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Showing content with the highest reputation on 2017-06-26 in all areas

  1. Hi all ! Looks better with some terrain painting and forests... thanks to the rendering engine and 0.A.D artists ! The script is far from complete and perfect for now (my first Javascript program !). That's why I don't give it, but I hope I'll can share rather soon a little library for use along with rmgen. Friendly,
    6 points
  2. Carolingian Abbey Based on real life structure "Lorsch Abbey" Ao baked 3.3-3.7k tris (Trees and props added for better presentation) Screenshots Textures BLEND FILE >>>Lorsch Abbey [Finalizado].blend<<<
    3 points
  3. Used the technique to make a rock. It works okay.
    2 points
  4. Some times I hate my own voice into romans units.
    2 points
  5. @niektb i've made this two, in case the mod could use it The saxon and the norse used seax weapons, so i think this one could work (The sheath was just for make the mod more 1000 ad and less 0 ad) I used as reference this book.
    2 points
  6. The schema entry is just to generate the documentation and ought to be complete for the public mod.
    1 point
  7. Her playstyle's still unrefined, but has significantly matured. Historic RTS players have such an advantage with the learning curve.
    1 point
  8. Ever tried a mod called "Delenda Est"? Players are limited to train only 1 Cavalry. You can't train another until it dies. That limit increases only when you teched up only to a Later Phase. I believe that it's a good limitation. Personally, I still think that Cav Rushing should still be viable, but not OP. Limiting it to 2-4 Cavs in Phase 1 should be the ideal number. Here's my Cavalry Irk: I still hold that Ranged Cavs < Melee Cavs for hunting food. They both have the same gathering rate but their LOW ACCURACY is making hunting with them quite unreliable. I'm better off scouting.
    1 point
  9. Sadly yes, but we have a patch for this
    1 point
  10. I think, vdpi/hdpi if they're available, otherwise - dpi.
    1 point
  11. Some 1v1s I played yesterday. Feldfeld (sele) vs WarriorSpartan (Ptols).7z Civs were chosen randomly. As they were imba, i offered a re and he declined, not much to say on this game. Feldfeld (ibers) vs WarriorSpartan (persia).7z A mistake ended the game quite fast. PhyZic (brit) vs Feldfeld (sparta).7z This game shows one more time how one unit rules a21's middlegame. It will be balanced on a22. PhyZic (mace) vs Feldfeld (gauls).7z By far the most interesting game of the series. PhyZic (rome) vs Feldfeld (gauls).7z Some rushes. Note that, about the maps, in my second game against PhyZic, he had hunt advantage. In the 3rd game, i had berry advantage. You may want to download all the games in a pack : pack.7z
    1 point
  12. I proposed to Justus because he is very open minded and ears the users ideas.
    1 point
  13. Honestly I really love the game despite missing so many things still longing to have in the game...generally what Sundiata and Shieldwolf are pointing at. Just recently feeling some frustration as well as anticipation as to what the next alpha can have and when. Yesterday I read lots about Darkreaver's post and he really have very nice opinions. I only disagree about his style of battalion. I think the developers are succumbing to multiplayer gamers attitude/demand. I recently been playing multiplayer and it's fun but really ugly most of the time especially on teams. Lags, fast paced(causing lag too) that counters are not noticeable, when players drop they don't covert to AI, when host quits others can't continue, no walls, OP slingers, nerf archers, cavalry capturing buildings easily, no signals or flares to teammates. All these things are fine with me in single player. For singleplayer just give me road and more economic and military buildings (Stronghold style weapons maker, stable to breed horses) and more eye candy. Need more better maps like Alphine Mountains with more mercenaries and camps. But make sure "wololo" works all the time. Also if you have or a unit is able to build a unit production structure make sure it creates the unique units or designated units of that structure. Village, town and city phase CC can't look different?
    1 point
  14. Well, I think the current version of the game, when finished would be the "arcade" version I was referring too. Nothing needs to be trimmed of the current game, in fact, a number of elements still need to be added. But it would essentially be the finished version of what it is now, designed to the wishes of the online gaming community, tailor-made for competitive online gameplay, as we see in the recent surge of youtube video's being posted. The playing style is similar to AOEII, and follows the tradition of classic RTS games. It would something like 0 A.D. Classic The second much more expansive version I was talking about, would go a lot further and deeper in every level of gameplay and visuals. Much more realistic, naturalistic, immersive and time-consuming. Something incorporating elements from classic rts games like the Age of Empires series and Rise of Nations, but at the same time breaking free from the dogma of classic RTS, and incorporating city building elements from games like the Anno Series, or the Pharaoh and Caesar series from sierra entertainment, as well contemporary examples like Banished, and finally include an actual economy management element to the game, with a large amount of goods that can produced and traded and need to be transported and stockpiled, instead of metal, stone, wood and food… Managing an actual population… Much larger and realistic maps, Infinite diversity in building types and variations, environment, wildlife, units and animations… Animations for everything! Even playing kids in the streets of your bustling little town, and laborers working away in your industries as porters shuffle resources and finished products back and forth and housewives visit the markets for grocery shopping. More realistic dimensions too. Some people will complain the units look like ants next too the trees and buildings, but they can play the "arcade" version, 0 A.D. Classic. It would bloat the game to several GB's in size, but I wouldn't mind… I also just realized this is the forum for Delenda Est, and might not be the most appropriate place to discuss these ideas.. My apologies for that.
    1 point
  15. Dear members of the community, it's been half a year since I took the lead of 0 A.D. (time flies so fast!) and I would like to give you some news of the team and tell you what we've been up to. Programming We faced big issues in the programming area during 2016. The game is more and more complete, and, as a consequence, more and more complex to maintain. With each new feature come new bugs, and we must be very careful as it is easy to create regressions, i.e. bugs that were fixed but reappear due to another change. The number of things to keep in mind when we change parts of the code also increased drastically over time. There are several ways to address this, and we decided on a new programming workflow, in which all our patches are reviewed to avoid oversights. On top of preventing a lot of mistakes, the mood has improved as we have clear and, it seems, efficient, rules. The review process mainly happens on our Phabricator instance. It is integrated with a set of automated tools that help us automatically catch mistakes (with linting) and prevent regressions (with unit tests). Some of those systems have just been set up and we hope we can tweak them over time to continue increasing our efficiency. In the near future, we will look into using our AI to automatically test the game. This new workflow also proved helpful to handle the stream of patches from occasional contributors. Some of the contributions were especially welcome and we are happy to have a working review process again, otherwise we would have lost the great work. We are looking forward to welcoming some of the contributors in the team when they are ready. Speaking of which, we are delighted to highlight the arrival of @s0600204 in the team! s0600204 made a lot of important contributions throughout the years and the team was unanimous in proposing him to join us, which happened a few weeks ago. Art The artistic team didn't rest on their laurels either. As you already know, the new unit meshes, along with brand new animations, are now in the game! The cavalry units are still missing but they are being prepared and you can expect news in the near future. We also started working on new icons for a variety of units, structures and technologies, and you can already see a lot of them in the development version of the game. The new units are a great milestone in the development of the game and we already have plans for the future and possible areas of improvement. We'll keep you updated! Acknowledging our design issues Despite all those great news, a few of you have rightfully expressed their disappointment about our need for a better gameplay design. The original vision of 0 A.D. founders is, naturally, not easy to follow when the project has accumulated more than a decade of various contributions. We received interesting gameplay proposals from dedicated members of the community but none of them met the unanimous enthusiasm of the team, which led to more frustration for both sides... This is the topic on which we will focus our team discussions now. The ultimate goal is having a modern game design document that revives the original goal of the founders while properly allowing people to contribute to it. Nothing is decided yet, but rest assured that we are taking the issue seriously, even if it takes us time to reach a decision. A new release is near! Our next announcement should be the release of a new Alpha version, which is exciting. I'm not going to detail its content, but you are encouraged to test the development version, and help us catch some bugs before we start packaging it. Last minute additions may or may not happen, depending on the nastiness of the bugs that might delay the release, the weather, or the astral conjunction Just stay tuned! Thanks for your support, your enthusiasm, and for being the best community we could dream of.
    1 point
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