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Showing content with the highest reputation on 2017-08-14 in all areas

  1. Carolingian Wonder (Cathedral builded by order's of Charlemagne) 11.5k tris Uses the same texture of the Mauryans, Hele 2, and Caro school Note: The window texture was found in the CC page (https://pixabay.com/en/stained-glass-window-cathedral-window-1062777/) it may need be adjusted in the black zone. Screenshots
    2 points
  2. Couldn't you give Gaia a "population limit" check before spawning units?
    2 points
  3. I figured out why pressing insert didn't work, I needed to press fn + insert, not just insert. And thanks for the Camera Handler.ccp directory, my little test is turning out decent (at least the path looks alright, I still need to actually test it) -TheGreatCaesar
    2 points
  4. There is a corresponding page in the Atlas Manual on the wiki: Cinematics Tab , which is a nice starting point: read it, try to modify / view paths on the "Cinema Demo" map shipped with the game (Alpha 22), and feel free to ask any remaining questions here
    2 points
  5. Perhaps we should have a thread collecting tutorials. Maybe a subforum, so that we could group it by the release number (like we have for replays)?
    2 points
  6. Thanks @elexis for the info about this.
    2 points
  7. I noticed that if you capture additional wonders, they are all listed in the wonder countdown timer message. Ideally, it would only show the oldest wonder message per player. When a player's oldest wonder is destroyed or captured, then the player's next oldest wonder should appear in the message.
    2 points
  8. Where is located the style file for selector mod ? I can made a little patch.
    2 points
  9. I've made a quick and dirty mod to slightly adjust the top panel: delenda_est_a22_1024x768.zip It shrinks the resource labels and displays only thousands if the resource amount is greater than 10K.
    2 points
  10. The thread for unit textures and props, except shields. Shields are another thread. All unit textures will need specular maps. @Sundiata and @balduin can provide more references and commentary. Attached, base textures: kush_female_base.psd kush_male_base.psd Unit Roster Civic Center Kushite Woman Nubian Spearman Barracks Nubian Archer Fastest archer in the game, like the Mayan Plumed Archer in Age of Kings:The Conquerors. Meroitic Pikeman Perhaps make available after researching Sarissa at the Blacksmith. Meroitic Axeman Swordsman class, but attack is half crush damage. Meroitic Spear Cavalry I suggest can switch back and forth from spear to javelin. Temple of Amun (Terra Magna, a special building / in Delenda Est, an upgrade for the standard Temple) Priest of Amun Napatan Temple Guard (khopesh swordsman) Boosted by the Fervor for Amun special tech. Fortress Hero 1 Hero 2 Hero 3 Meroitic Noble Archer (champion unit) Perhaps can switch to firing fire arrows, for a siege attack, same as Maiden Guard in DE. Meroitic Noble Cavalry Lancer (champion unit) Kushite Light War-Elephant Mercenary Camp (Delenda Est) / Tribal Village (Terra Magna; a special buildable structure) Nuba Clubman Nuba Hunter (skirmisher) Gives them access to a skirmisher unit. Blemmye Mercenary Camel Lancer Blemmye Mercenary Camel Archer General Looks for Units Basic Citizen-Soldiers: Bare chested. No armor. No sandals. Bare headed. Simple loin cloths and cumberbuns. Advanced Citizen-Soldiers: Bare chested. Strappy leather corselet across stomach for armor. No sandals. Decorative animal skins for loincloths. Decorative cumberbuns and straps. No helmet for lighter units, basic helmet for heavier units. Bronze bracelets and arm bands. Elite Citizen-Soldiers: Linen/cotton Meroitic tunic for chest/shoulders or padded linen/cotton armor for "heavier" units. Meroitic sandals for the feet. Decorative cumberbuns and straps. Basic helmet. Additional bronze bracelets and arm bands. Champions: Scale or padded armor. Meroitic sandals for the feet. What else? Heroes: Crown with snake heads. Colorful tunics and gowns. Lots of jewelry and golden/bronze bracelets, anklets, etc. Colorful gorgets. Nubian Units, specifically the Archer and Spearman: Units with this hairstyle ("Nubians") are the ones that get (ostrich) feathers. Either 1 feather (Basic Rank) , 2 feathers (Advanced Rank), or 3 feathers Elite Rank).
    1 point
  11. I thought I'd post about the accuracy changes in alpha 22, i.e. why skirmishers are so good. Here's a graph of the differences in average damage per second between a21 and a22 for the basic ranged units. Their accuracy depends on the target's footprint (larger things are easier to hit), so I made graphs for both infantry and cavalry targets. (The calculations are straightforward but I won't detail them here.) Javelin cavalry versus infantry at 20-28m now do about twice the damage they did in a21: 12-14 instead of 5-8 hp/s. Their base damage was reduced slightly (the dotted lines are above the solid lines from 0-10m), but that didn't make up for the big increase in accuracy. For a23, we'll definitely want to adjust the numbers. Another difference in a22 is that veteran ranged units aren't boosted as much as in a21. Here's a graph showing that, along with the Mauryan and Persian "Archery Tradition" technology. (Archers' accuracy was reduced slightly in a22, so the dotted lines are above the solid ones.) Promotion doesn't come with a decent increase in accuracy like it had in a21, and the archery tradition difference is really stark: against infantry at 80m, archers only do half the damage they used to. We'll want to adjust these numbers for a23 too. Here's a few more graphs. When fighting against other ships, ships are much more accurate than shown above, since their footprints are so large. The bolt shooter (ballista), catapult (onager), and quinquereme have splash damage, which I haven't taken into account here.
    1 point
  12. This was an 8 player Last Man Standing Capture The Relic game with only one relic and a 35min victory timer on the map Marmara. The game took many surprising turns, so it stands out in comparison to all these casual team games. Reasoning on the settings: Last Man Standing mode is interesting, because it requires players to chose their diplomacy wisely, help the right enemy in the right moment, stab him into the back in the right moment. (Trying to make the enemies defeat each other while taking as little damage as possible). It's also interesting because every player has a different strategy to come out on top and it's never predictable what's going to happen. We selected one relic because having more makes it very unlikely that one player captures all of them. We set the timer to 35 minutes, because otherwise it might be too easy to hide it behind some fortification. Summary from my POV (Spoiler alert): As usual on a last man standing game, everyone except JC allied everyone else. Noone wanted to capture the relic in the beginning, because it meant getting 7 enemies instantly. The first one to capture it was Achelao. But the relic was immediately moved outside of the city so that anyone would be able to take it. Teymyro was quickly defeated by his neighbor Achelao. Mercy and Pretension (JC) allied and started a war against Achelao that lasted until either of the belligerents were defeated. Since I was the neighbor of Achelao and since Achelao was nearly defeated, I had to support him, otherwise I'd be next in a 2v1 situation. The next one to get the relic was soloooyo and he kept it in the middle of the map near the sea. fpre took care of both soloooyo and Pretension. After long enduring battles, Pretension was defeated and Mercy went into exile on a tiny island on the bottom left corner. I used that timeframe to defeat the remains of my former ally Achelao, before becoming a threat to me. I declared war on my right neighbor fpre as well, as waiting any more time would just become a disadvantage to me - even though my army suffered losses. Because mord declared war on fpre simultaneously, the fight against fpre was successful and he was driven into exile as well. mord was one of the few players who had not only trade for a long time, but also an incredible 466 income per trip. His CC was in the corner of the map, so he wasn't in the focus of any war. He declared war on fpre to capture the relic. The relic was hidden in the very corner of the map behind layers and layers of Iberian fortification. It was now up to break these endless fortifications of mord who stacked endless resources as well. Time was running against me, but I succeeded. Meanwhile, the two players in exile (fpre and Mercy) had rebuilt and captured territory near me. fpre declared war on me 5 minutes before the timer ran out - just when I was about to be able to capture the relic! Mercy didn't care about the winner of the game, just wanted revenge and kept fighting me. I had no more units left, but two enemies. I resigned as I had hoped that Mercy would turn on fpre to capture the relic. But fpre resigned as well and againts all odds - Mercy was the declared the winner! What a journey! 2017-08-12_marmara_relic_lms.zip
    1 point
  13. Players: Aska (1310), temple (1733), Naw (1168), Cubidevin (1247) vs Emperior (1445), reggiemarr, phoenixdesk (1229), camelius (1452). Map: Empire, Tiny, 200 pop, 21:31. Summary: Not a great game, but we made history last night. 2017-08-13_0003 - empire pizza.rar
    1 point
  14. @LordGood, as always, wow! "my least favorite building to model" ...doesn't seem to have affected the quality of the model... I'm shocked at the amount of things that got done the past 48 hours... Really impressive guys!!!
    1 point
  15. I have a question In Atlas, all of my entities show up only if I put them in the matching folders (Units for units, Structures for structure, etc). The problem is I have much more organization for my files, each faction has its own unit and structure folder (for example, simulation/templates/units/hylian). None of them show up in Atlas as entities when they are in their own organized folders. Is there a way to get Atlas to look in these folders instead of being limited to Units and Structures?
    1 point
  16. That would work (by storing the spawned units in an array and removing them from that when they die)
    1 point
  17. That would need a plaster texture, not dyed stone, stone textures look a tad silly all red and such
    1 point
  18. I think that has been discussed at some point. I like the idea. I don't know if there is a ticket for it though.
    1 point
  19. Thanks! This was exactly what I was looking for, and if I do have any questions I'll be sure to ask them here again. Many thanks, -TheGreatCaesar
    1 point
  20. The mod itself is in binaries/data/mods/mod , layout of the page: gui/modmod/modmod.xml , style definitions: gui/common/modern , textures: art/textures/ui/global/modern
    1 point
  21. We also have "General" without "Settings", but "Sound Settings" etc. This should be consistent as well - having "General Settings" would be easiest for translators, dropping the "Settings" would be less to read for the user. If some context info is provided for translators, dropping the "Settings" bits will be fine.
    1 point
  22. It helps sharing the maps (and other content) on the forums, this way you can encourage yourself to push a bit to finish an early version / prototype, then potentially get some feedback / ideas for further iterations. And even if there won't be much feedback and / or you will abandon the map after the initial published version, you or someone else may revise it later or gather some ideas from it. xmb is a cached version of xml. You should share both (original non-cached) xml and pmp files. I'm not a map-maker myself (nor a much active player), so I can provide only limited feedback. I think the overall idea (player roles and placements) sounds interesting gameplay-wise, but visually the map is very simple / repetitive. Some random suggestions: 1. it looks like the Roman city has one (single) texture and everything else (besides the cliff and the mountain-walls) is another single one; try to mix multiple textures in those two areas and maybe add some different regions (like a bit of snow on the north of the map or on higher areas or vice versa some desert / steppe areas). 2. add some landscape details, like roads, rivers / streams, ponds 3. fill the Roman city with something, either landscape details (texture changes from #1 will somewhat help, but something else is needed also) or maybe slight terrain elevation changes, some eyecandy etc. 4. mountain-walls look very artificial, maybe you can embed them into a more naturally looking mountain-range? 5. the cliff is very plain too, try to vary its geometry slightly, mix a few textures, maybe add a few actors (trees, stones etc.) here and there.
    1 point
  23. It's "left top right bottom" Using percentage in the coordinates allows to keep the dialog centered despite the resolution, but the dialog size itself is fixed (560 width, 350 height), it doesn't scale with the resolution change.
    1 point
  24. @wowgetoffyourcellphone "Looks like Egyptian-style quilted corselets are a no-go,", Kushite style quilted cotton corselets should definitely be used for ranking Meroitic cavalry and infantry. Just not for Beja (Blemmye) mercenary units. @wackyserious very nice, just scale down the leopard skin texture because it's too big like that, and replace the giraffe skin with cow-hide, like the Medjay: @Lion.Kanzen for the moment, I don't think we need shield symbols..
    1 point
  25. I like that solution. Should be added to the core game.
    1 point
  26. Been trying to master the Heightmap import from the editor, found quite limited in input options as Palaxin's noted in the Height guide. As I have some background on scientific imaging software I started playing around with elevation data here and there and found that there is need for more control on horizontal scaling (the map) related to height scaling. Aswell as (maybe) simpler way of preparing image data for heightmap import in the 0ad editor. ImageJ is an open-source image processing and analysis software written in Java. It is a multi-purpose piece of software very well suited when working with (very) different types of images, specially for scientific analysis. It has the advantage of allowing the extension of software via macros (very simple scripting language for repeated processes) and plugins (Java coding), so anyone can share any piece of code for automating the preparation of geospatial data for the (great but currently limited) heightmap import in the 0ad editor. One of the problems I found first is when I try to prepare a very small map (e.g. 128*128 pixels) having the height values from 0 to 255 (8-bit per pixel) the elevation (z-axis) has too much range whereas the map surface (x,y axis) has too little. Moreover, even if you don't have this problem, you may find in the need of controlling the z-axis scale independently from x,y (to obtain not too steep mountains or not too shallow cliffs, etc. depending on the case). This is precisely the problem I am going to address below. Preparing your system Install ImageJ from its download website (I recommend using your distribution repository if you use GNU/Linux or the platform independent download for other system if you already have Java already installed as ~99,99% people does , if it does not work refer to the documentation or try your platform download ). Download elevation and/or bathymetry data. For simplicity I've selected NASA Blue Marble image series as with this data source you have elevation and bathymetry on the same scale so both maps fit perfectly. I'll use the C1 area that includes the Mediterranean Sea as can be seen here. And download both the topography and bathymetry. Remember using right-click/save-link-as... cause the images are huge and you don't want to crash your browser. Select in both the same areas. I've picked C1. Basic map preparation Start ImageJ, you should see something similar to this: It's a tiny window for a great program don't let you misunderstand this: size in this case DO NOT matter. Open the elevation file, either using menu File/Open... or drag and drop. It is quite big, I strongly recommend you downsample (scale) it before continuing. So click menu Image/Scale... or just press Ctrl+E. I'll pick 128x128 px for showing you the problem with this kind of tiny sizes. I recommend "create a new window" option as I have experienced some weird problems if not. Just close the source image after finishing. If you believe your machine and patience can stand huge images skip scaling. If you prefer cropping than scaling try yourself, this is beyond the scope of this basic tutorial. Just try menu Plugins/Macros/Record... before cropping and guess how to repeat exactly the same crop in the bathymetry image. Further on this: write me or comment this and I will try to post and advanced tutorial on this. Maybe you've seen an error in the log: <Out of Memory>. If so you will have to close ImageJ and start it from the command line with the memory option. In my GNU/Linux it is -x (I guess is the same in other systems, but maybe with whole path before the command in windows): imagej -x 2048 As 768 MB is currently the default limit, and I have 6GB I guess 2GB will suffice (2048 MB). Of course do not reserve too much memory or your system might crash (you can see the free available memory in your task manager or sort-of). Now you can repeat 2, 3 steps until you achieve your wanted image. Close the big one, you want to preserve your memory. If you want to check the available memory ImageJ ships with a tiny monitor: menu Plugins/Utilities/Monitor Memory. You'll see a new tiny window and if you click on it the program will force garbage to be collected and reduce the memory used. This is very handy, if you find the memory usage is growing too much just click the monitor. Also you can click the status bar of the main window and there will appear the program info including its memory usage. Save your file. Either using menu File/Save... or hitting Ctrl+S. The default tiff file will suffice and preserve our original 8-bit pixel depth data. Repeat steps 2-5 with the bathymetry data. You should end up having two (not so big) images with the desired data. Now the magic comes. As I've mentioned above as NASA data uses the same scale and regions for all maps, now we have both elevation and bathymetry data from the very same region. Let's join that. We will use the image calculator. Think of it as a per-pixel calculator, so having 2 opened images of the same size from the same region you can combine it's data and finish having a bathymetry+elevation image. If you hover your mouse over any of the images you will see the value of the pixel under the mouse in the status bar, such as: x=23, y= 46, value = 125 note that x,y coordinates might be expressed in pixels or in inches or any length measure. Remember the value is the 8-bit value (0-255) for each pixel. If you explore a bit, you'll note the elevation image store 0 in the sea level whereas in the bathymetry the earth (above water) level is stored as 255. This gives us the clue to guess the kind of calculation we should choose. Now click menu Process/Image Calculator: So if we add the two images we will have both bathymetry data (from 0 to 255) and elevation data (from 256 to 511) merged into a new image. Please, note that if you do not use 32-bit result you will obtain an 8-bit data with the result of data loss (because with 8 bits you can store up to 256 values). Create a new window is also recommended option always. bathymetry + elevation = result + = Now, when you start thinking you have the perfect image to import on the 0ad editor, you save it (tiff will maintain all your precious data), then you just need to change the image type to RGB (menu Image/type/RGB color), then save it (menu File/Save as/BMP). Go to the 0ad editor import heightmap and get a horrid result: But this is not the end of the tutorial. Remember the z-axis (or height) scaling problem? Here you can see it. Let's address that. Ok, let's return to ImageJ and close anything but the result window (or reopen the tiff saved in 8). Click menu Plugins/3D/3D Surface Plot) There goes the result. The appearance is similar to the map generated by the editor, but you have now 3D superpowers. Have a look and play around: above you can change the visualization type (drawing as a mesh, dots, etc. and colors). At the right you can see Scale (zoom the visualization) and the most important z-Scale. Change the z-Scale value until you like the result and take note of the z-scale value (in my case 0.11). Return to the result window (elevation+bathymetry). Click menu Process/Math/Multiply... Type your desired value, OK and voilá! The image might have appear to become invisible, but the data just have changed (each pixel value has been multiplied by 0.11) You can save this tiff with another filename, such as "corrected" or -0.11 or as you want. Then repeat step 8 (type RGB save as BMP) and import it in the editor. THIS IS INCOMPLETE. SORRY FOR THE INCONVENIENCE BUT I'LL TRY TO FINISH THE TOPIC WHENEVER POSSIBLE.
    1 point
  27. Checked all other GUI pages. The options page is also inconsistent: "Graphics quality" -> "Shader Effects" (less ambiguous, accepted by Vladislav) "Activate water effects" -> "Water Effects" "FPS throttling in menus" -> "FPS Throttling in Menus" For the gamesetup, we could have "Start Game!" instead of "Start game!" while keeping "I'm ready!" and "I'm not ready!". For the multiplayer join-by-ip dialog, "Player name:" -> "Player Name:" as that has the label "Server Hostname or IP:" and "Server Port:" in the label below that. Other than that, replay menu, savegame selection screen, mod selection, welcome page, manual, lobby, prelobby are all using title case consistently </canofworms> Gimme some like button, then I'll commit it (or complain loudly).
    1 point
  28. These are the Nubian shields from Aristeia mod Is the shape fine, or does it need to be more rounder? Maybe like the Gallic oval shield used by the Thracians units?
    1 point
  29. Female Citizen References Here's some references for female attire. Just remove the jewellery for non-royal versions. Some texture attempts: Could be improved: Comment: I've made 3 skin tone variations for these female textures, the tones are available in the female base psd.
    1 point
  30. commands.txt Unknown Land/Looks like Mainland- very plain less hunt. Almost non-stop action. Temple, Achelao, Mapkoc, servo vs Boudica, Kiziton, Franksy, Phoenix I like to team with General Mapkoc and Temple always as they can supplement my aggressiveness. Achelao as usual enjoying his Sim city and strike hard after reaching P3. You leave Temple alone he will be hard to stop later.
    1 point
  31. commands.txt Mainland temple owns. While Pretension (JC) was a bit less aggressive instead of killing me softly he allowed me to pinch him little bit and allowed Temple to do his usual performance.
    1 point
  32. In my opinion, real game rts is really a strategy game if have a counter system. If it does not, it happens what is happening in 0a.d, spam random units without a purpose. Not to any strategy in that, you do not need to think about something that will overthrow your enemy, just in creating more units than he, I do not see anything rts in it.
    1 point
  33. Down with the merger! For mod independence! FOR FREEDOM!
    1 point
  34. AI diplomacy is simple right now, and it relies on the illusion that the AI knows what it's doing. If a bot realizes it has a lot of enemies, it may try to request an alliance with a player who also has a lot of enemies. If you try to change your stance with a bot in a positive direction, it will be more likely to accept if its population is low. In many cases, if you are the same civilization as a bot, it will be more likely to become allied/neutral with you (I'm not sure if I should have added that quirk, although mimo was fine with it). But also in many cases, the decisions it makes (when it comes to diplomacy) are random. In terms of future plans, it would be nice to get rid of most of the randomness, and use some heuristic algorithms instead.
    1 point
  35. I'll give 6 replays that were played in the start of a22. Enjoy ! 2v3 skirm cav in hunt map.7z 2v3 : Feldfeld, merlin1 vs Pretension (JC), Chronical, echotangoecho. Map : African plains This game, a bit imbalanced shows the strentg of skirm cav when massed in such a hunt map. 3v3 Arctic summer trade map.7z 3v3 : Feldfeld, Emperior, kjager vs Pretension (JC), Grugnas, Chronical. Map : Arctic summer Seems like Arctic summer is confirmed as a tradespam map, as there is few wood. If i recall well, there is wood treasure at the start, but this time treasures were disabled. 4v4 skirm cav in hunt map, and leaving.7z 4v4 : Feldfeld, merlin1, Uran238cz, realNoobNoob vs Grugnas, kjager, yunk2, Pretension (JC). Map : African plains Shows once more the importance of skirm cav in this map (and the weakness of spear cav civs in early and middle game in such maps). The game ended after some ppl leaved, and couldn't be replaced (is that possible with the use of STUN to host ? Or i just gave wrong ip ?). So don't be surprised with a major suicide, and a resignation that seems at first sight not justified. 2v2 ele stealing.7z 2v2 : Emperior, Feldfeld vs Dizaka, Emperior. Map : Mainland With the accuracy rework, elephants are easier to hunt. They were even called "food treasures that follow you home". It becomes important to try to steal as much as possible. Elephants are crucial and decide the games they're in. 3v3 strength of skirmisher cavalry.7z 3v3 : reek (ragnar), temple, mapkoc vs ITRELLES1, chrstgr, Feldfeld. Map : Frontier This replay shows the strength (OPness ?) of skirmisher cav rush in hunt map. If they're massed enough early game, what can stop them ? 3v3 army composition.7z 3v3 : reek (ragnar), mapkoc, chrstgr vs Feldfeld, _jr_, ITRELLES1. Map : Frontier I called this replay like this, because i think that gauls have a very weak late game army composition, and that now they're one of the weakest civs. As always, you can download all replays in a pack : pack.7z. This post may not respect the rules of the subforum, but i would find it pretty boring to create a thread for each replays i want to post, so i made it like this. I won't do it again if i'm asked not to.
    1 point
  36. You need to make changes to the code I think those path are hard coded.
    0 points
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