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Showing content with the highest reputation on 2017-09-13 in all areas

  1. Hello, everyone! Aristeia Bronziron is compatible with Alpha 22: Venustas. If you have not already done so, you will need to download the latest version of the game onto your machine in order to run the Aristeia mod on it. The Aristeia mod is available from Github. Four civilizations are playable at the moment. They are the Egyptians, the Judahites, the Assyrians, and the Archaic Greeks. The Egyptians are the most complete faction, but they are still a work-in-progress. The other three factions are placeholder civs for gaming purposes, mainly using units and structures from the 0 AD scenario editor atlas. Here is a tentative design document for the final revision of the Egyptian civ. Egyptian_Design_Document.pdf Next, some concept art! Below is a revised Egyptian civilization emblem, the Eye of Horus. It was a sacred symbol throughout ancient Egyptian history, and represented health and protection. The background shield color yellow/gold represents an eternal or imperishable quality, often associated with the sun, and the eye's blue color represents creation or rebirth, often associated with the sky or water. Below is a representation of a (conventional) Middle Kingdom spearman, with variations of bulls' hide shield covers. The appearance of this unit and his equipment is based on the Cairo Museum's wooden soldier models from the tomb of Mesehti, an 11th dynasty official.
    3 points
  2. Hey everyone, I've been looking at different game engines and other formats as an outlet for my art. 0 A.D. is among them, and although I knew about it, Hyrule Conquest brought its capabilities to my attention. When I consider what IP's (that I have interest in) would be well suited to the genre while offering a new experience to their respective franchises, two come to mind: Square (Enix) Similar to what is done in Dissidia and Kingdom Hearts, it'd be a mashup of different Final Fantasy and other games in the Squaresoft/Square Enix library. It would be released in a DLC-esque format by game, for instance: Release 1 - FFVIII factions (SeeD, Galbadia, and Esthar) Dark Souls This would require a lot of lore reconstruction (which I'm up to) and feature the different factions of the series before they decayed. Since a lot more conceptual work would go into this, it'd be released a faction at a time (after the initial two) for instance: Release 1 - Astora and Heide, Release 2 - Volgen. Both would feature incredibly strong (relative to current standards) and prevalent gaia units. I realize the tone and art style would be pretty disparate between the two, which is part of what makes it such an interesting choice for me personally. Anyway the question is, who's more likely to send me a CnD? From or Square? I picked these two not only because I'm passionate about them, but also because neither have anything even remotely close to an RTS in their libraries and are unlikely to ever include one. I believe this makes a CnD less likely. Where does your interest lie? This may not effect my decision, but I'm interested in your opinion. Also, an FYI, I have a solid grasp of 3D work. Although I'll need to learn animation techniques and whatever scripting I'll need. I wanted to ask though, what texture types are supported? That info wasn't included in the modding guide. Normal, specular, displacement, occlusion? What about things like PBR? How is alpha/partial alpha handled? As an end note: please don't suggest an original IP or one I haven't listed. I'm developing a couple of original IP's of my own, but I'm saving those for a time when I feel like my work is on a professional level worth paying for. Thanks for you time.
    2 points
  3. Darnit. I was going to suggest a Marvel Cinematic Universe RTS. How that would work? Idunno! Guilty.
    2 points
  4. If I read correctly, the complain in the callstack is not reading the file but writing the converted file (must be the cache). So check for write permissions to the cache folder, see wiki/GameDataPaths. Note the released bundle doesn't use the cache directory as all files were pre-converted (or were that only textures?)
    2 points
  5. Hello, last year for the Capitole du Libre event in France (Toulouse), @Itms sent me a link to the 0 AD media file for the creation of a poster to promote the game during the event. This year, I will need to create a roll up with the following dimensions. But I can't use the file to create the master and send it to the printer service. The roll up is needed for the Toulouse Game Show event taking place the 2nd and 3rd of december. Could someone help ?
    1 point
  6. I saw a recent commit mention diminishing returns for farms. I forgot we had this. There is no convenient way to view the gather speed nor is there any visual indication that some farms are performing better than other farms. There is no way new players would even know this exists. AoK farm management queues were less than ideal, but they were still easily accessible. It gives AI players an artificial advantage because they have easy access to the stats and adequate time to micromanage such things. We already give the AI players free resources at higher difficulties, so I don't feel this is necessary. How does it work? Are we supposed to rebuild farms periodically?
    1 point
  7. they are just 19mb for now zipped, most of the files are called huns_ for easy handle instead of xiongnu. but the templates will be the ones called xiongnu. the cavalry templates are for test ingame the animations Huns.zip
    1 point
  8. You are a human general in charge of training the cannon fodder that holds the line while the Superheroes fight the monsters. You will be in charge of evacuating civilians. You are also in charge of reconstruction work (buildings and such) while the Superheroes eat shawarma and relax. You are the real hero Earth deserves, but not the one it needs right now. (Okay, wrong universe). The real hero everybody totally ignores, because, well, you are not superpowered. An RTS in MCU based on ordinary generals and city mayors and ordinary civilians living under a very traumatic environment. That is how I propose it.
    1 point
  9. Maybe, like making the option for sounds to be omnipresent. Toggling cloud actors is not really a config option kind of thing, but maybe it is. As I said previously too, distance fog doesn't need turned off per se, it just needs reduced by a factor of 10. I don't think disabling the fog entirely would be desirable, as it's an integral part to some maps, just adjusted by a certain amount. Also, looks like an orthographic matrix would be more ideal than adjusting 3D camera options to cheat a semi-realistic isometric view like what I'm doing. With such a matrix, it would be better to just have its own config, maybe: https://trac.wildfiregames.com/ticket/3653#comment:7 Because what I'm doing with this config modification is really just cheating. It's pulling back the 3D camera suuuuper far so that things look flat, and then reducing the camera field of view to blow up a tiny section of the view and make it visible. That's why the distance fog looks so thick, because in reality you are looking at everything from a super far distance, and that's why the sounds don't work right too, they're too far away even though they "look" close. There would need to be totally separate sound configs, certainly. The current sound system is quasi-3D, whereas in an isometric game you don't want or need 3D audio at all. Also, if you still want building rotation in iso/ortho mode, which I would since the game world is still technically 3D and you may need to rotate non-square buildings around obstacles, etc., the building rotation should be capped to 45 degree angles. In perspective mode you'd expect/want more freedom.
    1 point
  10. Welcome to the forums the scripting language is java script and the units and building are defined in XML while the render engine dose not support PBR yet so it's diffuse,normal,spec,displacement and AO we use the alpha channel for player colour most of our art work uses blender as a first base most of us can't afford anything else we use Collada for animation and mesh definition.If you have more questions fell free we're a pretty easy going bunch though snarky at times. Enjoy the Choice
    1 point
  11. added some skins, and 6 bows to the blacksmith still missing the armor stand
    1 point
  12. Some modifications to the royal yurt
    1 point
  13. But you are right. I would much rather have a more visual or strategic effect with farms insteadof a diminishing returns thing. See: Farmlands in DE. Also like in AOK it wouldbe nice if the farmers walked around a bit too.
    1 point
  14. 1 point
  15. After a lengthy deliberation, for which we sincerely apologize to our loyal fans, we on the Aristeia mod design team have arrived at a clearer vision for making a way forward. No more the divisions of time and space, no more the fractured kingdoms and petty city-states of the threefold separation previously envisioned. Rather, four powers of the ancient world, spanning over a thousand years of history, will be depicted in a mighty struggle for supremacy. The earth of Mesopotamia trembles beneath the mighty hosts of Assyria’s great kings. From Egypt, by land and sea, pours forth a multitude of the Pharaoh’s followers, devotees of his Majesty. The waters of the Aegean are blackened by the ships of Mycenae, bent on revenge and plunder. The Hebrew monarchs, beset by foes on all sides, fortify their fenced cities and arm their people as if for an agelong war. The battle of Nations draws nigh. Stay tuned for further developments!
    1 point
  16. Heya guys, thought I'd get a stream sorted for earlier today, but I've been quite busy (new housemate moving in), so I've had to delay when I start. I'll get the stream up and running for some more games around 6pm GMT again. Thanks once more for everybody that tuned in last time, I hope with some of the changes I've made to my OBS more people can watch (source is now 720p not 1080p), and we can all enjoy some more games of 0AD! Hopefully I'm not as scrubby today.
    1 point
  17. Ao map included. House C has meat inside
    1 point
  18. A Compass for the Map. No need to explain why it's a Nice-to-have. But what I kind of want as a consequence is to make that gold map border a little bit thicker so that I could use it to rotate the camera angle and (therefore) the map.
    1 point
  19. THE NOSTALGIA IS REAL! It looks so much like AOE 2!
    1 point
  20. It would be really nice to have compass on the mini map to help stay oriented with allied human players. The ability spin the camera view is really nice, but makes orientation very difficult especially at the start of the game. I have attached a sketch of what it could look like.
    1 point
  21. Made an attempt with ROTE. We need to figure out how to remove the fog effect, because else it will just be a broken new feature. Works nicely in atlas though.
    1 point
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