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Showing content with the highest reputation on 2014-06-14 in all areas

  1. The Council is both happy and proud to announce a brand new release!!! Rise of the East Yup, I re-used one of Scion Development's screenshots. What is it? Rise of the East focusses on one faction the Chinese, during the Han Dynasty to be precise. With it's fancy theme this is surely one to mark! As a release name we've chosen Yánxù. This means continuation. Continuation of this beautiful project! Current features: - One playable faction: Han (No worries, the civilizations from the main game are still playable) - 2 Custom Random Maps: Loess Plateau and Gobi Desert (made by Spahbod) How to: Step 1. Download the modpack, if you're reading this, you may already have done this. Step 2. Move the parent directory (the folder containing this README) to the 0ad mod folder. Step 3. Launch 0ad with this mod. Instructions on how to do this depend on your operating system. - Linux: Type "0ad -mod=NAME_OF_THIS_FOLDER" in a terminal - Windows: Edit your shortcut and add "-mod=NAME_OF_THIS_FOLDER" to the command To uninstall: Just remove your newly created folder. This mod doesn't overwrite anything it only adds. Who are we? The Council of Modders was formed up of two small modding teams and a few newcomers: Aristeia (about the bronze age) and Millennium A.D. (about medieval times) CoM aims to create a umbrella for all wannabee modders and help everyone needed and of course create their own projects, one of them is Rise of the East. Rise of the East was added to the project list in early-2014 after an agreement with Scion's lead Rob Kimball. That having said: A lot of work in this release was done by Scion Development (almost everything), so we owe a large one to them for having paved the road for us to continue in their absence! Download: rote.zip Our thanks go to everyone that helped us to achieve this mod through contributing, play testing or in another way! If you have tips / suggestions, feel free to let us know. Also if you find bugs, let them know too. Support 0 A.D. if you like us: http://play0ad.com/community/donate/
    3 points
  2. IMPORTANT!!! We are making a call to all contributors to help with Seleucid references and concept art!! for units and specially buildings!! Help us to shape this civilization as historically accurate as possible!! Since historical pictures/references are so scarce, we ask to our skilled concept artists contributors to help us laying out concepts for seleucid buildings!! Thread --> http://www.wildfiregames.com/forum/index.php?showtopic=17651 - Seleucid elephant- Head armor prop(s), golden armor texture (and new mesh if skills/time permits) References: http://s3.amazonaws.com/photos.prod.jewishboston.com/photos/77392/seleucid_war_elephant_large.jpg http://1.bp.blogspot.com/_WemHOssXe6c/TQwGaougmHI/AAAAAAAAAE4/i7KcY9oTrwY/s1600/Raffia%2B6s.JPG - Ptolemaic and Seleucid helmets - Work in four helmets started nicely by Sighvatr. Tutorial for guidelines on how to finish them in the thread: http://www.wildfiregames.com/forum/index.php?showtopic=17924 References for the helmets and related tickets in the Art dev. Task tracking thread - New Iberian barracks design - We want concept artists to come up with concepts for updating the Iberian barracks. The concept needs to fit with the current Iberian building set. - Celt war dogs - We need two new models for celtic war dogs Hound/Wolfhound and Mastiff. Models, Textures, Rig and Animations needed! - Mauryan OX - The Zebu model is done. Needs a good Rig and idle/walk/run/death animations for the trader cart. Thread These are the highest priority tasks that we would like to finish for A17. The most important task of course is references and concept art for Seleucids, since there has been very little content gathered for this civilization compared with the two previous crowdsourcing civilizations. For non-essential and eyecandy tasks, you can check the Art Dev. Task tracking thread.
    2 points
  3. Looking promising. One thing I can't see that is probably one of the more important things to have is version, both mod version and game version. Not sure what "Mod label" is though? Perhaps that's meant to be something like that.
    2 points
  4. New fixed file (that works with A16) uploaded (thanks Erik) and first post edited.
    1 point
  5. The minimum range in AoK was something that you could remove with a tech. That means it became more powerful at the same time siege engines came in (unless you were Teutons). It could be something worth investigating.
    1 point
  6. Gongratz to the mod team and the release of Rise of the East.
    1 point
  7. The side buttons should be smaller, the bottom buttons are fine. Looking very good though!
    1 point
  8. Here is a somewhat bad screenshot of the new approach (leper's invention). leper has made progress while my GUI still sucks. Will work to make the testdata show up and to get the sorting and enabling and removing debugged. all the functionality exists but it seems not to work yet. :/
    1 point
  9. Hopefully someone else on these forums knows more about Mint and can help, but generally its probably better to contact the maintainers of the specific Linux distribution as we have no control over which versions they put where etc.
    1 point
  10. the turrets is not overpower. The towers have a big attack, but torrent have defense
    1 point
  11. Map sizes are defined here http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/data/map_sizes.json Expressed in number of tiles (or vertices, that's only 1 difference). And it's also supposed to be the resolution of the image you're importing. All maps are considered square btw, with the corners hidden to make them round. I'm not sure about what programs you can use to render height maps. But the openStreetMap wiki has a lot of info on rendering stuff (mostly real world maps from real data). You do want purely greyscale images, as atlas only works on greyscale.
    1 point
  12. How about this? Quadrivium - four subjects that included arithmetic, geometry, music, and astronomy. The word is Latin, meaning "the four ways" (or a "place where four roads meet") Although technically widely used in the Middle Ages, it's form is known during Plato's time, and would be a good focus on 0 A.D.'s social and technological aspects. http://en.wikipedia.org/wiki/Quadrivium
    1 point
  13. Ok, worked out the details of victory conditions and triggers. Not fully implemented, but enough code to see it will work nicely (see the attached patch). Basically, if someone wants to make a victory script, he places a requirements-checking script inside gui/gamesetup/victory_scripts. When #2622 is in, all those scripts can be loaded automatically. Those scripts give basic GUI info (name to display, description for a tooltip, ...), a function to check the requirements using the game settings (i.e. everything set in the map JSON data part + specific settings for that game, s.a. starting resources, number of players, ...). As the variables in that JSON part are free, a victory condition may require a certain specific variable to be set before enabling the victory condition. And as last thing, the script also gives a list of trigger scripts that must be loaded in order to enable this victory. The list has a different name than the default trigger scripts, but they can be loaded the same way as the current trigger scripts are loaded. This way, general victory conditions can work (by just always answering "true" to the requirements check), dynamic victory conditions can work (by checking existing data, or requiring a non-specific key to be set in the JSON), and specific victory conditions can work (by requiring a specific key in the JSON). We also need to make the map settings available to the trigger scripts (either making it global, or through the triggers component), so the victory scripts can ask some data for it. For example, a "king of the hill" victory condition might require a "hillToCapture" variable be set to a trigger point reference. Something like { ... Preview: "anatolian_plateau.png", CircularMap: true, HillToCapture: "A", XXXXXX: "Optionally define other things here."}So the requirementsCheck would check for the existance of "HillToCapture" in the map data. And the trigger script would query the value of "HillToCapture" to see on which trigger point its trigger should listen. With that figured out, I think we should go over to comiting it pretty soon. victory.diff
    1 point
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