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Showing content with the highest reputation on 2017-09-23 in all areas

  1. Thanks Pureon! I hope all that will be done soon ;-) https://wildfiregames.com/forum/index.php?/topic/17224-damage-and-projectiles-fao-programmers/ (4 years later)
    2 points
  2. Happy with B1 for now. As mentioned on D921, and apparently in #1909, we could also add a short burst of debris particles (cloud of dust) at the projectile hit location, especially for the larger projectiles. art/particles/destruction_dust_small_gray.xml would be my particle suggestion as it spreads out well, obscuring the hit location and providing a visual area of effect for the damage caused.
    2 points
  3. @Lion.Kanzen So, as I said in a previous post on the subject, attaching specific characteristics to specific ethnicities is going to cause unwanted controversy. I'm with LordGood on this one. The slaves should have different ethnicities based on the biome/scenario, but should ideally be identical to each-other in terms of stats. This, for example can be criticised as baseless stereotypes. I haven't seen any empirical studies on the efficiency of different ethnicities in different slave-roles in classical antiquity. I think in the ancient world, they were all good hunters. The use of West- and Central-African slaves in the mines in the Americas, during the trans-atlantic slave-trade, also doesn't merit the specialisation of North/East African black slaves in mining in a mediterranean context. There's an almost 2000 year gap and several thousand kilometres between the two events. As LordGood hinted at, America (USA) is a racial powder keg at the moment. So is Western Europe (trust me, I know...). Anything that can possibly be misconstrued as racism causes unpleasant controversies, of which I think most people here would like to keep out of 0AD. PS: A sneaky way around this dilemma of yours is to add specific research techs to slave markets per biome instead of per ethnicity, perhaps (this is less explicitly racial).. For example, a slave market in a Sudanese biome could research a generic mining tech (not related to the type of slaves, but rather the chosen biome). In effect it's the same as what you want to achieve, but you just don't name it as such. A slave of any colour is just called a slave, but different biomes automatically recruit the associated ethnicity/ethnicities, and the markets can have different techs available for research depending on biome. Just don't differentiate the type/name of slaves by ethnicity, that's all. Just call them "slave" and determine their skin-colour automatically per biome without explicitly referring to their colour. So don't call them "Kushite slaves", and "kushite slave mining tech", just call them "slaves", and "mining tech", skin-colour(s) and available techs being set automatically per biome.
    2 points
  4. lol i guess they're in then huh. all good then, just lost the Achaean spears
    2 points
  5. 2 points
  6. B1 is bad as I indicated. There is an impact on screen but if the catapult is off screen there is no impact sound.
    1 point
  7. Well, I was thinking more about the work rates bonus. Didn't both genders work almost equally farming, mining or chopping?
    1 point
  8. I renamed this thread "Free Games and Offers" since it's looking like we're spreading the word about interesting offers rather than advertising a specific must-have free game
    1 point
  9. Updated to 22.0.8 Having heard complaints about current wall tower abuse and then later on possible solutions, I've added 2 upgrades research-able at each Wall Turret The first upgrade adds arrows but only if the garrisoned units are ranged since the upgrade only adds crenelations. Next, players can - for a certain sum - upgrade the wall turrets into Ballistae Wall Turrets (shoots bolts) Now I know that at this point some of you might be shaking their heads and saying that this will make them even more "op" This is not true, firstly these upgrades are long to research (1 minute and 2 minutes respectively), second they cost a relatively considerable amount. Ballistae Wall Turrets require 1 population and have a maximum of 10 though, but if you feel you got a redundant one you don't have to delete it, there is a downgrade upgrade that you can research - for a price Enjoy vox_populi_22.0.8.zip Sidenote: some of you might notice (or definitely after this) that the icons are a bit messed up since when editing the templates either the structure tree doesn't find the pic or the upgrade itself, i had to put arrows.png in 2 places (portraits/portraits/technologies). I'd be grateful if someone could help me out in this
    1 point
  10. OS X or macOS or whatever that thing is called now, would work with just a single build (we do ship just one for releases). But as anyone who followed any recent (and I'm talking years here) release process might have noticed, the number of people running that OS are either unavailable or unable to produce builds. And there just aren't enough users (read artists) for anyone to deal with the pain of making it easier there, especially since producing such builds would need some apple hardware if we want the whole thing to be legal. So the easy way out is to maybe keep the build working (which at least for some things is due to some BSDs sharing some of the libraries and compilers). As for the actual issue, have you tried doing a clean build of all libraries and possibly checking that driver you are using?
    1 point
  11. lol, well, I just sent the zip -- with some accidental files I didn't intend, but oh well -- and it was someone else's job to parse.
    1 point
  12. If the slaves are not biome-specific, it could be used a entity that randomises the actors between different colours skins. This technically possibly? I think that all you said about the different "races" can be applied to genders. But that it's another topic..
    1 point
  13. Amended: I'd commission like this: Background layers: Hoplites like the image, more authentic shield patterns though Persian Immortals/ Sparabara Indian Maiden Archers and Yoddha A shield wall of Celtic warriors Roman soldiers from the Republican era Then can commission a couple of heroes for each, which can randomize over the proper background layer. Boudicca and Vercingetorix over the Celtic background, for instance. Dreaming even further: I'd do batches for the Kushites and Chinese too. Maybe Carthage and Egyptians to round it out.
    1 point
  14. 1 point
  15. 1 point
  16. @stanislas69 @Lion.Kanzen can i use the icon of milleniumad "Anglo stables" for the corral of the xiongnu?
    1 point
  17. lol I think you misunderstand what I mean- have all ethnicities be represented in slavery equally if you want slavery implemented. Don't give them different stats. actually do what you want, I'm just saying ten cuidado
    1 point
  18. I don't think I have to spell out the controversy surrounding giving different slave ethnicities different stats. You'd best level the playing field.
    1 point
  19. Is there a way for making screenshots galleries by alphas, if wanted? Its nice also show the progress
    1 point
  20. Good idea, we just need someone managing that
    1 point
  21. 0AD definitely needs more promotional art, backgrounds and top-tier screenshots for promotion. The screenshots on the 0AD home-page are more than 4 years old! They need to be replaced because they don't showcase the game nicely, but those are the first screenshots people see.... They're not even taken at highest graphic quality settings, and make the game look old and cheap, which it really isn't... LordGood has done an awesome job, on the new backgrounds for the home screen, but having one for each civ would be awesome! The loading screens also have incredibly old (kind of ugly) screenshots. All of them need to be replaced in my opinion. I recently played around in Atlas, to try to make a nice environment for screens:
    1 point
  22. This kind of artwork can slap the faces of those who made that movie of naked Spartans
    1 point
  23. I'll see what i can do tomorrow, the archers are done made 2 animations like the one in milleniumad for the blacksmith but different 9 Helmets (Looking for have more) 2 spears 4 swords + 2 han swords 4 shields done 2 arrows 1 bow 2 colour variants quivers for both sides + 2 colour variants 2 longhair heads 3 zebu colours 10 head textures ( 8 xion + 2 from rise of the east) wagon with 4 roof variants 5 units textures (Maybe more) Womens missing Civic center Done blacksmith Done Houses Done Temple (WIP) Corral Done Market/Food deposit Done
    1 point
  24. Oh, ok. Don't know anything about meshes :/ Use this freshly sourced reference though, it took me a couple of months to find : That's Queen Amanitore, but she's the perfect reference for her predecessor, Queen Amanirenas, the ruling queen during the conflict with Rome and prime candidate for Hero status: Oh, and the sandals look great, but the triangle representing the tassel should be the other way around (broad side towards the toes). It's all in the details
    1 point
  25. What? not a major power! sssss perhaps a playstyle that emphasizes the Minoan flourish in trade and art, and their naval prowess, like Carthaginians without their colonization bonuses or walls they have a VERY unique architectural style too, it would be a shame not to add them. besides, I already made buildings and all that (if you could PM me your email Stan (or any councilor who wants these), I could send over the files along with the Mycenaeans so I don't forget them down the road.)
    1 point
  26. Hello and welcome to the community! Considering the very low level of effort put into the formatting of the application (Lion was being helpful but what he produced is probably not what you intended to do, so don't copy-paste him), I'd suggest you spend some time around first, in order to improve the way you interact with us on the forums. We are not currently looking for a new Video editor but we welcome contributions. Feel free to share your work on the forums, and don't forget to read this if you do so.
    0 points
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