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  1. Why just two? I'm aware of the existence of half a dozen ongoing modifications (in chronological order): The standard public mod included in the default 0ad distribution wowgetoffyourcellphone's “Delenda Est”: https://wildfiregames.com/forum/index.php?/forum/448-delenda-est/ my (Nescio's) own “0abc”: https://wildfiregames.com/forum/index.php?/topic/22779-0abc-mod/ user1's “Pro Balance”: https://wildfiregames.com/forum/index.php?/topic/22798-pro-balance-modconcept-please-test/ Grugnas' “Monkey Wrench”: https://wildfiregames.com/forum/index.php?/topic/22855-monkey-wrench-balance-mod-alpha-22/ this (Hannibal_Barca's) “Vox Populi”: https://wildfiregames.com/forum/index.php?/topic/22869-vox-populi-the-ultimate-balance-mod/ But there are probably many more Different people have different ideas. The more mods there are available, the better. Having ideas you don't want to see implemented is also useful. Disagreement often can be constructive in discussions.
    3 points
  2. i had some problems adapting it to 0AD because something is wrong with my blender. don't let me make new skeletons, but instead i used the mace ram skeleton and worked so i just finished exporting it recently. Now i know it works, i can start working on details.
    2 points
  3. Hello hello everybody! It's me, back again, from Alpha21 and a long overview series of 0AD Alpha22, to bring to you the next revolution in 0AD entertainment! Regular MP streams! (I hope...) I played about 6 months ago in Alpha21 and had a huge amount of fun in 0AD. But due to life stuff I had to drop it for sometime, but now I've finished all my current running youtube series, I thought I best get back into streaming, and with the teaser for Age of Empires 4 we got at Gamescom, I thought, why not, I should stream some 0AD to celebrate! So my first live stream on twitch for 0AD will be... today! Later this evening, probably around 6pm GMT. I may be a bit late (or early, hopefully early), whilst I sort out my OBS and streaming options. Should be good to go though! I'd love to see you guys hanging out in the chat, so I can reacquaint myself with the community and get some quality games going tonight. On the side, I'll be doing commentaries of the recorded games that I play, observe, or people send in for me to do commentaries on. Looking forward to it! https://www.twitch.tv/chaffcommandercoffey
    1 point
  4. They are indexed? later after the storm that are settled my town finish I can help you. Now I can because the power energy is no safe because lightings. ....ademas se está yendo y vieniendo.
    1 point
  5. Also, the horses will be changed for ox in the wagon's and civic centre, they are more suitable for pull something
    1 point
  6. Finally got permission to install VS2013 and WinDbg I've updated my svn version to r20157 and followed the instructions on https://trac.wildfiregames.com/wiki/DebuggingOnWindows I've appended the file since the service mentioned on the wiki site is down. As I am absolutely new in debugging i have no clue what to do next - so if I should test/upload/change anything let me know. And: thanks to everybody who helped me so far! I know at least something about debugging - it's quite time consuming. So thanks for support! WinDBG.txt
    1 point
  7. i've made packed and unpacked state of the civic center (X yurt) (i leave the name in your hands) for a more nomad gameplay for the faction if it isn't needed i leave the packed state as base
    1 point
  8. @Nescio Yeah there are a lot ^^ My point was that diversity was not a bad thing
    1 point
  9. The stream is starting now! I hope all you guys that decide to come hang out in the twitch chat enjoy yourselves. Let's get started, back into the 0AD MP I'm excited.
    1 point
  10. There are some balance mod out there, but it is difficult to play multiplayer. As stated many times, cavalry has too many healthpoints because they can stand at shooting buildings without lose any unit since the structures hit random targets and there is a minimum distance between towers. Indeed if structures would hit 1 target at time, they would decrease attacker dps, but this isn't the only solution. While infantry units need 10 sec to train, cavalry requires 12 only rushing is clearly convenient as long as they cost 1.4x more than infantry, train in 1.5x time more than infantry and have more than 2.0x hp than infantry. Also another thing that doesn't help at all is tower attack range which is higher than its actual vision range. Anyway, as you can see from the replay, camels can destroy and deny buildings despite the towering. As you can see from the replay, spearmen can't even get close to camels because cavalry is really mobile but personally I am ok with their movement speed ( not increased by techs ) while i think that reducing overall ranged units attack max range and scale their accuracy as is it now but calculated for the new shortened range would at least give some more advantage to melee units at engaging. While ranged cavalry ( which used to have lower accuracy than infantry in previous alphas while now they share same accuracy of archers ) clearly shows the range advantage, this happens with infantry ranged units too. Infact in previous alpha slingers used to decide the place where to fight because of their mobility and high attack range.
    1 point
  11. I have played Delenda Est before. If you'd like me to do a series on it I'd be happy to, but it does play a fair bit differently to 0AD from my previous experience with it! I did enjoy it though, it felt less like a traditional RTS in terms of mechanics and a bit more unique. Not to say it is better or worse than standard 0AD, they're both very good, just a different take on it I suppose. If enough people would like me to do a series on Delenda Est I'd be happy to! (it doesn't take that long if I have a free moment to do it :P)
    1 point
  12. Oh righty o then. Nevermind, I am uploading the final 3 overviews as we speak! Then the full series of every civilization is done. Not sure whether I should make a thread in gameplay discussions about it. By the by chaps, as I said I would be twitch streaming some 0AD soon. Well today is soon! This evening... probably around 6pm GMT, I will be playing 0AD and streaming it on Twitch! I'll make a post... somewhere else... if I need to, about that. ^^
    1 point
  13. Looking into the replay, it's clear: ranged cav rush, this time with ptolo camels. Towers didn't work cause the ranged cav have the mobility. As you know, ptolomies are the only civ that have mounted archers by the start. All others have them in phase 2. And they only cost wood and food (and ptolomies have the no-wood bonus for building, although I didn't the math) The only counters that ranged cav have are either, Towers, but they don't work at all, as seen on the video (if you have a lot of space to cover, they will hit you when you can't defend) Far superior numbers of ranged infantry, but most civs have skirmishers with less range. Similar numbers of skirmisher cav, but the camels probably will hit and run you. Two solutions: Nerf or Buff. Keeping in mind that ranged cav rush are the main strategy. Nerf: It's nice to have variety and have ptolomies the only civ with cav archers in the start. Also if they are nerfed, we have to keep in mind that the unit have to be useful in mid and late game also. Buff: Buffing the others civs and units should be done with the other ranged cav in mind. Edit: Didn't wanted to press enter, I didn't finished. Some propositions: -First, make the cavalry only able to gather wild animals. The point of cavalry gathering, was make them hunters, no herders, right? This would make the corral/cav economy not so viable. -Second, cav swordmen (their designed counter?) and cav skirmishers should be available at the same time. Maybe this mean remove them for CC, and be only able to build them at barracks. Hoping with this changes, harassing should be viable, but not so OP. Thoughts? If I know to make patches, I would make one for testing.
    1 point
  14. i don't know how they carried meat in their horses so i make a similar animation of the foot infantry, but instead of using bot hands it have a piece of meat behind
    1 point
  15. A Royal Baths tech would be groovy. In DE there's a Public Baths tech which adds +5% health to all organic units. What if Royal Baths adds health for all heroes and Fortress champions. (Temple champs are boosted by fanatical techs each).
    1 point
  16. "I don't know why my name are in the screen, moving over all the place" Somebody hasn't read the NDA disclosure. They will kick him.
    1 point
  17. The tooltips when hovering over units/buildings seem a bit annoying IMO. They should probably contain just the name of the unit and its owner, rather than all that information. It even contains the unit's cost, which is useless in that circumstance.
    1 point
  18. These aren't finalized by any means, just showing some texture variation so far. One easy way to show ethnicity would be to give the Nubians the ochre hair and the Meroites black hair. Swordsman+Pikeman = Meroitic. Archer and Spearman = Nubian. Leave the leopard print stuff to the Nubians and go linen for the Meroites?
    1 point
  19. http://www.moddb.com/mods/0-ad-delenda-est/downloads/delenda-est-alpha-22-release
    1 point
  20. Nubian Archer portrait with makeshift hair helmet and fake feather props. You can see how the earrings need fixed and the desired shape of the hair. I think the Advanced would take away the leather hemithorax, use a more plain animal hide for the skirt, have a less flashy necklace, and 2 feathers. I think the Basic would basically wear just a player color loincloth, no necklace, or plain necklace, and 1 feather. For the heck of it, here are the Nuba merc portraits. Clubdude will get a new portrait when we get new shields in. I'm guessing the nuba would just have wicker shields. @Sundiata, you should make a post where you assign shield shapes and patterns to the different unit types. Lastly, a couple of cool body texture variations, one covered completely in ash, the other covered in clay mud.
    1 point
  21. @Lion.Kanzen It is definitely true that slaves were being traded in/from Sudan, but slaves were being traded in every part of the ancient world including by every civilisation in 0AD. It would be very awkward to have the development of this slavery-concept tied to the Kushite faction, because that really just sends out the wrong idea For historicity and gameplay's sake, I'm actually interested in a slave/serf/indentured labourer-system, to correctly depict a significant portion of the workforce of the ancient world. But it should be either entirely generic (the same for every civ), or entirely unique for every civ. But having a generic slave-system based specifically on Sudanese slave-trading seems like a no-no. Also an ethnic specific system featuring Sudanese, Celtic, Germanic and Thracian slaves, each with specific traits, for example, is just bound to create unwanted controversy. A slavery and indentured labour system needs to be entirely generic, or completely civ-specific.
    1 point
  22. I have a habit of going way too dark with my shading and color multiply layers, then hitting my painting with like 3 lighting layers. Suprise suprise, that washes out skin tone lol I'm partial to lion-man, the classical Meriotic superhero, but temple guardsman's got more than enough bronze
    1 point
  23. First attempt at some Nuba mercs. The "clubman" holds a Mauryan mace for now. @stanislas69 or @LordGood or @Alexandermb: a new club object would be nice.
    1 point
  24. The Council is both happy and proud to announce a brand new release!!! What is it? Millennium A.D. is a total conversion mod for 0 A.D. focusing on the Middle Ages. It is divided in two parts, this first one is focusing on the first half of the Middle Ages; the timeframe of Charlemagne and the Viking Age. The name of this release is Dellingr. This is an old Norse god, symbolizing dawn. Pretty apt for a new release What is new? A few months ago, a new artist called Alexandermb joined the team. This talented modder is responsible for majority of the new content seen in this release. With help of Stanislas, he modeled buildings such as the new Civic Center for the Norse seen in this image: He also modeled various buildings for the Anglo-Saxons such as the Fortress and the walls seen below. The new Norse barracks, seen in this third image, is also modeled by Alexandermb. Wackyserious updated all the units to make use of the new unit meshes and improved the looks of them. Many new weapons and helmets were modeled too by Alexandermb and Stanislas. Many smaller changes were made in this release too, but it would be too elaborate to list them all Who are we? The Council of Modders was formed up of two small modding teams and a few newcomers: Aristeia (about the bronze age) and Millennium A.D. (about medieval times) CoM aims to create a umbrella for all wannabee modders and help everyone needed and of course create their own projects. How to: Unzip the download but leave the inner archive intact. Place the unzipped folder into /binaries/data/mods. You'll see another folder there called 'public'. Launch the game and enable the mod in Options>Mod Selection. Press 'Start Mods'. Enjoy the mod! Download: In the last few years some members retired leaving us shorthanded. We are currently especially in the need of artists. So if you're a talented artist with a passion for history and you would like to help us out, please contact us using a PM or (preferably) in this thread: Wildfiregames...showtopic=18412 Thanks in advance! Our thanks go to everyone that helped us to achieve this mod through contributing, playtesting or in another way! If you have tips / suggestions, feel free to let us know. Also if you find bugs, let them know too. Support 0 A.D. if you like us: Play0ad.com The main menu background is made by Alexlinde from Deviantart. You can find him here: Alexlinde.deviantart.com The soundtracks are created by Antti Martikainen. You can find more of his work here: Anttimartikainen.bandcamp.com and Youtube.com
    1 point
  25. Hi everyone ! I should have thought people here have not much time to spare editing my script and try the settings. My bad... So in the script below, I have randomized the main settings to show the maps one can get with the library. Changing the map size and random seed in Atlas will show a large variety of maps, from flat landscapes (with or without sea) to steep mountains. It's a tour, so don't tell me there's no control on the map and the result is not predictable ! There's no need to update the library if you already install it. I put it here for those who don't have it. Friendly, aTour.zip yamg.zip
    1 point
  26. i will change the stall of the food depot with pieces of meat like the ones used when male citicen carry meat. @wolflance the next in the list is the blacksmith PD: thanks for the picture, i will make props with it small chair low table
    1 point
  27. For now 4 buildings are ready for test on atlas House 3 variations + props # variations a b c Food depot (i din't called it farmstead because they were nomads i don't think they settledown a year for farming and then kill and move along), every prop has variations except the crates
    1 point
  28. Well, I've gotten most of the units for the second civ (The Gerudo) and their animations in the game: Here's a bit more details on their units: And some more screenshots of their unit variations:
    1 point
  29. Progress: The house will have most of the props as prop points for now they are placed for have a preview of how it will be going the house
    1 point
  30. That trebuchet served its purpose, but its a bit roughly modelled and enormous. Alexander here looks to have put more effort into his than I put in mine already, and at a size better suited to 0 AD as well I dont even have ponies manning mine :c
    1 point
  31. I can't resist the pleasure to share this, produced with yamg in Atlas: Now, I have another question. I think I see two use cases of random maps in OAD. - Map designers can use them as a starter for their work (I think painting by hand something like this picture above, would cost a lot of time) - Random maps designers try to write scripts creating playable maps out of the box, of any dimension and random seed. Which is the most important one ? Friendly,
    1 point
  32. @wowgetoffyourcellphone Temple 300, from Musawwarat es Sufra (as a representation for the entire complex, which is way to big to model), which is the last one LordGood made. Should be called Aborepi. A small elephant statue next to the ramp would be perfect by the way.
    1 point
  33. @niektb although I appreciate the respect, you really don't need my permission to add the Kushites... They belong to all of us + I'd be honored to see them in TM!
    1 point
  34. The Kingdom of Kush: A Kingdom of the bow, the axe, the spear, the dagger, and the mace Boston Museum of Fine Arts collection The fourth in a series of selected Kushite artefacts from the museum of fine arts, Boston. See more of the collection here, in Kushite Gold, Kushite Bronze and Kushite pottery, beads and faience. This post will be of particular interest to Kushite military units. A very important note that needs to be made, is that Kushites did not burry their dead with weapons of warfare. This was very confusing for early researchers, who, in conjunction with the leading prejudices of the time, concluded that Kushites were not a warlike people. They concluded that the 17 Egyptian Middle Kingdom fortresses in Lower Nubia were built to keep out another, unknown fantasy enemy. Obviously, nothing could be further from the truth, and this has been readdressed in more contemporary research. Despite the Kushites not commonly burying their dead with weapons, as with everything, there are exceptions, and the Musuem of Fine Arts houses quite a few of these exceptions. It seems to me that most of the weapons found buried in Kushite graves are most closely related with the hunt, and ceremonial purposes. Kushites simply didn't expect to wage war in the afterlife... Nonetheless, these exceptions give us something tangible to work with.
    1 point
  35. There really needs to be some additional WIP threads, separate from this thread. This thread seems to be the reference-dump thread that would inform all the other niche threads. @Sundiata, do you just want me and others to start them? Civ Profile Shields, Helmets, and Weapons Units and Unit Textures Buildings omg, ican haz files?
    1 point
  36. Synced, with a fix to the paintings actor. Used the wrong norm and spec files. Fixed now tho. 4K image:
    1 point
  37. @LordGoodI guess you're referring to this, Egyptian machicolated balcony... I totally learnt a new word today... I think they were a feature of the Middle Kingdom Egyptian Fortresses in Nubia, which were taken over by the Kushites during the 25th dynasty, and remained under Kushite control until I presume Ptolemy II's Nubian campaign in the 3d century BC, who actually reoccupied some of these fortresses, which had fallen in disuse by then. I can't provide you with conclusive proof of their use, but If you're going heavy on the Egyptian references for the fort, then why not? On this Neo-Assyrian relief, depicting an assault/siege on a fortified Kushite position in Northern Egypt, around 672BCE, something similar to a machicolated balcony can be seen.
    1 point
  38. 1 point
  39. The Kingdom of Kush: A Kingdom of exquisite pottery, fine beads and blue glazed faience Boston Museum of Fine Arts collection The third in a series of selected Kushite artefacts from the Museum of Fine Arts, Boston. See here for A Kingdom of Gold , and here for A Kingdom of Bronze. Here I present a selection of beautiful fine ceramics, beads and blue glazed faience amulets from the Meroitic period. These things are found quite abundantly in Kushite archaeological sites, and once again attest to the level of craftsmanship reached by the people of ancient Kush:
    1 point
  40. The Kingdom of Kush: A Kingdom of Bronze! Boston Museum of Fine Arts collection This is the second, in a series of selected Kushite artefacts from the Museum of Fine Arts in Boston. The first post of this series, can be seen in A Kingdom of Gold! This time I will highlight a selection of fine Meroitic period bronze objects from Kush, illustrating their age-old craftsmanship in this copper and tin alloy. Bronze was primarily used to create all sorts of vessels, like cups, bowls, vases and kettles, as wel as a large variety of other house-hold objects like mirrors, eating utensils, and even weapons, statues and other decorations. Bronze had been used by the Kushites since the third millennium BC during the Kerma period, and continued to be used well past the decline of Meroitic Kush. As with their gold-working, Kushite metallurgical skills are clearly demonstrated in this selection of bronze objects. Meroitic period Bronze from Kush: The source for all Meroitic period, Kushite bronze in the Museum of Fine Arts, Boston: http://www.mfa.org/search?search_api_views_fulltext=meroitic+bronze
    1 point
  41. The Kingdom of Kush: A Kingdom of Gold! Boston Museum of Fine Arts collection I have recently made major breakthroughs in my research of ancient Kush during the Meroitic period. I have spent the last weeks going through literally thousands upon thousands of museum entries in the archives of the Museum of Fine Arts in Boston, the fourth largest museum in the United States. The things I found profoundly shocked me... I found the largest collection of Meroitic period artefacts I've ever seen, including jewelry, household objects, weapons and many other things, produced by Kushite artisans, using gold, silver, bronze, iron, stone, ceramics, & faience. The level of artisanry demonstrated by the people of Meroitic Kush, far exceeds anything you've ever seen from them! In fact, it rivals some of the finest pieces from other major civilisations in classical antiquity. These people were not only extremely wealthy, they were highly skilled in the many arts of the ancient world. Most of these objects were excavated in the 1920's by Harvard University and other research institutes, in and around Meroe and Gebel Barkal. They were subsequently buried in the archives of the Boston Museum of Fine Arts, where they remain buried until this day. Many of the objects haven't even been photographed yet, and those that have, are poorly tagged and organised, making international exposure to these objects almost non-existant... I will be highlighting the finest pieces from this collection over the next few days, beginning today, with the Gold of Kush. Meroitic period Gold from Kush: (Feel free to download and zoom in on these images, to appreciate the details on these 2000+ year old objects) The source for all Meroitic period objects in the Museum of Fine Arts, Boston: http://www.mfa.org/search?search_api_views_fulltext=meroitic+ The source for all Meroitic period Kushite gold in the Museum of Fine Arts, Boston: http://www.mfa.org/search?search_api_views_fulltext=meroitic+gold
    1 point
  42. The Kingdom of Kush: Miniatures for Wargames (Units) In this post, I will present a collection of miniature figurines of Kushite/Nubian units designed and made for a variety of miniature wargames. The units represent many archaic Kushite units, but also from Meroitic Kush. The archaic units are somewhat stereotyped varieties of ancient units but they're still quite accurate. Every single one of them would have been present in the Meroitic period, and they're good reference stuff for basic units in 0 A.D. The unit types represented here are: (a lot of) Archers, Spearmen, Swordsmen, Clubmen, Cavalry (spear-cav and standard-bearer with scale-armour), Kings, Chiefs & Command Units and Chariots:
    1 point
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