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On topic. Making foundations is rather easy. Commands you need to know in blender: - Creating a simple triangle - Creating empties - Object renaming - Object rotation y a precise angle - Object rotation - Object displacement - Object parenting. Things you need to know in 0 A.D. - Creating actors - Using props The ground work was done when Enrique eventually committed my drop prop foundations. Boxes barrels delimitators brick brick piles planks tools all are available as props in the game. One needs to create a scene with at least a triangle and four empties rotated respectively by 0 90 180 270 degrees and called prop_delimitator_0X where x is the the number of the mesh. Then parent them to the triangle that has to be below ground. (to make an actor one needs at least one triangle) Then if the mesh needs more props just create as many empties and name according to the mesh that should replace them. Then create the actor. Take example on the other foundations and on the farm fields. For the texture use a small one but whichever you want cause it won't be seen anyway. Note : the min height and Max height allow props to adapt to the terrain. History note : Historically the game had it's props separated from the main building structs. If it's done correctly every struct could reuse the same props allowing for optimisations. Only drawback is Ambient occlusion. Big advantage graphical updates are way easier. Change one mesh update the whole game. Decals for foundations are easy to make. Take a plane and scale it to the size you want then export it. Don't forget to apply the scale (Ctrl + a ) Off topic Yeah it seems the artistic department allowed for more outside contributions and still keeping things moving from the inside. (There is still a lot of unused stuff on the forums) I hope you'll all like the new alpha. And that it won't be too hard on your Pcs. On topic Destructions are harder to make though we could have different sizes for that black thing that pops up when building are destroyed and then add props on top of it when they are done. One thing that could be done by anybody is for each of those foundation actors creating a simple grid for instance 2x6 and then placing the props points marked as cross on them. If you have a programmer friend that has nothing to do I guess a little program could be written that places empties at the given positions and then generate a dae file. (too bad I don't have time)2 points
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Yeah, very true... I don't have a problem with learning curves though. I also don't think the mechanics are all that bad, I actually like a lot of them. I just think some of them could use a rework/need fine-tuning/be more intuitive. The difference with other games is also that you can learn these mechanics from going through the manual/tutorial/wiki's, which currently isn't the case with 0AD. People often need to come to the forums, with the same questions, to figure out what's what, and even then, won't find out about many (important) things until much later (if ever). This can be unnecessarily frustrating for new players.2 points
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A simple solution to barracks spamming would be making certain buildings (like the barracks) increase in cost exponentially for each building of the same type that the player already owns. For example, the barracks increasing 25% in resource costs for each one built (the 25% being compounded with each other, not added to one another).2 points
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The destruction and foundation visual actors often do not match the sizes of their corresponding structures. E.g. the Persian, Ptolemaic, and Punic wonders all use a 8x8 although respectively 12x12, 9x12, and 6x12 would better match their footprints, obstruction, and visual actor sizes. It would be nice if someone could create visual actors for more different sizes. Here is a list of nice to have and existing sizes: art/actors/structures/destruct_stone_* [currently 8] 1x1, 1x2, 1x3, 1x4, 1x5, 1x6, 2x1, 2x2, 2x3, 2x4, 2x5, 2x6, 3x1, 3x2, 3x3, 3x4, 3x4, 3x6, 4x1, 4x2, 4x3, 4x4, 4x5, 4x6, 5x1, 5x2, 5x3, 5x4, 5x5, 5x6, 6x1, 6x2, 6x3, 6x4, 6x5, 6x6, 8x4, 8x6, 8x8, 8x10, 4x12, 5x12, 6x12, 7x12, 8x12, 9x12, 10x12, 11x12, 12x12. art/actors/structures/fndn_* [currently 12] 1x1, 1x2, 1x3, 1x4, 1x5, 1x6, 2x1, 2x2, 2x3, 2x4, 2x5, 2x6, 3x1, 3x2, 3x3, 3x4, 3x4, 3x6, 4x1, 4x2, 4x3, 4x4, 4x5, 4x6, 5x1, 5x2, 5x3, 5x4, 5x5, 5x6, 6x1, 6x2, 6x3, 6x4, 6x5, 6x6, 8x4, 8x6, 8x8, 8x10, 4x12, 5x12, 6x12, 7x12, 8x12, 9x12, 10x12, 11x12, 12x12.1 point
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How about instead of the Han Chinese having Barracks, Archery Range, Stable, and Workshop, they have Academies, which group units by weapon type, as such: Crossbow Academy Is a bit more expensive than the others, but the crossbowmen train faster and have low health. Good for massing. Crossbow Infantry Crossbow Cavalry Crossbow Siege, aka Shoushe, unlocked in City Phase with a Ballistics tech Sword Academy Sword Infantry Sword Cavalry Spear Academy Spear Infantry Spear Cavalry Archery Academy Optional Bow Infantry Bow Cavalry Siege Tower is built at the Fortress, or we figure out a way to make the Siege Tower buildable by units.1 point
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I saw this in other Asian-like rts wich i don't remember how was their names, but i have to admit it was a good gameplay touch. IIRC Spellforce 2 was one of them and yes it's kinda confuse the first time but once you get use to it you will appreciate the complexity of things, better than having a basic gameplay which people could get bored easily in some case's.1 point
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Okay, I've done a little patr(e)onising... @The Undying Nephalim from playing around, I can tell you have two distinct problems with the Zora civ in the structree: The first is easily solved, and is caused by a typo in your `simulation/data/civs/zora.json` file. Under the section "StartingEntities" you have River Patrol units listed twice and the second instance misspells the unit's template name. The StartingEntities entries are used primarily by the random maps to know what to give the player to begin with, but also by the structree as a starting point to working out what a civ/faction can build/train/research/etc. As to the second - and why the structree thinks that nothing can research the town and city phases - the Zora are lacking something that the other factions do not: technologies that supersede and/or require other (non-phase) technologies. And guess what the structree currently uses to work out the phases... I've written and submitted a fix for svn/A23 (found here), but that doesn't really help you on A22 (as the code's changed and been relocated in the interim). As a stop-gap measure to get it to work (at least until you move your mod to A23 and can take advantage of the above fix), you can grab a copy of `load.js` from the A22 state of the 0ad repo (here), place it the appropriate location within your mod (`./gui/structree/load.js`), and replace the `unravel_phases` function within the file with the following: This assumes you don't have any custom phases, don't have any more than three phases, and that those three phases are named the same as what's in Vanilla 0AD. And when you do move/update your mod to A23 (whenever that gets released) please don't forget to erase this file. Hope that helps.1 point
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Well, if the art team is busy, it's a good thing: somebody it's working! Don't remember so productivity in much time1 point
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Thanks for bringing this up. That's 98 destructs and foundations, a big task, but minus 20, for 78 total new meshes/actors. Again, a tall order, but I think once someone has done a few, they'll get an efficient workflow going and bang out the last three quarters rather quickly. Don't forget the game needs more scaffolds too, but those can be rather modular and easy to put together once the individual props are built. Just need a new artist to come along, as the current ones are rather busy: @LordGood is on buildings [workshops, stables, ranges], @stanislas69 is working on getting the new horses integrated into the actors and reviewing other artists' work and looking to improve props, like helmets and weapons, while @Alexandermb is working on animations. I am just a hanger 'round making new unit portraits for cavalry based on Alexander's new horse and I have meager Blender skillz. This foundations/destruct modeling task would be a good one for a bounty, since it's so large but tedious. @Itms1 point
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It's also interesting to note that the skeletons of Bactrian and Arabian camels are nearly identical. Most visual differences are not caused by actual skeletal morphology. Just interesting to note.1 point
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After a tiring day of modeling meshes and animations, a cold bear can cheer one up.1 point
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Then it's done, here is the mod folder, the blender files are the same as in here Mod folder: Horse_new.7z About the seleucid/mauryan charioth, i moved the mod folder to the alpha 23 folder i have and test in atlas, they won't show here neither, but after change the template file of seleucid from: "template_unit_champion_cavalry_archer" To >>>> "template_unit_cavalry_ranged_archer" the unit shows in atlas but can't be placed, its says something about Promotion entity so i writed <Promotion Disable=""/> on the unit template, and worked as you can see in here Yet in atlas version 22 both seleucid and mauryan charioths works but they don't work in atlas 23 because of the template: "template_unit_champion_cavalry_archer" here's a proof: Those two chariots are template related files and goes out of my knowledge which changes were made to get that bug. Edit: units/pers_champion_cavalry_archer won't show neither because of the template.1 point
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Bedouin camel racing: Beja Camel racing: I think riders can sit just in front, on top, or just behind the hump, specific per culture and equipment used...1 point
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The Kingdom of Kush: Aethiopia and Nubia - Unitmod for Total War: Rome II, by Marcus_Iunius screenshots A new mod (October 2017) makes Meroƫ (as well as the Blemmyes and Axum) a playable faction for Rome II, Total War, and features very similar content for Kushite units as the Ancient Empires mod for Total War: Atilla. These mods showcase some of the finest attempts at reconstructing Kushite military units in a game I've seen to date, and although there are a number of details that could be better, it's a very decent representation. My primary concern is the use of too many Hellenistic (inspired) armaments. The use of the linothorax (or it's derivatives) is not widely attested, and although probably present among some troops, would have been very limited in general (I think). It is far better to use New Kingdom Egyptian inspiration for armaments (also shown), because they have direct parallels in Kushite art. They did overdo the use of the Egyptian head-cloth, which is not very common in Kush, and there is a painful absence of the quintessentially Kushite skullcap, a must. Scale-armour is depicted wrongly. It's either in the form of a corselet, or a full body variant, not something in between. They should have also totally avoided modern Kenyan(?!) references, seen in some of the exotic shield patterns, very clearly inspired by modern Maasai shields (which is a no-no). The colours are all very bland, even for elite units. With such an expansive unit-roster, there needs to be a chariot unit. The Blemmye units are not so good, as they show very little cultural and ethnic similarities to the actual Beja people they represent. Also, the hair on some of these units is pretty bad, lol... But other than those concerns, the team on this mod did an excellent job. Screenshots: More information on the mod: http://www.twcenter.net/forums/showthread.php?759800-My-Aethiopia-and-Nubia-Unitmod1 point
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What makes battering rams OP is that they can inexplicably mow down enemy soldiers too.1 point
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In the latest game, I faced an opponent (Persians) with 23 corals, 17 stables and 16 houses..... And this has become normal... It's a broken mechanic, people.. When your army dies it should die, not resurrect itself to full strength in 30 sec flat. There's no strategy, only who can replace their losses as quickly as possible. But I won't bring it up again if people think 23 corals, 17 stables and 16 houses is a good ratio. I honestly feel like I'm fighting a conveyor belt. Ford would be proud.1 point
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With this diff it would be very easy to do so for all maps. The further resources are moved away from the base, the more they can become exposed. If their location is still randomized, one player might have the resources behind the CC in a safespot, the other one on the front. So it might add to some possible imbalances. Same goes for not grouping stone and metal mines anymore. Ranges and stables add something to the early gameplay, the opponent is rewarded with the information which units the enemy will train depending on the scouted buildings. The effect is more pronounced in AoE2 rather than 0 A.D., since the population growth is so quick that one can quickly afford all buildings (Perhaps we should simply lower the batch training benefit). Another good effect would be freeing up some space in the blacksmith if we would move the techs to the different barracks types. A negative effect of using ranges and stables would be more clicks and more space needed to build a city.1 point
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I like the idea of having a temporary aura draining resources in order to stay active, but i can't imagine which benefit it could do ( there are several economical and military technologies with a discrete cost that make the job ). Perhaps gathering faster by moving faster only in own territory? ( it would affect also soldiers which is bad ) converting a percentage of gathered good into another good? there is the market already for this kind of task, and if you find yourself exchanging 100 good for 1 good only, there is something wrong with your strategy. Afaik many people talked about a structure able to heal soldiers outside own territory, you call them "altars", but perhaps the building couldn't be built by healers but need them to garrison or pray near it (like happens in DE with the glory resource ) to expand structure healing aura range. I am not a huge fan of garrisoning units into temples because its limit of 20 units only isn't enough and giving priority to most wounded units by micro-selecting and send them to garrison a temple is quite too meticulous task.1 point