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Showing content with the highest reputation on 2016-07-20 in all areas

  1. Hi all, Im making a new map, the siege of Halicarnassus. This is the very first preview, it is still in progress, but i would like to receive some feedback. Yes, it has a lot of props, i like detail, i'm just trying to make it more "vivid". This is the reference im using, i didn't make it exactly as is shown there, i forgot to add some things while making it, but now that is that advanced it may be a pain! http://www.discusmedia.com/maps/turkish_city_maps/5594/ v1.1 v1.2 1.3v This is what it seems to be the end of the map. Perhaps i could release as a 4 player maps (3v1), but, believe me, you cant play it (It lags without unit around, imagine it with units) Anyways, I had to improvise the Mausoleom, with walls and ground elevation. It has some greeks buildings, as i understood while i was reading, they had some multicultural life. I tried to make it, the most accurate possible, obviously, for many reasons there a lot things that cant be made, but in the other hand, i forgot many others . Hope you enjoy it! 1.4v
    3 points
  2. @niektb @Lion.Kanzen @stanislas69 I had forgotten about this topic, sorry ... in the compressed file there are the steps of the building with editable layers from Gimp (XCF) and Inkscape (svg) ... you can also cannibalize a portion for other uses of course. vesta.zip I go to bed , good remains
    2 points
  3. Latest alpha XX, 0.0.20-1~bpo8+1 on Debian Jessie. Thanks for the tips. I will beat the AI in very easy mode, I will.
    1 point
  4. 1 point
  5. With Alexander the idea is this.
    1 point
  6. @wackyserious: Ok. The model would need some modifications for that though...
    1 point
  7. @niektb Yes, exactly
    1 point
  8. I updated yesterday before posting and it seems to went well until advanced town phase. I just updated right now and I don't have errors on startup at least (I haven't tried to run a whole game though) I ran in the update code to make a compatible version for alpha 20 and added it to the download page. I don't think I'll try new things on this one, if I read correctly alpha 21 is not so far ahead. If I am to keep Sibyllae Vox playable while keeping new features from vanilla without spending most of the time to keep up to date, I think I'll have to spend some time on #4076 before implementing other things. By the way, is there any way to edit the topic title, this is not a balance mod anymore but a gameplay mod. [edit]Done, that's supersimple with the new forum[/edit]
    1 point
  9. In Russia they were transported by the rivers and they were merchants, I thought a merchant port that also could create troops without resources are stored or as military colony
    1 point
  10. Thanks to niektb Sibyllae Vox has been updated to svn. This was a big work and a one that raised the mod from its ghost state (even if I don't know if it is sane to run after ghosts, I'd like to try, thanks to illness to give some freetimeā€¦). By the way I have updated my website and migrated the document pages on it. You can find the download link, concepts and in the future probably more player related things. http://creativekara.fr/doku.php?id=0adsv:start sibyllae vox 20160702.zip [edit]And because it was requested, I created a page to list the enhancements that could add more flexibility or features to the regular game. Once I have a sufficiently detailed feature or patch I'll open a ticket for discussion. http://creativekara.fr/doku.php?id=0adsv:merge
    1 point
  11. Cool!! Here's another reference for the gate (The bad thing was that, I lost my source file for the wall concept.. So I am not sure right now on how I'll create the concepts for the wall_tower and the gate) We could also create and add a Viking Longphort structure (Something that will act like a Brythonic crannog, a dock-fortress or dock-civic centre hybrid. Here's a sample of what a Longphort that have evolved into a town looks like.. (We can make a miniature version of this, which will serve as the mesh for the longphort) The Norse had established several langphorts in Ireland during the VIking Age, several of which had evolved into towns.
    1 point
  12. 1 point
  13. My biggest problem with studded leather is not that it doesn't do anything, it's that it has no historical basis. If you're going to use artistic licensing (which I heavily encourage when sources are unknown), use historically-accurate leather armor like lamellar or even linen armor over Hollywood decor. With that said, looking at the unit with the leather armor; I can't even tell that it has studs to begin with, so that's good.
    1 point
  14. When a building ends up in the FoW, it's replaced by a mirage that copies the stats from the building as you last saw it. The problem with the markets was that the target could be a miraged one, and when the trader got close enough to get it in his vision again, that miraged market would disappear. So the trader had to update his target correctly.
    1 point
  15. Could make thieves as well able to garison in a building and steal some resources The concept is rather simple. The unit appears as a standard villager most of the time, except when it garisons into a building, steal resources and after a short time, gets out. then it's a thief.
    1 point
  16. I think Diplo screen need complete redesigning to be the honest. And I like your suggestion. 1. Should not see civs of each player until they have been scouted. 2. Maybe see info about your allies after you have research Cartography (expanding on jonbaier's idea). 3. Tribute needs complete overhaul, the way the buttons work, everything, (and would be nice to have tribute penalty at first that can be remove with tech, like in AOE franchise). 4. Overall the window is too small for new stuff/updated overhaul.
    1 point
  17. Solved! It affected the texture when you changed the contrast of the image (Just crop the two affected parts and create a new low opacity/player color compatible texture) Here's my tweaked one, tho the cloth texture are not very detailed on this one (also, top one is still not changed, I only tweaked the two player tex below)
    1 point
  18. Frankish Horsemen - Old body mesh The clothes are based on Stuttgart Psalter depictions
    1 point
  19. Too bad you can't release it. But looking at the number of polys, we wouldn't be able to use it anyways. Why is it so high poly ? I have this for now: I used some google references such as This one maybe better for 0 A.D. Probably going to make special palissade walls and doors for the carolingians.
    1 point
  20. I think they should be ranged, but not archers. Just call them infantry_axe_thrower and make their simulation template inherit from template_unit_infantry_ranged. Perhaps even introduce a generalized template_unit_infantry_ranged_melee_thrower. Having ranged unit that do melee attack is no problem for 0AD. Though only with the new unit meshes, we might be able to make the thrown axe rotate. I don't think we can rotate props or prop points by script despite me remembering someone of the main team in the forum announcing that it should be possible?
    1 point
  21. There is no Frank civ without a Francisca. I could see it leading to an interestingly ranged unit who does melee infantry damage. It should be a must have, in my opinion!
    1 point
  22. There is no sele_struct yet. The dds there is a greek placeholder
    1 point
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