is rendered. The choice was a parabolic trajectory. <Gravity> is the graphical parameter which will adjust the height of the parabola. For now, artists have to tweak that so it fits what they want to see. Don't bother with anything else. More have to be said, but not enough place on that margin.
    2 points
  9. 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
    2 points
  10. 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
  11. Found it, I was looking for it in wonders.
    1 point
  12. So, do we need to do the gate of all Nations with the stairs or the some other structure ? I took a look at the blend file of the gate, texturing is indeed all that it needs. I guess a lot of prop points could be added. The block shape could be broken with some outside trees, columns, maybe one shop or two as props. To not have that cube like thing standing on the map.
    1 point
  13. Wait I just saw on the document that it's 25.000 triangles, not 2.500... And there I was optimising like a mad man for a tenth of the budget Well, it will be the smoothness running wonder.
    1 point
  14. Thanks! We're just getting started... Ha, the faience is what gets a lot of Nubiologists... Everybody loves it. Faience can be anything from bluish to cyan to greenish. The cyan-greenish pieces are the most common. The technique of faience manufacture was one of the early developments that Kerma was famous for, and Kushites continued to be in love with faience all the way through the Napato-Meroitic Period as well. Some of the pieces could get pretty intricate. Most of them have since lost most of their shine and polish, but they would have been gleaming back in the day.
    1 point
  15. you need to mimic this file (create new file, copy content of this, rename relevant variables) https://code.wildfiregames.com/source/0ad/browse/ps/trunk/binaries/data/mods/public/gui/gamesetup/Pages/GameSetupPage/GameSettings/Single/Sliders/RelicDuration.js
    1 point
  16. I tried playing around with the AI API3 and set up my own entity template. Thereby I noticed an interesting behavior of the API3.Template.cost() function. I extracted a demonstrator for it: If you execute the following snippet (function (){ var rawTemplate = { "Cost" : { "Resources" : { "food" : 1, //"wood" : 2, "stone" : 0, "metal" : 4 } } }; var fakeSharedAI = { "_templatesModifications" : {} }; var testee = new API3.Template(
    1 point
  17. In yesterdays IRC I mentioned about using jasmine tests for AI development and the topic was considered as maybe of interest to others. So I hereby provide a trimmed-down demonstrator on how a test suite can be set up. The attached zip archive contains a copy of the API3 AI high-level interface with two test cases (one of them discovered the problem discussed here), plus the necessary infrastructure (jasmine 3.6.0 release and driver html page). To execute the test cases, just extract the zip content to some directory and load the common-api/jasmine-runner.html file into a scriptable webbr
    1 point
  18. An even better example is the "survival of the fittest" map. You should indeed be listening to the onOwnershipChanged messages. First find some way to filter the 5 entities (probably give them some identity class) and onOwnershipChanged you should be able to do the required checks. Another option is to look at CaptureTheRelic.js victory condition and do the same trick there (you probably can reuse that code, just need to change a class)
    1 point
  19. Hmm.. I didn't experiment much with this but if possible I'd think this would be done on a triggers script. Check out: - https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/maps/random/jebel_barkal_triggers.js - https://github.com/0ad/0ad/blob/b364a8cc7f41fe305e8b436651f1ee59afa3a1e1/binaries/data/mods/public/maps/scripts/TriggerHelper.js In particular the functions which return entities, check owner for an entity and the OnOwnerShipChange callback. Since gaia should not own structures by default (depending on map) it should be easier to just check all gaia's struc
    1 point
  20. Hi @user1, Played a 1v1 today vs D.I.C.T.A.T.O.R I did a great job with my early sling rush and took out much of his eco. He said GG and stopped the game without resign. commands.txt
    1 point
  21. I noticed this issue in the code sometime ago, but I assumed the Cost schema's doesn't allow 0 resource costs and didn't give it much thought. Turns out I was wrong. You aren't really doing anything wrong. It's just a check being falsy when it shouldn't be. And casting undefined to a number gives a NaN. The following diff is all that's needed to change. One ought to care for edge cases, but it will fix the immediate cause. Diff generated from 0ad svn at rP24041. diff --git a/binaries/data/mods/public/simulation/ai/common-api/entity.js b/binaries/data/mods/public/simulation/ai/common-a
    1 point
  22. @MrLux You made a mistake in the actor file you wrote <variant frequency="1" name="Mesh"> <mesh>skeletal/europeanBison-bison_bonasus_neutralGeneric.dae</mesh> <textures> <texture file="skeletal/europeanBison-bison_bonasus_neutralGeneric.png" name="baseTex"/> </textures> </variant> instead of <variant frequency="1" name="Mesh"> <mesh>skeletal/europeanBison_bison-bonasus_neutralGeneric.dae</mesh> <textures> <texture file="skeletal/europeanBison-bison_bona
    1 point
  23. Great work so far ! I can take on the baking, and texturing. For that kind of piece, the polygon count is 25000 triangles cause it's a wonder, right ? But what about the texture size ? 512 seams small but the biggest ones that I saw in the game files are for whole civilisations. Maybe a 1024*1024 per wonder is good? Anyway, I'll use substance so we will see how much detail it's cramed into each one. Edit: by pure curiosity, was the head sculpted from scratch or taken from a 3d scan. I was thinking that might not be a bad idea to get details.
    1 point
  24. Well, there were come requests to other balanced maps, I am not looking forward to change vanilla maps, instead I'm more excited to make new maps with unexplored dynamics in 0ad (or poorly explored). Balanced continent was one of those but I implemented it poorly for the last release so don't take it into consideration. I have now put balanced-maps aside for a bit while I'm focused on Monitor mod, the maps are good enough for a Bo5 on a competitive tournament which was the original goal. But I have taken some map suggestions into considerations and have thought of some ideas (maybe exper
    1 point
  25. Sure @mysticjim, I'm honored to have the mod in the spotlight :-). Some overview beforehand: balanced-maps was started at first to provide fair competitive maps, the current vanilla maps, especially with each civilization quirks are not suited for that. Most balanced-maps have these generator parameters: - 3-4 patches of wood near p1 range (global 3 or 4, means each player gets 3 or gets 4), except for savanna biome (the one with sparse wood). For hyrcanian shores, wood is not balanced - One stone and one metal mine around p2-p3 range. Except for maps like Cross or Slopes - Food f
    1 point
  26. I guess, test.exe wont work, because it's normally only available with the development (svn/git) version. I didn't delete all unnecessary files out of the folder.
    1 point
  27. I don't think anyone cares about this anymore. Since we surpassed 2 years, * AD have a longer release cycle than Debian. But yes, given that the eastern civs are 90% finished this is not an unreasonable expectation.
    1 point
  28. And another Sunday brings another replay
    1 point
  29. Looking at my traffic logs for today (don't have previous logs, unfortunately) I can see that my networks gets hit with a lot of traffic in a short period of time. This is the WAN port on my router. I believe at around 6:00 I was in a game lobby trying to play with bbleft and bonescape(sp?) I couldn't play as my whole internet connection went out again. Note: The traffic is over a time period of 20-25 minutes.
    1 point
  30. I went through my router logs. The only odd thing I've found is this: <table style="width:100%"> <tr> <th>Threat Management Alert 1: A Network Trojan was Detected. Signature ET MALWARE Win32/Zonebac Traffic Redirect. </th> <th>From: X.X.X.X:57153, </th> <th>to: 173.239.8.164:80, </th> <th>protocol: TCP </th> <th>9:21 am 09/11/2020</th> </tr> <tr> <th>Threat Management Alert 1: A Network Trojan was Detected. Signature ET MALWARE Win32/Zonebac Traffic Redirect. </th>
    1 point
  31. Might have been fixed for alpha 24. I woukd suggest a solution (delete your cache) but someone else might have a better solution. @Angen @Stan` @wraitii @Ykkroshjk
    1 point
  32. Hello @user1 Shalom7 left a game without resigning. My lobby username is Laszlord Thanks for your help Cheers commands.txt
    1 point
  33. Don't forget to listen to the absolute banger at the final 20 seconds!
    1 point
  34. Slightly later than billed, some Friday Free 4 All action!
    1 point
  35. This is a lightly modified version of the Corinthian Isthmus skirmish map. It puts players 1 & 2 next to each other, and adds an extra player to the other side. aa2020-5-modified-Corinthian Isthmus_5p.xml aa2020-5-modified-Corinthian Isthmus_5p.pmp https://github.com/andy5995/0ad-maps/tree/trunk/maps/skirmishes
    1 point
  36. For the record, it's entirely possible for a game that relies on intense micro management to be enjoyable (e.g. Starcraft 2) I just prefer the alternative (maybe because I can't micro for my life ) But at the same time, games like that usually have a simpler resource model. I see AoE more like 0ad than Starcraft for instance.
    1 point
  37. 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
    1 point
  38. Personally, I'm against the idea of combining civs and against the idea of civ brackets/tiers. I think we are all thinking about this is the wrong way. We don't need to be thinking about the factions as a group. In fact, that's the one aspect of this game we should be ignoring. Scenario Think of a matchup between Britons and Seleucids. Each faction is quite different from one another. However in this matchup, it is not very important to compare the two civilizations in terms of historical accuracy. We should be comparing them based on the environment. Each culture
    1 point
  39. This is a helpful distinction "Many Civilizations, slightly different; few Civilizations, very different." Here's how I might suggest integrating different Civilizations. Every smaller Civilization has a larger category, for example, the "culture" mechanic already exists. "Hele" being Macedonian, Spartan, Athenian, etc. Within each such cultural group, use the phrase "Many Civilizations, slightly different". But when comparing to other cultures, such as the Persians, use the phrase "Fewer Civilizations, very different." There is another way, which is much more powerful long term as th
    1 point
  40. As mentioned before, the only thing this achieves is allowing vanilla games to be joined and vanilla players to join modded hosts. If you change the game state in any way, players will still get oos.
    1 point
  41. In Delenda Est, slingers cost food and metal and are bonused against ranged infantry (and swordsmen to a lesser extent). No crush attack, only pierce.
    1 point
  42. -Buenas , antes hablando con Report reply Genava55 que me comentó que;"También creo que sería una buena idea tener al menos dos facciones. Una centrado en los iberos no indoeuropeos y otra centrado en los indoeuropeos en la península ibérica (celtas / celtíberos / lusitanos). No es posible diferenciar a todos los grupos étnicos en el juego, por lo que generalizar es necesario incluir el máximo." ,y luego de ver este mapa ; Podríamos dejar 2 facciones locales en la península ; "Íberos" y "Celtíberos"(esta segunda ya solo por su nombre d
    1 point
  43. I'd like to stress that the "Ptolemaic" name Naukratis (alpha 14) is obviously not Egyptian, but Greek. The Egyptian name was Piemro. The "Ptolemaic" name Timosthenes [of Rhodes] (alpha 20) is obviosly also Greek and not Egyptian either... [Even the Celtic Loucetios sounds Hellenized...] This would mean that out of 23 alphas so far, we already have 10 Greek names... We have 13 civilizations in game, and 10 out of 23 alphas have been given Greek names... In addition to that we have 5 Latin (Roman) names... That makes at least 15 Greco-Roman names out of 23 alphas. But so far we have 6 Gre
    1 point
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