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Showing content with the highest reputation on 2016-10-26 in all areas
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4 points
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@Lion.Kanzen @niektb if you are going to proceed, please consider continuing work on the same map, rather than starting a new one. This way, even if you won't finish the map, there still will be a progress in the same direction. I've updated the latest version published here: [1] using a18_to_a19.py and replaced missing celt_* entities on @Yodaspirine's part with the correspondingly-looking gaul_ and brit_ ones. Here are the resulting map files: community_map_a20.zip The only issue on @Yodaspirine's part I see is the rotary mill which has a different model and obstruction size now. Roman camp on @idanwin's part looks the same, gaul buildings are changed (houses can be replaced with brit ones to look like the original ones; I left them as is, since they were initially added as gaul ones, rather than generic celt). Also cage actors are missing in both Alpha 12 and Alpha 20, I guess they are the models from this topic: [2] Images:3 points
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Considering that only 2 sections have been painted (and considering the amount of active mappers) I'm not sure there are enough people to participate in a second version. But if someone takes up the organization, I'm happily willing to paint a section (or maybe two)3 points
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The process making of new animations will take at least 2 more alpha it seems to me (I would like to be made wrong). So eventially the fact that new models and animations will be in the game does not mean this unit can't be put in the game now. But I leave that up to the wise game designers at WFG. I added the Infantry Royal Guard to DE because I wanted to. Saw a hole in the Egyptians roster and filled it. No need for a committee, is nice.3 points
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0 A.D. Community Map What is this? The Community Map is a scenario project crowdsourced from the 0 A.D. community. It is intended to show off everyone's design talents and let the community collaborate. It is based on a concept that used to exist in the AoMH community. To get an idea of how this works, here's a Photobucket album of a past community map: http://s797.beta.pho...een314.jpg.html Alright, I wanna do it! To sign up, post your email address below (or PM it to me, you know, for spam prevention) and I'll add your username to the list of Future Designers below. When you're number one on that list, I'll email the most recent version to you. This will ensure that no one is doing duplicate work. Rules: Please contribute in one of the areas designated. You don't have to go in any particular order, but try to paint inside the lines. If you are doing an area that is adjacent to a finished block, try to connect it in some way to the areas before it. You can delete a few trees, change the edges of the terrain, and other such small things to make your area blend in with the surrounding areas, just make sure you don't significantly change or do anything to damage other peoples' work. If you cause significant damage to another person's work and can't fix it, you will have to re-download the version of the map that I sent you and start over. When you blend areas, make sure there is a proper transition. Don't have a desert immediately cut off at the edge of a mountain or have an ocean suddenly end with a forest. Don't change the size of the map. Feel free to change player colors, although be careful about how it will affect other people's work. Save your map as "eyecandymap[YOURNAME].pmp" - this way I can keep track of each version of the map easily. When your turn has arrived, you will have 7 days to work on the map (although it is highly recommended that you finish it sooner if you can, so we can move along faster). I will email you when you have one day left, to remind you that your time is almost up. When you are done and/or when you have run out of time, send the map to me. There will be no time extensions. If you have not finished with what you were making by the time your turn ends, clearly mark the area your finished creation will take up, and send the map to me so I can send it on. You can then sign up again so you can finish your part later. You can sign up again as many times as you like, but only after you have finished your turn that you are currently signed up for. It doesn't have to be much, but if you really think "I'm too busy right now, skip me", then I'll move you one place down on the list and send it to the new number one. When you're done or when your time is up, you have to send the map back to me, and I will send it to the new number one on the list. If you send it to me and there is something inappropriate or against the rules on it I will ask you to change it or in the case that it is inappropriate your version will be deleted and you will no longer be able to participate. My email is kimball.r@meESPN.com without the name of the sports news network in italics. I'll update the full map screenshot each time someone makes a contribution. That's basically it! Have fun, and post/PM your email address so we can get this thing started. Current Screenshot Future Designers plumo Aurium quantumstate Lion.Kanzen If you have any comments or questions, just post them in this thread. I'll be sure to respond.2 points
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2 points
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Doesn't matter now as all of the animations need to be replaced to introduce the new models.2 points
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1 point
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I know two games with tree regeneration: Settlers: a dedicated forester replants tree saplings which grow big after some time (perhaps 3-5 minutes) Stronghold Crusader: trees naturally spawn other trees in their vicinity, if the tree density is below a certain threshold (otherwise trees disappear) As proposed by @Lion.Kanzen I think the best implementation for 0 A.D. or a 0 A.D. mod, respectively, would be a farm-like field of saplings. An initial seeding requires some workers "building" the "forest structure". However, it requires some additional time until the trees are grown and can be harvested.1 point
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@fcxSanya Sorry for being inactive for so long... I recently started my first full-time job, which leaves me with less free time and energy for private projects in this free time (actually more the latter ) That said, I regularly track progress of 0 A.D. development, but I am not sure when and how much I will engage again. It certainly helps if I see that people are interested in my work1 point
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They are stated in the simulation templates like one I linked above (current version has a bit different structure, but resource subtype is still there: [1]), during the game you can see them via gather cursors (a couple of cherries for fruits, a slice of meat for meat etc.), gameplay-wise this affects gathering rate, for example women are better at fruit-gathering and farming, while cavalry is better at meat-gathering. As soon as resources are gathered they are combined by main types (food, wood, metal, stone) since there is no need to distinguish subtypes anymore, the only stat you can see for this stage is the aforementioned vegeratian ratio.1 point
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It's already divided to fish, fruit, grain, meat and milk, also there is a "vegetarian ratio" counter in the summary.1 point
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Much better and the shadow of that broken nose provide a good focal point for the face now that colour around the the eyes is toned down as well as the iris highlights. Enjoy the Choice1 point
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1 point
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1 point
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I'd like to join . But could someone make walls drag-and-drop in Atlas ?1 point