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  1. Its a modified mesh version of the mauryan siege elephant which is quite new and all animations work on this seleucid variation. The unit is already playable in SVN.
    3 points
  2. Yes, it will end the one-unit-blind-endless-spam once for all. Now you'll have to create big armies with different types of units, and the outcome will be decided on how you maneuver.
    2 points
  3. Map: Mainland Players: borg- (2039)(Persia), UBOSS (1203)(Spartans) Summary: Map for 2, Conquist, Normal Resources, 1x Speed. borg- vs UBOSS.rar
    2 points
  4. Hi, thanks for the report! I opened a ticket for the issue. That had been noticed in multiplayer games but not in the situation you described.
    2 points
  5. I took care of this badboy since this task was trickier than the other seleucid units textures needed. Hope you like it:
    2 points
  6. Last updated 08/03/2018 This thread is to keep track of the Art tasks that needs to be done and who is working on which one. Keep it clean, post only when you are going to start a task and when it has been finished and approved or commited by someone of the team. - Do not post suggestions. Create a new topic or use any suggestion thread. - Do not post Wips. Create a ===[TASK]=== thread on the Art forum for this matter. - Do not post references. Use the relevant task thread. - LEGAL WAIVER: Please read this before contributing and abide by it. *We can't assure that your models will be used for the final game, and we n 're also looking for a certain quality level, don't get upset if your model doesn't make it into the game, practice is the best way to improve. Useful links: How to Import/export assets and bake AO maps in Blender3D Blender 3D UV unwrapping tips How to export animations from Blender3D to 0AD Tips & requirements of the engine: - Approx triangle count for buildings: small 2k-5k, mid 4k-6k, big 6k-8k, wonders 8k-12k. - The engine uses .DAE (Collada) format for models and animations. - The engine does not render double-faced polys, so if you want a polygon with both faces rendered, you need to duplicate it and flip the normals. - The engine does not tile the textures like blender does, so when UV mapping, keep the UV islands within the texture space. - We use two UV coordinates, one with overlapping UVs for diffuse, normal/parallax and specularity and another non-overlapping for AO maps. - Building models need to extend below the ground (-Z axis) because it can be visible when the building is constructed in uneven terrain. - To get the correct scale it is very useful to import a building from the game into blender as a reference. SIMPLE TASKS ESSENTIAL TASKS BUILDINGS UNITS UNITS ANIMATIONS OPTIONAL TASKS BUILDINGS PROPS ANIMALS FLORA GEOLOGY UI Portraits
    1 point
  7. I have come to a conclusion that regicide is the easiest mode. This isn becaus the AI isn't preserving their hero until the very end. It charges it out in that first rush that they usually do 5-10 minutes in the game. When I first played, I lost because their hero was actually pretty good, but then I used the Seleucids, or the Macedonians and they wrecked their hero. The game was over in about 10 minutes. I wonder if you can make the AI more preservative of their heroes. A good example is to make a box formation and keep the hero at the back of that.
    1 point
  8. To return to sele and ptol the abilty to make fortress, I have to think on a serious debuff (cost,armor,health,arrows) since those civs have to be the weakest on late game. Would welcome suggestions on how to do that. Regarding to the version 3 of this mod, I'm thinking on implementing this weakness/strength system: Melee Sword weak against longsword weak against pike weak against mace strong against bow strong against sling strong against javelin Longsword strong against sword strong against pike strong against mace weak against bow weak against sling weak against javelin Spear no strong points nor weaknesses Pike strong against sword weak against longsword strong against mace weak against bow strong against sling weak against javelin Mace strong against sword weak against longsword weak against pike strong against bow strong against sling strong against javelin Ranged Bow weak against sword strong against longsword strong against pike weak against mace weak against sling strong against javelin Sling weak against sword strong against longsword strong against pike weak against mace strong against bow weak against javelin Javelin weak against sword strong against longsword strong against pike weak against mace weak against arrow strong against sling
    1 point
  9. As long as you give replay data to prove that my changes are unbalanced, or giving me reasonable alternatives to make this metagame better, I'll surely include them. I'm thinking on returning the castles to sele and ptol but boosting their costs. Also mace and rome reform techs to ignore poplimit seems very dangerous. I'ld make them free but count as pop instead.
    1 point
  10. Relic can maybe reuse some code from aura? I can imagine they can be similar effect. just need some other code like picking up objects, placing objects inside something else. then reuse the garrison aura code.
    1 point
  11. I had completely forgotten about relics and also didn't know that they were ever officially planned as part of part 1. I think they would add a lot of fun and could easily be turned off like treasures. Capturing and holding all relics could be added as a victory condition as well. (I think AoK had that.)
    1 point
  12. I think a ticket for relic implementation could be created. Or are there still some design decisions to be made? According to the gameplay feature table relics are planned for part 1 and could even be an interesting feature for the next Alpha...
    1 point
  13. But...but, it is going to break the precedent that every historical RTS had. Look at Age of Empires II, they had the voices is their native language, same is said in Age of Empires III and the original. Look at the newer Total Wars: in Napoleon they have it in French, Dutch, and whatever language. In Shogun 2, they even had people speak Japanese! Maybe we should get people who actually speak the languages to record. Maybe ask Evan der Millner if he could record for Latin, or French for Millenium AD. One could also ask a Greek speaker (make sure they know Ancient Greek too). That would solve the problem that voices are muddled.
    1 point
  14. They used Neocretans in Raphia. so @stanislas69 you can create several helmets based in neocretans then other based in Syrian(Assyrian type)?
    1 point
  15. HopliteHelmet.7z HopliteHelmet-Fixed.7z
    1 point
  16. I said how. lol Kill units, build statues, capture relics. But influence is definitely a resource.
    1 point
  17. Siege units work quite well against fortresses. Rams are probably the easiest to use. Make sure to fully upgrade them for the best effect. If you are using regular units to take a fortress, you might want to hold the CTRL key down when you right-click to attack a fortress. This will change the mouse cursor to a sword instead of the two crossed flags and allow you to attack the fortress instead of trying to capture it. Because of the difficulty of capturing a fortress full of units, destroying it is often a good option. There are some special units that have a higher then normal crush damage and are particularly effect when used against structures. Here are a few: melee war elephants, stone slingers, and the Mauryan club champion. However, there are some tricks to make capturing buildings much easier. First, capture attack is not the same as regular attack. Champion units usual have around 5 capture attack regardless of type class (archer, cavalry, etc.) while the regular soldiers usually only have a capture attack of 2. Many heroes add 2 extra capture attack for nearby units (noted in the tooltip when you first train them), so choose a hero that offers this and keep the hero nearby the soldiers trying to capture the building. Buildings are a lot easier to capture when they have been damaged, so you can weaken the structure first, and then try to capture it. If that is taking too long, then further weaken it and try to capture it again.
    1 point
  18. Wouldn't that overload it? Front mask is the only part of the texture that is not mirrored, since it would be very noticeable. It has the same form and features of the references we got. The details I added apart from the references are the big scratches for high-level detail and the rivets around the eyes for low-level detail. Here's a closer screenshot:
    1 point
  19. The latter is part of the VisibleClasses list of the Identity component, which is split by whitespace, so there is no way for the latter (without some code changes that seem to be worth it, unless someone is bored) to have a space. This limitation doesn't extend to translations so you can just translate it to be the same.
    1 point
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