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Showing content with the highest reputation on 2016-08-11 in all areas

  1. I'm making a scenario map of the siege of Agrigentum which ended with the 1st pitched battle of the 1st Punic war. It would fit greatly in a campaign about the 1st Punic war. I will show it to you when it's done.
    2 points
  2. By the way I have some ideas, the team has made it clear that 12 the number of factions is a nice number, so most likely you will not be able to realize other civilizations. Let's move to the countryside, to 0 is a real-time strategy, there should be shifts but the game should smooth spin, short, smooth, there should be the REGIONS, cities already give a very own territory, you see on the scenario editor. It must be said that the city would not be all occupied by some civilizations may be gaia.Inoltre there will not be the tribes, In Spain: Iberians France: Galli Great Britain and Ireland: British in southern Italy: Romans African coast and Sicily: Carthaginians Balkan Peninsula: Currency: Athenians, Spartans, Macedonians and Persians Turkey and the Middle East: Persian Egypt: Ptolemaic of Egypt India: Maurya With the different Mod would be playable: China, Scythians All other REGIONS as much of Germany Of European Russia of the Scandinavian Peninsula, the rest of northern africa arabia and much of asia would all Gaia. Still we do not know if it will put even the civilization that lived even after the year 0. As for the AI: The AI has not yet reached its full development, can not make formations, types of units and certain types of buildings, also a neutral or enemy AI in the game can not form an alliance ... I hope to be helpful ... By the way I have some ideas, the team has made it clear that 12 the number of factions is a nice number, so most likely you will not be able to realize other civilizations. Let's move to the countryside, to 0 is a real-time strategy, there should be shifts but the game should smooth spin, short, smooth, there should be the REGIONS, cities already give a very own territory, you see on the scenario editor. It must be said that the city would not be all occupied by some civilizations may be gaia.Inoltre there will not be the tribes, In Spain: Iberians France: Galli Great Britain and Ireland: British in southern Italy: Romans African coast and Sicily: Carthaginians Balkan Peninsula: Currency: Athenians, Spartans, Macedonians and Persians Turkey and the Middle East: Persian Egypt: Ptolemaic of Egypt India: Maurya With the different Mod would be playable: China, Scythians All other REGIONS as much of Germany Of European Russia of the Scandinavian Peninsula, the rest of northern africa arabia and much of asia would all Gaia. Still we do not know if it will put even the civilization that lived even after the year 0. As for the AI: The AI has not yet reached its full development, can not make formations, types of units and certain types of buildings, also a neutral or enemy AI in the game can not form an alliance ... I hope to be helpful ... Google Traduttore per il Business:Translator ToolkitTraduttore di siti webStrumento a supporto dell'export
    2 points
  3. Regarding the second question (textres loading): release versions of the game come with pre-cached textures, so they are displayed instantly. SVN version on the contrary caches each texture as soon as it's needed, so when all textures are cached SVN version works the same way as release one.
    2 points
  4. About the texture loading issue you are facing it's because textures are not cached in the dev version so the first time you load them its gonna take some time
    2 points
  5. The -j flag just specifies the number of parallel build processes you can run. So it just makes the build process faster. But the resulting binary will be exactly the same. In other words, it doesn't say anything about the number of processes the game will use. And yes, we currently don't really support multiple cores. We only use separate thread for small tasks like IO, that would otherwise stall the game for a bit.
    2 points
  6. Great! Some suggestions to make it even better looking!: -Adding some more statues along the triangled roof like in this reference: -Making the steps in the stairs smaller (more steps) so the building would look bigger (proportion-wise) -Remove the pinkish texture for the roof part and even the stairs, it does look a bit off to me. -Adding some extrusions at the right and left side of the building to put some fire burning cups like the normal roman temple. example:
    2 points
  7. 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
    1 point
  8. Hello everyone, first time posting here. First of all, congratulations for this marvellous project. Here is my first contribution, hope you like it, it is my first rig/animation in blender though, so probably it needs a lot of tweaking. I would like to see how the wings are renderer in the engine as it may have problems with back-faces shadows at the wings. If you want to see it in real time and with its animations just follow this link: https://sketchfab.com/models/ed6c4ea1a4464b77a1e14891b897879e Regards! EDIT: Can we use alpha for the textures? The wings and tale would look much better with feather shapes :/ parrot.zip
    1 point
  9. Ten en cuenta que el balance entre facciones no esta realmente cuidado (de momento). Aunque algún desarrollador ha intentado echarle un rato (en la proxima version habrá cambios interesantes, como nerfear a los campeones en general). Los cambios están aquí. Y después de ver tus vídeos, los espadachines íberos (los normales, no los campeones) son iguales que los otros espadachines del juego (excepto después de desarrollar una tecnología en la herrería que también tienen los indios) . Los espadachines íberos campeones son muy rápidos, pero son superados por los británicos si van acompañado de Boadicea (eso si esta muy OP)
    1 point
  10. Es gracioso. Justo venía de ver esa lista. Lo de las enboscadas para los íberos jajaja Madre mía qué cheto XD
    1 point
  11. Is planned http://trac.wildfiregames.com/wiki/GameplayFeatureStatus
    1 point
  12. the Germans have won as well because of the Roman lines there was a traitor to his name is Arminius ...
    1 point
  13. Also I would like if possible to another population Germany Germanic faction
    1 point
  14. we might as well do two types of campaigns, historical campaigns, campaign of conquest. The winning campaign should cover all the world to 0, while the historical ones should be some sort of small maps on missions ...
    1 point
  15. the Seleucid may very well go in today's Syria and Iraq
    1 point
  16. If I use that map, I put the cives in this province (some new* province need created): Athenians: Attica* Britons: Britannia Carthaginians: Africa Gauls: Celtica Iberians: Lusitania or Cartageninis Macedonians: Macedonia Mauryans: Punjab* Persians: Persis Ptolemies: Aegyptus Romans: Italia Seleucids: Syria Sparta: Peloponnesos* Of course, some of the provinces would look a lot different in 0 A.D.'s map and the names different. IMHO, I think a better way would be to have many smaller campaign map focused on smaller areas. Like "Syrian Wars" and "Alexander's Anabasis" based on the middle east. Then "Peloponnesian Wars" map based on Greece. "Hannibal's War" base in Italy, Sicily, North Africa. etc. More Opportunities to be more historical and get deeper into these events.
    1 point
  17. Noooottttt bad idea. But in that case... probably more factions would be needed? Any way the idea is a nice start and it would be easier to do that a story driven one.
    1 point
  18. Ciertamente pensé en matar 2 pájaros de un solo tiro. Quería un buen pelotazo para mi canal y quería reactivar la comunidad en general de 0 A.D., que la veía un poco dormida. Asi que me puse manos a la obra. He hecho hasta el momento 3 nuevos streamings, el primero con el título de "EL NUEVO AGE OF EMPIRES" (que tiene ya más de 30.000 reproducciones). Esto es porque me di cuenta de que mi canal sobretodo tiene público de AoE. Aunque sea el canal más grande con una fuerte dedicación a Total War, cuando realmente lo peta es cuando se publican videos de AoE. Así que sencillamente lo estoy tratando como lo que es, un heredero espiritual de la franquicia. Hay mucha gente que no lo conoce y es un juegazo que merece esta publicidad. Asi que... con ello estoy. Mínimo le meteré un directo más recientemente, dedicado a los íberos. Y no se... Quizás haga un directo por facción.
    1 point
  19. Hello! I would like to start with the modelling of the eagle, could anyone give me some references of the kind of eagle we want? Cheers!
    1 point
  20. Thanks for the replies everyone Good to know the textures are working properly too. (PS: Love the changes so far)
    1 point
  21. Hmm, not sure about this. Maube something like this for Persians instead? I don't think Scythian was known for large armies.
    1 point
  22. I think you should use basic_trans.xml otherwise it's looking good so far
    1 point
  23. Yeah @stanislas69 it's an idea, I could effectively make a tutorial, to share some tips Progress of the texture: It's previewed with 512 texture, and yes I used alphatest.xml for crispier alpha.
    1 point
  24. I've committed the icon for the Temple of Vesta
    1 point
  25. Yeah it's inspired from this But as always texture in atlas can be used in different ways. Could totally be an underwater texture.
    1 point
  26. As Loki said. Capitalize them in English, but not in Romanian. You are free to do in your translation as best fits your language's conventions Regarding 4., you don't need to do that. As soon as you add/change and save a translation, your version will come up in Suggestions as well. It just might take the Transifex server a bit to catch up and display them, but they will be there if you wait a bit. Regarding 5., you can add new items to the glossary to help with consistency. You could also contact the Romanian translators individually - maybe it will motivate some of them to return to the project.
    1 point
  27. Capitalization does vary from language to language and even English has some weird capital rules after all even word breaks only came with Gutenberg. Enjoy the Choice
    1 point
  28. Thank you for showing interest in translating 0 A.D. I don't know how many of the Romanian translators are here in the 0 A.D. forums, so you might want to alert people there that this thread exists. I don't know any Romanian, so I won't comment on that, but I do have some comments on the first point. The names of units and technologies etc are capitalized because they are e.g. the names not to highlight them. Exactly how/when to capitalize can be a matter of debate, i.e. War Elephant or War elephant, but I certainly think we should capitalize. And as far as I know/remember we do capitalize all the words in names and titles apart from short words like "of" etc.
    1 point
  29. Enrique upload The file to SVN as blend file.
    1 point
  30. I enyojed a lot AOE. Was my first PC game that I bought. But I understand that some more older players didn't enyojed. Can agree that leveling system for multiplayer was bad, but also an icnentive to play: you always could select to play people with a max of 10 level of difference, if IRC. The problem with Aoe I is that it's very old: art and gameplay could be cool, could have a lot of nostalgia factor, but things like little population limit, poor AI and pathfinding, etc.. I think that AOEO was worst: the pay-to-win model and the very cartoonish look. Don't know why they re-use all the engine and art to make and actual game.
    1 point
  31. I can try to do this, I should have some spare time the next days. Exspecially the UV stretching is something that I really shoudl fix
    1 point
  32. This building already in my mod as Republican Roman wonder.
    1 point
  33. @wowgetoffyourcellphone Could you add this building to your mod? I want to see it if is enough good as I saw in the image.
    1 point
  34. Just replace your user.cfg by mine Usually in C:\Users\{USER}\AppData\Roaming\0ad\config Anyway great job user.7z
    1 point
  35. I know it's almost ages ago, but I found some time and motivation to continue working on this. I just don't like unfinished projects
    1 point
  36. Still needs some UV-mapping and stuff. It was a bit hard to find good references from above, so I'm not 100% sure about the overall shape.
    1 point
  37. can be nice open a topic, player vs enviroment
    1 point
  38. The modeling and texture work looks superb, well done both of you
    1 point
  39. Brilliant Micket! it looks perfect to me! You have a very good hand with animals. If you are interested, we need two dog breeds for celts that the player will be able to control (as the current wardogs) *wink wink*
    1 point
  40. No, it's not. It's red because of historical reasons. Regarding the columns... I think some gold touches like the Mars temple already in-game could help to make it look more epic:
    1 point
  41. You're right, it was quite dark. I lightened it up
    1 point
  42. The statue is now on the top of the building. There are some seams on the normal map, which I need to fix. And the new texture for the pediment needs to be created.
    1 point
  43. My work on a Mid- to Highpoly version of the statue, which I will use as a base for fast retopology and for texture creation. Still some work to do...
    1 point
  44. Thanks Enrique, and great model Micket! I've made a few more textures variations to see, but I think a slightly dumbed down version of the below croc is the more nile-y. The basic dark one (shown above) could be a good saltwater crocodile though. I've started animating, it's looking alright (I'm really no animator). Run animation is attached as a gif. (I've made the teeth cartoonishly big and you still basically can't see them).
    1 point
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