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Showing content with the highest reputation on 2017-01-12 in all areas

  1. I was wondering already whether gameboy left
    4 points
  2. Yes of course ! There are about 10-20 in my company (i am co-owner with 2 others in total 3 owners), yet most of them are specialized in mapping, i am the only one with quality modelling and textutres, yet recently we gained 2 low quality modellers and 1 medium, your help Stan would be a honour and a huge help.
    2 points
  3. Nice ! Can you answer my Question ?
    2 points
  4. Yay! Okay, fair enough. If I may suggest then that you make that clear in the description of the unit in question, as otherwise players might wonder - if they've built everything they can build during the space of a game but never captured a merc camp - where the "Iphicratean Reforms" tech is. While I'm on the subject of clearly marking technology requirements in the gui, are you aware of ticket #3670? I mention it because after playing a little of your mod, I think it may impact you to a greater extent than it would core 0ad, and I'd like to get it right. Anyhow, back on topic (slightly), although the structree can be coded to work around every unit having a ProductionQueue component (but no actual entities listed within), I would think that there'd be a (admittedly tiny) performance hit in-game from such an approach. YMMV.
    2 points
  5. About Oniversalis : Age of Exploration is a total conversion project for the game 0 A.D Empires Ascendant.This modification will bring the era of colonisation to the world, beginning with the late middle ages and ending with the 18th century.The player will be able to research different types of technology (such as gunpowder weaponry), recruit different and special units and build different buildings with different roles as different nation across the world, such as: Spain, England, France, Austria, Prussia, Portugal, Moghul Empire, Mayans, Aztecs, Muscovy and many other. Features A complete new era with a lot of changes from 0 A.D A total of 22 civilizations (not sure what the limit is, some no that important may be deleted) : Spain,France,England,Austria,Brandenburg,Denmark,Sweden,Novgorod,Byzantium,Wallachia,Ottoman Empire,Serbia,Poland-Lithuania,Mamluks,Mughal Empire,Golden Horse,Yuan Dynasty,Aztec Empire,Maya,Inca,Pueblo,Iroqouis Confederacy. Changing the gameplay from a fast-ending game in a long game that may take times to complete. New resources such as Spices and Gunpowder. A huge amount of buildings (you will need special units as you evolve to build new important buildings). A huge amount of technologies, as it was the era of the Renaissance and the Industrial Revolution. Lots of different military and civilian units. etc. Thank you for viewing this mod ! Please remember to watch and support us. EDIT : Forgot to Add the Japanese Empire and Portugal.
    1 point
  6. Post info, sources, suggestions, etc. here. Be sure to credit your source if you post images or written info. Below is a basic design document. FACTION: Saite Period Egyptians TIMESPAN: 664-525 B.C. CIV EMBLEM: Ankh [thanks to niektb for the emblem!] UNITS Note: With these placeholders, citizen soldiers should retain the same appearance regardless of promotion. The exact corresponding scenario editor actor files are listed beside the unit names below, followed by the structures from which they can be trained. CITIZEN CAVALRY Horseman – egyptian_cavalry_javelinist_b (Civ Centre, Stables) CITIZEN INFANTRY Egyptian Archer – egyptian_champion_archer (Civ Centre, Barracks) Khopesh Warrior – egyptian_champion_swordsman_theban (Civ Centre, Barracks) Chariot Runner – egyptian_infantry_javelinist_b (Stables) Nubian Archer – egyptian_infantry_archer_b (Mercenary Camp) Nubian Spearman – nubian_infantry_spearman_b (Mercenary Camp) Libyan Swordsman – egyptian_infantry_swordsman_b (Mercenary Camp) CHAMPIONS Carian Heavy Swordsman – theban_champion_swordsman sword actor variations (Mercenary Camp) Ionian Heavy Spearman – theban_champion_swordsman spear actor variations (Mercenary Camp) Egyptian Marine – egyptian_infantry_spearman_e (Dock) Egyptian Officer – egyptian_infantry_axeman_e (Fortress) – gives LOS citizen infantry +10 attack – build limit 5 – auras do not overlap Egyptian Chariot – egyptian_champion_chariot (Stables) Sherden Guard – seapeople_infantry_swordsman_b (Palace) SIEGE Battering Ram – egyptian_mechanical_siege_ram (Fortress) HEROES Psamtik I hero – egyptian_hero_seti (Palace) Necho II hero – egyptian_hero_seti (Palace) Apries hero – egyptian_hero_seti (Palace) SUPPORT Egyptian Woman – egyptian_support_female_citizen (Civ Centre, House) Egyptian Merchant – egyptian_support_trader (Market) Priest of Amun-re – ptol_support_healer_b (Temple) NAVAL Fishing Boat – ptol_ship_fishing (Dock) Merchant Ship – ptol_ship_merchant (Dock) War Ship – cart_ship_bireme (Dock) STRUCTURES The exact corresponding scenario editor actor files are listed beside the structure names below, followed by their trainable units. VILLAGE Barracks – egyptian_barracks (Egyptian Archer, Khopesh Warrior) Corral – egyptian_corral (Goat) Dock – egyptian_dock (Fishing Boat, Merchant Ship, War Ship) Farmstead – egyptian_farmstead Farm Field - egyptian_field House – egyptian_house (Egyptian Woman) Storehouse - egyptian_storehouse Small Wall – egyptian_small_wall... etc. TOWN Civ Centre – egyptian_civil_centre (Egyptian Archer, Khopesh Warrior, Horseman, Egyptian Woman) Threshingfloor – egyptian_sb_threshingfloor – enables more farming techs Blacksmith - egyptian_blacksmith Defense Tower - egyptian_defense_tower Market – egyptian_market (Egyptian Merchant) Stables – egyptian_stables (Horseman, Egyptian Chariot) Temple – egyptian_temple (Priest of Amun-re) City Wall – egyptian_wall... etc. Mercenary Camp – merc_camp_egyptian (Nubian Archer, Nubian Spearman, Libyan Swordsman, Carian Heavy Swordsman, Ionian Heavy Spearman) CITY Fortress – egyptian_fortress (Egyptian Officer, Battering Ram) Ramesside Palace – egyptian_palace_ramesside (Heroes, Sherden Guard) Great Monument to the Pharaoh – egyptian_sb_monument - +10% territory radius – build limit 1 Obelisk – egyptian_sb_obelisk – units in vicinity fight harder +5 – similar function to Iberian bull structure – build limit 5 – auras do not overlap Temple of Karnak wonder - egyptian_wonder_temple_karnak
    1 point
  7. OK, guys. And here I brought you some of this: About the patch, I just want to know whether it can make the pathfinder better, patch for the pathfinder do?
    1 point
  8. Wow. Looks promising. Could you add heroes like Francisco Pizarro, Pedro De Valdivia, Lautaro etc? I would love to use them
    1 point
  9. Hello Vasikle! and welcome! Good luck with your mod! sounds really interesting! Feel free to use this blendfile with the latest meshes and armature with the new animations that are currently on SVN so you can use them in your mod. http://trac.wildfiregames.com/changeset/19137 Cheers!
    1 point
  10. Before he log in daily m now is casual.
    1 point
  11. Formations are currently broken. What you've experienced also happens to ground units... units with ellipse-shaped hitboxes (e.g. boats and ships) are the most prone to getting stuck.
    1 point
  12. Don't mind the title. It was done on purpose.
    1 point
  13. How many people are there in your team ? I can offer modding assistance and some modeling if you need =)
    1 point
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