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  1. Welcome

    1. Announcements / News

      The latest. What is happening with 0 A.D. Stay tuned...

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    2. Introductions & Off-Topic Discussion

      Want to discuss something that isn't related to 0 A.D. or Wildfire Games? This is the place. Come on in and introduce yourself. Get to know others who are using 0 A.D.

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    3. Help & Feedback

      Here is where you can get help with your questions. Also be sure to tell us how we are doing. What can we improve? What do you wish we could do better? Your opinion matters to us!

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  2. 0 A.D.

    1. General Discussion

      This is the place to post general stuff concerning the game. Want to express your love for hoplites or find people to play the game with? Want to share your stories about matches you have played or discuss historical connections to the game? These and any other topics which are related to the game, but don't have their own forums belong in this forum.

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    2. Gameplay Discussion

      Discuss the game play of 0 A.D. Want to know why the game plays the way it does or offer suggestions for how to improve the game play experience? Then this is the forum.

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    3. Game Development & Technical Discussion

      A forum for technical discussion about the development of 0 A.D. Feel free to ask questions of the developers and among yourselves.

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    4. Art Development

      Open development for the game's art. Submissions, comments, and suggestions now open.

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    5. Game Modification

      Do you have any questions about modifying the game? What will you need to do what you want to? What are the best techniques? Discuss Modifications, Map Making, AI scripting and Random Map Scripting here.

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      posts
    6. Project Governance

      Forums for decision-making on issues where a consensus can't be reached or isn't sufficient. The committees are chosen from among the official team members, but to ensure an open and transparent decision process it's publically viewable.

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    7. 599
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  • Topics

  • Posts

    • Full player color: Half player color:  
    • Another example of skin with gaul clothe's :  
    • With the uv finally helping with the render's i have 3 paths for the skin tone to match the new head skin: Either bake the textures making all the pattern's for the cloth/armor's. Bake only the skin tone and add a layer over the current ones. Make a baked with norm map textures for the champion's and heros only. Each one of them will require some time so we can have first round of addition of head's and later skins or just a whole update. Dedicating precision and effort to maintain the current textures but with norm map's. Or just make the skin + chest prop's like cuirasses and lamellar's. Rn i'm liking how the shadows look's on the shirt's and arm's giving a bit more of realism on the distance.
    • To create and post that account, the only "anti bot" was a question : "What is the URL of this website". No wonder we get spammed.
    • What is different about this mod is a question often asked.  I am going to try and answer that question and give a more in dept description of the mod. For starters, we collected as much historical data as we could (and still continue to collect and tweak) and redid the ranges, rate of fire and spreads for all land units. (We have yet to really touch naval units.) We used a complex formula thanks to @Thalatta to come up with "game" friendly numbers.  For example, in real life the avg effective range for a javelin was 20-40m (we settled on 30, same as base game) However, Longbow archers (Maury and kush a little less) had an effective range of 110-160m! and some lead bullet slingers had an effective range of 120-220m! And of course, there is siege... well if we just used the avg effective ranges some units would hit targets on the other side of the map which yeah, that wouldn't be great or realistic!  So the formula helped us curve those numbers a little but keep them within a range we felt was game friendly.  We then tried to find as much information on repeat time, or rate of fire.  Unfortunately for some weapons in particular like javelins there isn't really sources that document how often they could be thrown, so some of this is speculation based of sources that tried to recreate the mechanics and designs of the weapons being used.  Once we had our ranges and rate of fire we were able to settle on some "dmg" ranges well as "spreads" we felt were reasonable. So the whole "attack" system has been redone. here is our thinking process charted out. here is a chart of base "cs" units I'll leave it at that for now.  If you found this helpful, please let me know and I can work on it for other aspects of the changes we made.  And again if you are interested in this time period and want to contribute in any form, we would be glad to have you join us!
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