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Showing content with the highest reputation on 2016-10-16 in all areas
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9 points
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It has become one of the best random map scripts of 0 A.D, yielding a unique map with every generation. Everyone give FeXoR a some applause Would be great to see some more maps using this mechanism.3 points
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3 points
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I think it is fairly logical. The developersare busy with the release itself and there isn't as much activity in general since it was a long time since the last release. And to some extent I guess people are silent because they feel as if there isn't much value in talking at that point. It's too late to influence the upcoming release, and if you don't follow the development version you don't know ad much about what is to come so it's hard to discuss that as well.2 points
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2 points
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I've been thinking, tunnelers would add some much needed ranged siege to Civs that don't have any. I was thinking tunnel entrances could be built by citizen soldiers, and only when garrisoned fully (10 troops?), it would produce a slow, low, and powerful building-targeting projectile, perhaps with its own ground decal and particle effect. They'd have the same 100 health and 100%pierce armor as siege as well. They'd cost a lot of wood and take a long time to build. This is just brainstorming on my part, let me know what you think.1 point
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Seriously, how come in every open source game, their forums become quiet before a release. Is it a tradition or something with open-source games? I mean, even people on the BeamNG drive forums do it, so I am wondering why.1 point
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Hi, I am curious to know how these map previews are rendered / generated. Is there a special camera setup or are these done completely manual by hand? Atlas? For example could someone generate one of these from a random generated map somehow? Thanks. - I was thinking Atlas but you can't seem to set the # of players to 0 to capture the entire map w/o territory like the attached.1 point
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Sounds good. I hope we can get some of your earlier backgrounds in as well and choose between them randomly. They all would make nice menu screens.1 point
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I guess not lol, everyone must be busy. I got you. Let me know if you need these in .png format. I assume you use Photoshop, so .dds shouldn't be too big of an issue. I'm looking forward to the next iteration! hele_prop_1.dds hele_siege.dds hele_struct.dds hele_struct_1.dds hele_struct_2.dds hele_struct_b.dds1 point
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@jonbaer I recently was making a preview for my own test map and wondered whether there are any tools/guides to assist, wasn't able to recall/find anything except http://trac.wildfiregames.com/ticket/1745 , end up making one manually in Atlas and adjusting it with Gimp.1 point
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1 point
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I hope so, going to need some historian help however, the ptolemies actually DO have 2 champs, they're the only ones with a champion warship. It's a useless champion warship currently, but the juggernaut is technically a champion. Doesn't even have a model yet, actually.1 point
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If you go up to the development tab you'll find the art asset repository. Find the Greek structural and prop texture files, download and use those for UV mapping. Using the same textures throughout an architectural set helps keep it coherent. An animated worker would be nice too. You seem to be getting caught up on details early, though everyone has a different way of working I know. Make sure your architecture is realized and ordered correctly as you move into finish. Also be sure to keep the meshes that use different texture files separate objects. 0 AD can only assign 1 texture file to each mesh in game, but we can make an object use multiple meshes. Overall this looks really nice so far, that purple awning looks a little too "rich" for a siege workshop, some of the Hellenes textures should have awning textures for you to use. With the textures we have already, you shouldn't need to paint any, especially not for the Greeks, haha. Can someone on the forums actually grab the Hellenes structural, siege, and prop textures for Ketu?1 point
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Siege weapons have 100% pierce armor in the new alpha, which works out pretty well, siege weapons are also difficult to capture as it is, tbh I'd rather siege be destroyed easily than be difficult to capture. As it is a pack of infantry units will be trying to capture a ballista and not succeeding in the slightest, when the much more direct 'stab it until it dies' approach would have saved several of your own buildings. I was honestly never did like capturing being the primary method of attack when available. That got off topic, tl;dr I'd rather tunnels not have capture points.1 point
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1 point
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You can have a look at http://trac.wildfiregames.com/wiki/Alpha21 You will notice that all that has been adressed. We hope you'll enjoy the next alpha.1 point
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IMO this map is now ready for playtesting it. Please help me with this since I can barely play 0 A.D. with my hardware! scandinavian_meadows2016_6_30.zip Some screenshots of some resource spots: Food: Sheep in fences with kennel Wood: Beech groves. Stone and metal: Some decorative stone and plant actors:1 point
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1 point
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1 point
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1 point
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I took my sweet time putting the recording together, but I don't think I want to work on this anymore xP1 point
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1 point