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Showing content with the highest reputation on 2018-01-01 in all areas
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My take on the Blemmye camel rider. Please ignore the new Roman female texture. They also need a new shield mesh for that notched hide shield shown in many Beja photos. Also, new head meshes or "hair helmet" meshes with that distinctive hair style the Beja have: Would also be nice to have an assortment of North African and Middle Eastern turbans for various units. The Nabataean Camel Archer, Arabic Skirmisher, maybe an Elite Blemmeye Camel Raider or just a variation thereof.4 points
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4 points
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3 points
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I'm with you, ffffffffffffff's suggestion is rather superfluous. Rather, I'd like it if a "Random" player's civ is not knowable until you've scouted them first. That seems like one of those little details that would be nice -- that the civ would show as "Unknown" in the diplomacy windows until one of their units or buildings comes into your vision range.3 points
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I'll fix it when I have access to my computer EDIT : Fixed. Illyrian helmet, you're next.3 points
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Like the weighting you did on the cloak moves just right Enjoy the Choice3 points
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3 points
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2 points
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Hi I'm still alive. Our company is expanding and I have not much time now, but I all ways have an eye to 0AD. If you need help may I can find some extra time, but can't promise it will be much. Happy new year by the way.2 points
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This modification is located at: https://github.com/0abc/0abc-a24.git (version 0.0.24 “Alpha XXIV: Xšayāršā”) https://github.com/0abc/0abc-a23.git (version 0.0.23 “Alpha XXIII: Ken Wood”) https://github.com/0abc/0abc-a22.git (version 0.0.22 “Alpha XXII: Venustas”) 0abc is an acronym for “0 A.D. is Actually Before Christ”. This mod tweaks, rebalances, and improves upon what already exists in the game. It does not include any new factions. Amongst other things, 0abc implements a new unit template structure tree with many more unit types, has new civilization and team bonuses, has a fourth damage type, thrust, uses resource trickles to represent taxation and upkeep, and adds one new resource, silver. Instructions (for A24; replace "a24" with "a23" or "a22" if you want the A23 or A22 version): Download the repository directly: https://github.com/0abc/0abc-a24/archive/master.zip or use: git clone https://github.com/0abc/0abc-a24.git Place it in your /0ad/mods/ folder: GNU/Linux (e.g. Fedora) typically: ~/.local/share/0ad/mods/ Apple macOS typically: ~/Library/Application\Support/0ad/mods/ Microsoft Windows typically: ~\Documents\My Games\0ad\mods\ Launch 0 A.D., click “Settings” and “Mod Selection”. Select “0abc”, click “Enable” and “Save Configuration”. Add, remove, or move up or down any other mods, click “Save Configuration” and “Start Mods”. Click “Learn To Play” and “Structure Tree” to see the mod(s) implemented. Improvement suggestions are welcome, as are bug reports and other kinds of feedback. If you encounter errors or warnings, please copy them from the `interestinglog.html` (see https://trac.wildfiregames.com/wiki/GameDataPaths ) and post them here.1 point
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Not sure if this is a bug or intended behavior. Tested on a22 and svn. If you try to pay tributes in diplomacy window and press Shift and click on any res and without releasing Shift click on another res, only 500 of last res is sent after releasing Shift. If you now click on first resource, a 500 tribute will be sent. If you shift click on first resource instead, a 1000 tribute is sent. I find this counter intuitive if intended. If tributes are not sent when shift key is not release then they should be reset, not compounded like that.1 point
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Right now we can only talk to the guy and ask him to insta resign a game to give points to the offended that presented the proof. He can refuse and its hard to get all parties at the same time. We could ban but he'll just create a new account and repeat. If we could ask the ratings bot to register a result on demand, we could implement a system like ouGaming suggests. Wishful thinking.1 point
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I guess it should be possible to reset the factor upon mouse-enter of the buttons. (Otherwise we'd have to use an ugly global). button.onMouseEnter we have it.1 point
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@wackyserious @wowgetoffyourcellphone can you give me a summary of which textures wacky made and look good to you ? (In a new thread) Also, can I have a feedback on the other version of the causia cap I made, and which units should have that. Any usage for the pouch in Vanilla 0ad ?1 point
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@Sundiata nevermind @Alexandermb can you tweak the speed of the variants (not the templates the actors) so that it doesn't look weird ?1 point
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Yessir. I've recently made those robe dudes the standard Immortal, and the armored variation is the upgrade called "Campaign Panoply".1 point
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we have gallop as the run animation for now. this is another possible way: An extremely fast trot has no special name, but in harness racing, the trot of a Standardbred is faster than the gallop of the average non-racehorse.[7] The North American speed record for a racing trot under saddle was measured at 30.25 miles per hour (48.68 km/h)[8]" https://upload.wikimedia.org/wikipedia/commons/transcoded/e/ef/Harness_racing_New_Zealand.webm/Harness_racing_New_Zealand.webm.480p.webm1 point
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@balduin Both, actually. I'm collecting all the reference material right here on the thread, in an open-source manner, specifically so that me and everyone else can use it at their own leisure, for whatever project they want. When the research is finished, I will re-write the first post, to correct and incorporate all the relevant new material in a single, easy to read format. I plan on making a pdf version which is purely historical, can be easily shared, is easier on the eyes than this forum-format, and which can work as the backbone for a printed book.1 point
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Files can be taken from DE at anyone's leisure.1 point
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@wowgetoffyourcellphone What a lovely New Year's present Looks way better than the variants in the Total War mods! Their attire is very good! They still wear the same type of clothes that were popular in Antiquity today! That "Fuzzy Wuzzy" hairstyle is also actually attested in reliefs of Kushite monarchs slaughtering rebel nations... I think the current hair-placeholder works remarkably well, lol! But a more dedicated Beja-Afro would be real cool! I wanted to bring up the shields, but you've added the info yourself already Very good stuff! That last picture is really nice. I think (might be wrong) that those turbans are Bedouin/Arab influences, but seen as the Bedouin and the Beja were closely connected, I think it's ok for a few Beja. Might have to research a little more for fear of anachronisms. The shields aren't only good for Beja. The rhino/hypo/elephant-hide shields are very widespread in East Africa (Sudan, Ethiopia, Eritrea, Djibouti, Somalia...), and are a perfect reference for at least some of the Meroitic units. Napatan units would have more Egyptian inspired shields. Some more Beja shields and Beja warriors:1 point
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Attached are two replays of bitodiego quitting rated games. I heard other players have plenty of replays of the same situation as well. @Hannibal_Barca @user1 bitodiego1.zip bitodiego2.zip1 point
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1 point
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Read the comment once or twice to begin with. Then ask yourself if you have enabled GLSL Then ask yourself whether your computer supports GLSL in the first place.1 point
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Just important to also look at the animation ingame, not only in blender, when the model is moved with the according ingame speed. (I guess no news here) On https://en.wikipedia.org/wiki/Horse_gait we can see speeds of the different movement types. A trot is for 13kmh, but the ingame unit moves much faster, it seems like a fast gallop (up to 50kmh). If we compare the previous model with the new one, we might just figure out exactly what it would need to appear more accurate. I'll test later.1 point
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Agreed with @wackyserious. Too much of the brow shows. @stanislas69, it would also be cool if there was a "high crest" variation like this:1 point
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Games of this series were all unrated and played since 2 days ago. You can find here comeback, nice raids and excellent defense, traps, and some unique strategies, but also some balance abusing and map advantage dictating 1 or 2 games win (i suggest to skip game 1, the least interesting one). Overall, it might show that the balance is not as broken as some people say. Feldfeld vs borg- series.7z1 point
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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 Meroë (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