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  1. Hey guys, Here is a teaser on another map I have been working on since a few time. Crete Island. This should be nice for 4 players. Here is Crete: And here is my ongoing map: As usual, I tried to do my best to respect the topography, with exact coast drawing, hills/mountain position, and even respecting the oceanographic topography. So players can start from Heraklio, Rethymno, Agios Nikolaos, and Chania. Obvioulsy, I need some more work on texturing and stuff. Actually, what I really have in mind is to set up a campaign on the island, based on the history of the Island. Here are the major points of the campaign I have in mind : Sparta, Athen, and Macedonians will start to fight on a first scenario (Crete1) - almost a squirmish mode with these 3 factions - it will correspond to the conquest of Crete Mynoian people by The Greek Roma attacks the Island and fight established factions (Crete 2) - a scenario with a map including fortified Athenians - it will correspond to the attack in 67 AD by Roma. Persians attacks the Island and fight established Romanians camps (Crete3) - a scenario with fortified Romanians structures, much more difficult to conquer than the previous scenario with an appropriate design - it will correspond to the conquest in 400 by the Byzantin empire (they were actualy a mix of tribes, slavs and vandals, but the closest faction available in the game is Persians/Achaemenid faction). So what is required to create a campaign ? Is a succession of scenarios ok ? What are the major problems with campaign and are some campaigns already planned ? Is my project possible and compatible with your objectives ? Looking forward your feedback, thanks!
    4 points
  2. Thanks. I draw it by hand, that's why it takes me some time. Actualy, I have no idea what the heightmap tool is, I saw it in the Atlas tools, by I wasn't able to find any information about how to use it. All I am expecting now is that I didn't wasted my time by doing it by hand if a nice tool was able ! Anyway, the map is almost done now (the hardest work is behind me). I'm working on another scenario, to try to manage the scripting problem. I guess I will have some help with it soon. I always have fast answers I think the community is very active! So I hope I'll be able to create good scenario from this map too. And in the end, the idea of creating a campaign is really stimulating. Let's see if some other like the idea. Thanks for your feedback!
    2 points
  3. That's a very nice map again. Are you drawing that all by hand, or are you using the heightmap import? I can't remember our heightmap import to be that good, and neither is it easy to get black-and-white heightmaps (though that shouldn't be such a big problem for someone who prefers OSM over Google Maps). For campaigns, the main problem is that they're not designed yet. If someone would come up with a good first storyline, and a good GUI design, I think it would be enough to kick off the implementation. But I guess that most campaigns would need good triggers, and we're still a bit experimental when it comes to triggers (we don't know yet which ones work well and which don't).
    2 points
  4. The kill/death ratio is not directly in the main game score, still the military score is and that includes all killed entity. So the more you kill the higher score will be. The main problem here is that the AI has no good fighting strategy (it just rushes in and attacks after destroying a building the closest building, which can be strategical irrelevant, like houses or farms). First that need to be improved to start swapping between strategy.
    2 points
  5. I included a modification to the default.cfg instructions in the development version. http://trac.wildfiregames.com/changeset/17857 Thanks for giving your input on that confusing line!
    2 points
  6. Thanks, works now like this [hotkey] pause = P ; Pause/unpause game [hotkey.camera] rotate.wheel.cw = "Shift+WheelUp" ; Rotate camera clockwise around terrain (stepped control) rotate.wheel.ccw = "Shift+WheelDown" ; Rotate camera anticlockwise around terrain (stepped control) [hotkey.selection] idleworker = Period, MouseX2 ; Select next idle worker [hotkey.session] stop = "H", MouseX1 ; Stop the current action It's pretty confusing as default.cfg says But anyway thanks a lot.
    2 points
  7. The Scythians version 1.1 Above: Scythian Commoners (left), Scythian Slaves (right) Above: Skilurus, King of Crimea Above: Tomyris, Queen of the Massagetae Above: Ateas, King of Scythia Above: Scythian Shaman (Healer) MAP OF THEIR INFLUENCE Units Support Units Scythian Peasant Male and Female variations References Resource Wagon Dropsite for all Raw Resources Can "unpack" into these buildings Yurt (+10 to pop cap) Storehouse Can train Slaves once the Trade Depot is built Enaree Shaman Healer/Priest Class unit They wear shaggy clothing, drooping robes, tassels, and animal skins. They have eagle feather or deer antler head gear and carry a stretched leather drum. References Barracks Units Scythian Spearman Spear Infantry Saka Axeman Sword Infantry Scythian Archer (male and female actor variations) Archer Infantry Maiden Archer Female Archer Infantry Less armor, faster speed Only costs Glory resource References Stables Units Scythian Scout Scout Cavalry Sarmatian Lancer Spear Cavalry Massagetae Sagaris Cavalry Sword (Ax) Cavalry Dahae Cavalry Archer Archer Cavalry Royal Maiden Headhunter Female Archer Cavalry Less Armor, faster speed Only costs the Glory resource References Mercenary Camp Units Bosporan Hoplite Hoplite Thracian Peltast Javelin Infantry Tocharian Swordsman Fortress Units Alani Cataphract Champion Lancer Cavalry Extra Armor, slower speed Can upgrade to a strong anti-building attack (flames) References Royal Cavalry Archer Champion Archer Cavalry Extra Armor, slower speed References Battering Ram An uncovered Ram Lower armor, faster speed Heroes A civ bonus for Scythians is that their Heroes are allowed to upgrade to Mounted from Village Phase, while all other heroes in the game have to wait for City Phase. Tahm-Rayiš (Tomyris) Hero Cavalry Queen of the Massagetae, a powerful Eastern Scythian confederacy. Her army defeated Cyrus the Great and checked his expansionist ambitions. Her look is very Eastern or central Asian, in contrast to the more Western look of the other heroes. References Ateas (Ateas) Hero Cavalry United dozens of Western Scythian tribes to form a kind of "Scythian Empire" over his lifetime. Fought against and was killed by Philip II of Macedon. References Skilurus (Skilurus) Hero Chariot King of the Crimean Scythians, whose capital was the Greco-Scythian city of Scythian Neapolis. Warred against Mithridates of Pontus. He has a mix of Greek and Scythian equipment. References Scythian Structures Scythian structures, like the Huns and Xiongnu, can be built anywhere on the map, in neutral, allied, or enemy territory. This is their "nomad" bonus. They also have half the build time and cost. Consequently, they are the weakest buildings in the game, at 50% health of standard. Their buildings are very fragile. These bonuses and weaknesses also apply to their Fortress. Cult Statue: Ovoo This is the "Cult Statue" building for the Scythians (and Xiongnu). Not only does it give a trickle of Glory like all Cult Statues, but also a trickle of free Stone resource. As an additional bonus, Enaree Shaman healers gain greater healing powers when in range of this structure. Wonder: Royal Kurgan tumulus. A large earthen mount with eye candy around it (see how the mound is surrounded by standing stones; we can add additional culture by using the enigmatic Scythian "statues" found throughout the steppe instead of simple stones). Can have various "stages" of construction like the other Scythian and Xiongnu buildings do: Technologies "Fill of Blood" Prereq: Choosing Tomyris Tomyris +25% attack when mounted on her war horse, +50% attack vs. Enemy Heroes. Social Reforms Prereq: Choosing Ateas Scythian Peasants +50% health; Scythian Slaves +100% Loyalty. Greek Engineering Prereq: Choosing Skilurus Unlock the ability for Scythian citizen-soldiers to construct Catapults. Goldsmithing Prereq: City Phase Research at: Forge (the only economically-focused Forge tech in the game) Traders +40% trade profit per trip. Archery Tradition Prereq: Village Phase Research Building: Barracks Archers -50% experience needed to promote, +10% faster firing rate Parthian Tactics Prereq: Town Phase, Archery Tradition, Advanced Cavalry Research Building: Cavalry Stable Ranged Cavalry will automatically kite away from approaching targets if the enemy targets get within 15 meters. Falconry Prereq: Village Phase (also requires Basic Husbandry) Research Building: Civic Center All Structures and Cavalry +25% vision range. Scouts +25% meat gathering rate. Scouts gain a new Falcon prop actor that circles over them. Extensive Husbandry Prereq: Town Phase (also requires Basic Husbandry) Research Building: Cavalry Stable Domestic Animals -25% train time, +25% health. Slave Trade Prereq: Town Phase Research Building: Market Slaves -50% train time. Other civs have to first capture a Trading Post before being able to research this tech. Scythians can research it from their Market. --------------------------------------------------------------------------------------------------- We need to find a Scythians expert to help parse all of the reference material. I don't think it has to be super granular, but I would like to separate everything into some categories: Western Scythians Cavalry Infantry Potential Hero References (Ateas and Skilurus) Eastern Scythians Cavalry Infantry Potential Hero References (Tomyris) Support Units Healers Peasants Males Females Traders Fishing Boat (necessary for gameplay) Trading Ship (necessary for gameplay) Structures Specific Buildings Materials Need to try to find era-specific reference materials: 6th-4th centuries BC.
    1 point
  8. Would it be possible for one of our amazing modeling peoples to create a model for the Seleucid Tireres that looks like the Seleucid Direres and Penteres? The Tireres right now looks quite out of place in terms of looks in the Seleucid naval roster. You guys are amazing! Example. In the quinquereme picture, the Seleucid model is in the top center. In the trireme picture, the Seleucid model is on the far left.
    1 point
  9. I'm still learning the game, but I'd like to show it to some friends and get them interested. Right now, I need to have the on-line manual keyed up in my browser so that I can pause the game and RTFM as needed. Alas, some of the people I want to get interested in this don't have a reliable Internet connection, so that's not always possible. Is there a version of the full manual that they can download (or I can download for them) that they can use off-line?
    1 point
  10. Thanks! I'm using A19, and I experience lag/crashes and any map (including non naval maps) since they contain more than 1 AI petra bot. Of course I might remove one AI/player on my scenario (I think I will, at least for testing purposes), but that will be less fun.
    1 point
  11. Having a PDF version would be fine, even if you never printed it out. Just having it open so that you could look at it would be all that most people would need, and it probably wouldn't need updating very often.
    1 point
  12. As artist I found a issue in the messages and GUI with some player color. some player color are dark so the contrast with the own outline is bad. example Dark red, blue, and Dark Gray aren't work/contrasting with Black outline, but work with Yellow(the actual yellow is a light color). and even its worse when are over the default stone black texture
    1 point
  13. Although I'm new to making 0ad scripts, I certainly would love to try to make the script for you.
    1 point
  14. I'm also a beginner, but I don't think that the change in the kill ratio always means that the enemy's strategy isn't effective any longer. It could mean exactly the opposite: yours is getting better. As an example, you may be more selective as to which buildings to attack first, or you may have learned to concentrate your forces on a small detachment, defeating your foe in detail, rather than just having everybody pile in at once and hope your men are better.
    1 point
  15. Nah, I'd say it's central to the topic Donating money is not a decision one should take lightly, so shining light on the process is a good thing
    1 point
  16. Indeed, I only recently discovered how to let Gmail show me every email I receive every time I log in. I will not miss an email a second time. I hope this didn't stray too much from the topic.
    1 point
  17. Indeed. I was wrong. A simple search in my mailbox brought up an email from SPI which, among other things, says "0 A.D. Thank you for your contribution in support of 0 A.D.! " followed by the amount donated. I feel shameful now and I am sorry if I have misled anyone. I hadn't seen it till now. To conclude, there IS proper notification when donating to 0 A.D. @ScottyMcpancakes needn't worry
    1 point
  18. I took the liberty to split the AI lag issue off to its own thread: https://wildfiregames.com/forum/index.php?/topic/20552-lag-with-ai-players-split-from-new-scenario-map-malta-island/ Your map is very interesting though. It's nice how you got these almost perfect shorelines.
    1 point
  19. Hey m8s I 'm from Greece Glad to be here
    1 point
  20. I agree 0 A.D. doesn't have the most user-friendly donation pages. I remember when I donated through SPI it was pretty straightforward but the webpage did not assure me that the money really went to 0 A.D., I only knew that money was withdrawn from my account via SMS notification from my bank. Had I reveived, for example, an e-mail, that stated "you have successfully donated to 0 A.D" I wouldn't have worried at all. I am planning to donate again soon and see if the donation process has changed.
    1 point
  21. Female Clothing Unit Types: Scythian Female Citizens, Maiden Head Hunters Shaman Clothing and Props Unit Types: Healer Animation Refs: Basic Tunics and Jackets Unit Types: Basic and Advanced Soldiers, Scythian Male Citizens, Trader Trader and Cart: (trading goods in lieu of family members)
    1 point
  22. 1 point
  23. I have made it possible with late-game tech for Imperial Roman solider to build Onagers in enemy territory.
    1 point
  24. Here's a quick wooden wall concept which I did earlier (Based on sources found at http://viking.destinationviking.com/en/attractions.html) Ívarr hinn Beinlausi or Ivar "the Boneless" Ragnarsson Currently, we can use the Roman siege wall as placeholder for the Norse wooden wall and tower
    1 point
  25. It looks really nice! I leave map makers to comment on how you could improve that Concerning the lag with AIs, which version of the game are you using? Before A19 the AI couldn't wrap its mind around naval maps.
    1 point
  26. + Build V2 + Walk V3 i'm constantly looking for a good .c4d to .dae exporter, But there is not clear answer to that problem. i've seen that some people can do it with out any issue, the problem is they don't say clearly the way to do it. i've already tried a couple, there has to be someway to do it. it's a matter of time.
    1 point
  27. Well using that, I can make a texture
    1 point
  28. Octavian was great Orator and propagandistic, give them conversion( when is avaible and/ or cheap imperial buildings) Trajan was great military even die in campaign by natural reason, was a soldier all his life.but don't was like a Julius Caesar The first time, I was read about Titus Flavius, he was most loved emperor, more than Octavian, more than Julius Caesar.
    1 point
  29. I made them for the Gate of all Nations... They're just waiting for me or someone to be finished (I was playing around with the colors until I stopped working on them) Which, by the way if you have some references or articles/suggestions as how they were painted, that would be useful.
    1 point
  30. Lowpoly with normal map: (a few details to work out, can't finish it tonight)
    1 point
  31. I knew it, I saw this before ----- Micket I'll give soon the references-----
    1 point
  32. Oh, yes that might be a problem It requires a decent rig because it needs to be subdivided a lot for a smooth surface. However, there's a "curve stroke" method for painting/sculpting that was added on the last versions of blender, that lets you paint with curves with handlers. Waaay nicer way to paint smooth curved lines with mouse. Sadly, it wasn't available on the time I made the tutorials/helmets. Here's a demo of how it works (can be used for texture painting too, not only masking/sculpting)
    1 point
  33. But if the mesh doesn't align well, with the texture and ridges, you'd have to go for a crazy high polycount before displacement modifier would look alright, no? My old Intuous 2 tablet (12 years old now) isn't working well, so I'm stuck with a mouse right now (and being left handed, I can't draw worth @#$% with the mouse). I should buy one of the new small ones (and a new computer with plenty of RAM)
    1 point
  34. Sure is messy to do high poly modeling. So much struggling with the subdivision surfaces where ridges connect.
    1 point
  35. I figured i'd make a high poly version to bake the texture
    1 point
  36. For Empires Ascendants is some off, but not for second part
    1 point
  37. wow, its yours?( because its increíble) you can upload yo use, even as a render is great to use in many ways not only as a prop.
    1 point
  38. 1 point
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