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That painting is what i used as the reference for the model, but it might look a but to "cartoony" for the texture (seeing how realistic most other (at least the newer) animal textures are). Combining textures from: http://en.wikipedia.org/wiki/File:Aurochs_reconstruction.jpg http://en.wikipedia.org/wiki/Aurochs#mediaviewer/File:TudancaBull.JPG http://commons.wikimedia.org/wiki/File:Auroch.jpg http://commons.wikimedia.org/wiki/File:HanAurochs.JPG will probably look nicer. Having looked at this a but closer now, I think I should make the model a bit wider. I'm looking at the skeleton http://en.wikipedia.org/wiki/Aurochs#mediaviewer/File:Aurochse.jpg and I think I\ve made the legs and head to thin. I attach the new version Having looked at animals similar to the auroch, I'm far from happy how this turned out. Especially around the hip area. The shape of the head is also quite tricky. But I just can't spend any more time on this. To be clear; If someone ever wishes to tweak any of my models, I certainly don't mind! autoch.zip3 points
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NOTE: SVN COMPATIBLE ONLY. WILL NOT WORK WITH ALPHA RELEASES. Hi guys. I am looking for some beta testers for my mod that overhauls a lot of the game. It's not a super open beta because I use some placeholder icons for techs from the Age series and other source. I also use some interesting music just for fun. Anyway, the important thing is the rebalance and almost completely new technology tree with ideas from this forum. Also, it is not yet complete to the plan because the game itself is incomplete, but it is mostly complete and playable and is a lot different from the basic version of the game. Post here or PM me for the git download. DELENDA EST: An overhaul mod for 0 A.D. Empires Ascendant OVERVIEW This is an overhaul mod for 0 A.D. Empires Ascendant. Its goal is to introduce a new balance scheme, a revamped and greatly expanded technology tree, and other customizations to the game. The mod endeavors to push the game's modding capability to the fullest and to make the gameplay as enjoyable and as rich as possible. Keep in mind: - This mod is incomplete. Not every new planned technology or gameplay change has been implemented yet. - Many of the planned changes rely upon new features being implemented into the core game or engine. - This mod can be used to encourage those new features being implemented either by modders, open-source contributors, or official WFG team. Major unimplemented Features that this document assumes will eventually be implemented: - Formations: This mod re-enables the old formations from Alpha 16 and before. Once these are reimplemented by the official WFG team, it is planned to revamp them completely for this mod. - Trample: Some cavalry are planned to be better tramplers than others, so their stats would be adjusted accordingly. So, until Trample is implemented by the team or by modders some Cavalry stats may be wonky. - Charging/Charge Bonus: Like Trample, this would affect Cavalry stats immensely, and it is hoped that this is eventually implemented in the game. - Mercenary Camps: This mod starts the process of making Mercenaries a unique class of soldier for the game. It is hoped that either the official team or modders will implement the capturable Mercenary Camp idea talked about on the forum. - Building Capturing and Unit Conversion using a "Loyalty" mechanic: Some techs in this mod cannot be implemented yet (or are implemented in a different way) because capturing and loyalty are not implemented. Hopefully this feature is implemented so this mod can add another layer of richness to the gameplay. - Tech and Aura Modifications: These new modifications need to be implemented for this mod to reach its full potential: Altering Market Bartering recovery rates, Altering technology costs and speeds, (+ others here). MAJOR OVERALL CHANGES - Completely new unit balance and countering. - A new 4th Phase: Imperial Phase, which unlocks major technologies and abilities. Requires 1000 Metal and 1 Wonder. - Civic Centers are now buildable in the 3rd Phase (City Phase). This allows the players time to build up home defenses in Town Phase, or use the stone for a push to City Phase for expansion. - Now only Civic Centers and Wonders cast territory effects. Outposts and Economic stuff like Storehouses, Farmsteads, and Fields can be built outside territory, but buildings like Houses, Barracks, etc. can only be built within the player's territory. This creates strong cores of cities and makes the countryside weak and hard to defend. Also encourages building walls. - A completely redesigned technology tree, customized for each civilization. Blacksmith and Fortress trees are especially new. - Naval gameplay revamped with a Shipyard for the non-barbarian civs. Docks are for naval economy and Shipyard for naval warfare. - New special buildings, such as the Temple of Vesta for the Romans, with new auras and features. - Wooden defense towers available in Phase I can be upgraded to stone defense towers in Phase II, complete with visual change in appearance. - Corral is much more useful. What is Broken - Celtic Rotary Mill aura for Britons and Gauls. For some reason I cannot make the aura work, even though the code is visually correct. - Units trained in batches and rally-pointed to a resource or foundation will go to the rally point and will not begin gathering or building. They will just stand there instead. This is an old bug reintroduced somehow. - Some Fortresses cannot have enough space for garrisoned units to show up on the walls. Some Fortress models may need redesigned for this purpose. - Units show up on the Fortress battlements, regardless of type (female citizens and cavalry units how up on top of Fortresses when they garrison inside). There needs to be a way in the templates to dictate what types of units show up on the VisibleGarrison points ("Infantry Ranged" for example). - Cost.BuildTime effect for auras is broken. This specifically neuters the "Delian League" team bonus for Athenians and the "Naval Architect" aura for Themistocles. - I'll add more things here as I come across them. Screenshots NEW UNIT BALANCE The unit balance has been changed. The following list gives the basic changes, including features like charging that are not yet implemented in the full game. Melee Citizen-Infantry Ranged Citizen-Infantry CITIZEN CAVALRY STATS - Penalty: Horse Cavalry 0.5x vs. Elephants and Camels - Penalty: Camel .80x Speed - Bonus: Camel 1.5x vs. Horse Cavalry - Speed (walk/run/charge): 1.5x Infantry Counterparts Melee Citizen-Cavalry Ranged Citizen-Cavalry Other Melee Units Other Ranged Units Citizen-Soldier Ranks/Promotions Champions Mercenaries CIVILIZATION BONUSES AND CHANGES The specific bonuses and changes for each civ. Changes from vanilla 0 A.D. or additions will have an asterisk (*). Athenians Team Bonuses: - "Trade Alliances": Sea Trade +33% trade profit over ‘international’ routes between allies. NOT IMPLEMENTED. Civ Bonuses: - "Trademasters": Merchant Ships available at Village Phase.- "Double Harbor": The Carthaginian Shipyard is larger and has double the health of other shipyards, but costs 50% more.- "Mercenary Army": The Carthaginians have access to 3 different structures which can train mercenaries, who cost no population room. Special Buildings:- Celtic Embassy: Train Celtic mercenaries. Research improvements for these mercenaries.- Iberian Embassy: Train Iberian mercenaries. Research improvements for these mercenaries.- Italiote Embassy: Train Italian mercenaries. Research improvements for these mercenaries. Notable Technologies:- "Triple Walls of Carthage": Stone Walls 3x health, 2x build time, +50% cost.*- "Colonization": Civic Centers, Houses, and Temples -20% build time.- "Exploration": Ships and Traders +25% vision range.- "Numidian Mahouts": War Elephants +20% speed.*- "State-Issued Armor": Extra armor for temple champions.*- "Sacred Arsenal": Temple champions -20 metal cost.*Gauls Team Bonuses: - "The Silk Road": Land Traders +25% speed for allies.* NOT IMPLEMENTED. Civ Bonuses: - "A Hundred Nations": +10% Population Cap bonus (e.g., 330 instead of 300).- "Royal Road of Susa": Land Traders +25% Profitability per trip. Special Buildings:- Apadana: Train Persian heroes and Anusiya ("Immortals") champion infantry. Research additional special technologies.- Cavalry Stables: Train cavalry units and research cavalry upgrades. Notable Technologies:- "Hall of One Hundred Columns": All structures +25% health, but also +10% build time.*- "Nisean War Horses": Cavalry units +20% health, but also +10% train time.- "Immortals": Anusiya -50% train time, but also -10% health.- "Cyrus Cylinder" ("Human Rights"): Support Units -25% train time.* PLANNED: +50% Loyalty for support units and buildings.- "Equine Transports": Triremes unlock the ability to train cavalry units.- "Archery Tradition": Archer units +10% faster firing rate, train time reduced -25%, but health reduced -10%.- "Elephant Roundup": Unlocks training War Elephants at the Fortress.* PLANNED: Unlock ability to corral wild elephants. Future Wish List:- Toggle ability at the Apadana between Satrapy Tribute (a trickle of free resources) or Immortals (a stream of free Anusiya).Ptolemies Team Bonuses: - "Peloponnesian League": Allies can train Spartiate champion infantry. NOT IMPLEMENTED. Civ Bonuses: - "Othismos": Spartans can make use of the Phalanx formation without researching a technology. NOT IMPLEMENTED: TECHS UNLOCKING FORMATIONS.- "Laws of Lycurgus": Infantry rank promotion upgrades cost no resources, except time.*- "Spartan Womanhood": Spartan women cannot be captured (CAPTURING NOT IMPLEMENTED) and they can build Defense Towers and Palisades.- "Hellenization": Building a Theatron special building increases territory effect for all buildings +20%. Civ Penalties:- "A Wall of Men": Spartans cannot build Stone Walls for defense.- "Underdogs": The maximum population cap is reduced -10% for Sparta. Special Buildings:- Syssition: Train Spartan heroes and Spartiate champion infantry. Research additional military technologies.- Theatron: Build one to unleash the "Hellenization" bonus. Notable Technologies:- "Tyrtean Paeans": All units +10% walk speed.*- "The Agoge": Barracks +5 Population Cap and +1000 Health.- "Feminine Mystique": Female Citizens +50% Health, +2 Attack.* Future Wish List:- Needs some coding, but I would like to make the "Othismos"tech give Hoplites and Spartiates a minor "pushing" or "trample" effect.MISCELLANEOUS ADD-ONS1 point
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0 A.D. is voted into the Top 100 in IndieDB's Indie of the Year 2014! Thanks to the votes of you and many others 0 A.D. has been voted into the Top 100 in IndieDB's Indie of the Year awards for 2014. We are of course grateful for this support. Thank you everyone who has voted so far! Please head over to check out the list of game which are in the Top 100 and vote for the ones you like (including 0 A.D. of course ). To find 0 A.D. click on Real Time Strategy Games under Upcoming Games.1 point
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I think this is intentional, it seems most (or all) helmed units remove their helm when shuttling a resource. I don't know why it's only when carrying the resource, possibly it should be when gathering as well, to indicate they are not ready for combat.1 point
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The crash is definitely related to graphics card/driver described here, but it's already fixed for the next release. Edit: should mention that you can use the SVN dev version of the game until A18 is released, if you want to play the game in the latest state, though it won't be compatible w/ A17 in multiplayer.1 point
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The Wiki is somewhat outdated at certain parts. In addition to diffuse textures, normal and specular maps are available in the texture folder. AO is also supported but model specific and therefore needs to be baked. http://www.wildfiregames.com/forum/index.php?showtopic=17542&p=273078 In-game however these need to be turned on. The problem is that it is not accessible in the Options menu. You need to create a config file like described here: http://www.wildfiregames.com/forum/index.php?showtopic=17326&p=290232 http://trac.wildfiregames.com/wiki/Manual_Settings Especially materialmgr.**** is important.1 point
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I think it should be bigger than the regular Rome храм, but smaller than a wonder.1 point
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Sorry guys, but my last month in college was pretty hard. My english is not the best, but I try answer all. @Thronfin I read your topic. I think the same, but I don't know if that problem are solution in a17. I have my questions about. I see in my matchs the people using mass ranged units. They used few melee units. @Tau I used accurately 11 roman's melee cav. I think my oponent used 10 or very close this roman's ranged units. I click to attack the units and I try to make some micro like Incog in your video. The great problem was not lost my cav, but the speed. It was very fast, in seconds my cavs were deads. But can be a good micro of my oponent, but I think this is a good discussion because the ranged units yet have. My opinion: I like the new system, but I think the problem continues. The ranged units have a great advantage in the field, I see players using only ranged units for the entire match. I do it, I know how it works, but would like to see more balanced matches between melee and ranged units. I see more numbers than strategy often. My idea is to create a penalty for ranged units when they are close attack for melee units, I think it would change things a bit.1 point
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@leper: Fair enough. I know you're busy, so I appreciate you taking the time to do what you've done thus far. @Pureon: Thank you. I took a few artistic liberties, but I'm glad you like it. @wowgetoffyourcellphone: No problem! The reason why structure icons weren't showing up for your mod is because your mod doesn't have 0AD as one of its dependencies, and so 0AD's assets are not included when determining image locations. I've pushed a more up-to-date version of your mod to the live interactable version, at a state after you added/copied structure icons into your mod, so they should appear now.1 point
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If there is no compiled tests or pyrogenesis executable, build failed, check the full build log. When running pyrogenesis without a path you are running the system installed one, not the one just built. Make sure to read carefully the linked page, especially Debian section: http://trac.wildfiregames.com/wiki/BuildInstructions#DebianUbuntu1 point