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Showing content with the highest reputation on 2018-03-18 in all areas

  1. We need some community feedback. @wowgetoffyourcellphone @Nescio @Lion.Kanzen These textures are intended to be used for the Ptolemaic Royal Agema (Champion pikemen) I tweaked the existing .psd file for the Ptolemaic linothorax in the art/resource
    3 points
  2. Leonidas hero unit have a black helmet icon, should i bake a black helmet too ?
    3 points
  3. You have very celtic looking clothes lion ;P
    2 points
  4. These textures also need some community feedback. @wowgetoffyourcellphone @Prodigal Son @Nescio @Lion.Kanzen @stanislas69 @Sundiata Others. Texture files
    2 points
  5. @stanislas69 Reduced the saturation a bit and added more white area to the linothorax. As suggested by @Prodigal Son and @wowgetoffyourcellphone
    2 points
  6. @Prodigal Son I understand your point too, and you're right colours are often guess-work.. It's about finding the right balance between the two. I think Wackyserious' last screenshot shows a nice compromise, although dulling the colours, like wow says would also do the trick imo.
    2 points
  7. Yes, as you said, i've not enough time to support mods. But this feature looks simple enough to implement, and here is a patch which should do that. It is basically untested (i've only checked that it compiles), but can be a starting point if you or somebody else want to fix/improve it. Also, as i've no idea how many statues are enough, and i've put a max of 5, but change it to an adequate value (that max number is not used when phase requirements). cultStatue-v1.patch
    2 points
  8. Out of sheer boredom, I got the idea for a Command And Conquer-esque series of campaign style scenarios for 0 A.D (Delenda Est mod, the one I use all the time) because I like messing around with map making in Atlas. I have absolutely no knowledge on scripting and triggers and such, so that's probably why I'm inquiring about it here. It'd include: -Campaigns for all civilizations (I planned for 5-6 missions for each) -Special "hero" units (Am I able to make new units with exisiting models somehow, so I'm able to re-name certain units?) -Multiple objectives (which would include victory/loss conditions) -General triggers (like when units are on x place y happens, etx) -Neutral units that won't be attacked by the player's units (sounds like a scripting thing, I believe). -Probably some other related things that I can't think of at the moment. So if anyone can toss some guides and tutorials my way, you have my thanks. Sounds wierd and oddly complicated, I know, but it read out way simpler when I thought about it. I posted this mostly because the tutorials and guides are so daunting that I thought I may need help finding some. -The Great Caesar
    2 points
  9. i was thinking this was an spartan helmet because the one called phalangist in the head folders but it is in the greek references @Lion.Kanzen posted, in any case is already done.
    2 points
  10. Slave Civs: Athenians Carthaginians Egyptians [Ptolemies] Epirotes Kushites Macedonians Romans [Principates] Romans [Republicans] Seleucids Spartans I use a slightly modified Slavery system here, where the Slaves are called Helots and all of the "Citizens" are Female Citizens. Thebans Non-Slave Civs: Britons Artisans/Nobles? Chinese [Han] Just have Peasants, basically the classic "Villager" unit, with no dichotomy? Gauls Artisans/Nobles? Iberians Artisans/Nobles? Indians [Mauryans] Some kind of caste system? Persians [Achaemenids] Not sure.
    2 points
  11. @Alexandermb It would also be great if you can make a new bronze cuirass texture for the hoplites
    2 points
  12. Source http://www.ronhenggeler.com/Newsletters/2017/11.6/Newsletter.html Very complete variety of colored statues. Gods in color
    2 points
  13. Except they don't have fuschia(color).
    1 point
  14. Referenced from a pattern online which I then reconstructed in a graphics editor. I'm trying to stay with stereotypes, with the Celts being associated with the hues of blue and green, so I'm trying to stay close to the palette. Does it really look too modern?
    1 point
  15. I'm not sure, it look like my own clothes
    1 point
  16. Very nice, I'm just afraid people will confuse red and green team
    1 point
  17. Nope but definitely for A23. Stay tuned.
    1 point
  18. I liked the glow effect, was a bit too much, but made it easier to distinguish heroes. Could likely be done with particles but not sure anyone wants that.
    1 point
  19. Those rules are only for rated 1v1. 2v2 games are not rated so there is no rule against leaving.
    1 point
  20. That would be nice indeed! Then grass, sand and rock colours could be chosen for the minimap to not mix much with green, yellow and grey player (etc) and make it much cleaner terrain-wise. I just mentioned the differences, didn't claim they were necessarily better and it's possible that they are optional in EA. An optional inclusion of such a feature and player-coloured bars might be a good idea though. I also agree that a GUI of that philoshopy would be good for 0 A.D., perhaps with some minor ancient-themed details to make it not that plain.
    1 point
  21. I don't really disagree with you, it's all down to perspective. Depending on the game's target priorities, there needs to be a choice on the balance between realism and readability, which is especially valid for (competitive) multiplayer, where it's very helpful to rapidly indentify unit types. Plus I sometimes tend to favor the later for some aspects because not everyone playing such games is a history buff and colours for units are largely guesswork (even if often an educated one). I doubt many people will see the game as ahistorical if it has the most plausible armor/clothing, but not in the most plausible colour palette. But then again I can see this approach as immersion breaking for some people like you said.
    1 point
  22. Your rating changes immediately after a rated 1v1 multiplayer game. The game must end normally, one player defeated and both present at that time.
    1 point
  23. Permanently turned on health bars would be an assault on the beautiful aesthetics of the game (should be optional though, isn't it? I think it is), but health-bars in player colour seem like a really good idea. What I really like about that mini-map is that the unused sides are transparent, which makes it a whole lot less intrusive. Why is our mini-map in the middle, as opposed to the lower left corner? There's a really good reason most RTS games go for that corner, because it's perfectly non-intrusive, yet clear. I love how little space that GUI takes up.
    1 point
  24. We should have something that tells the engine it's grass rock or something else. Not necessarily used by the Pathfinder but at least the minimap.
    1 point
  25. Writing trigger scripts is not too easy yet (but it becomes easier with every triggerscript map we add). The tutorial maps have objectives and scripts depending on unit orders and positions if I recall correctly. The random maps Survival/Danubius/Jebel Barkal are mostly about spawning masses of dumb attackers. That would require a player with a locked diplomacy, which is currently only supported for scenario maps, but might be changed in some distant future.
    1 point
  26. Updated it. @Imarok The long-sleeved tunics are set to player color
    1 point
  27. Shouldn't there also be some player color? And for the remaining color: that could be the different ranks.
    1 point
  28. They use the sword, so I guess it's intended.
    1 point
  29. They all look nice, but for gameplay reasons I'd stick with one colour theme per unit, perhaps with minor variations. Maybe the white or bronze one, or a mix of the two (maybe the white shoulder-pteryges on the bronze version), as the less intrussive ones to the various possible teamcolours.
    1 point
  30. The minimap is something devs of 0 A.D. could take away from that vid too.
    1 point
  31. This is pretty cool, but definitely Hellenistic. If the game had "Officer" units, it could definitely go on such a unit for Seleucids and Ptolemies. Perhaps one of their heroes. That would be great.
    1 point
  32. Yeah, the Successor states and Romans seemed to enjoy adding extra muscles to the muscled cuirass.
    1 point
  33. So, I have created Citizens for every civ [thanks to @stanislas69 I have made them randomize between Male and Female, Age of Empires-style]. I have also a Slave dynamic. Originally, they were only trained by the Principate Romans, but I have extended the Slave dynamic to all civs. So, now all civs have a gatherer civilian unit ["Slave"] and a builder/empowerer unit ["Citizen"]. Citizen Trained at the Civic Center and at Houses after researching Civic Festival. Cost: 50 food, 1 pop Slave Trained at Storehouses and Farmsteads after building a Market. Cost: 25 food, 25 metal, 1 pop BUT I am cognizant that not all civs used slavery extensively. Some, like the Han Chinese, had slaves, but they were a very small percentage of the population [1%-2%]. While some others, like the Athenians, had a huge slave population that may have exceeded 40%. I have not read about Iberians having slaves, but perhaps they did. While Celts definitely had slaves, but like the Han they were a much smaller percentage of the population than the Greeks or Romans or Carthaginians had. So, I have to come up with some tweaks for some of the civs to give them some authenticity. Perhaps some kind of Peasant/Noble system parallel to the Slave/Citizen system.
    1 point
  34. Nah. Super dull and uninteresting to look at. We don't have reflection maps and shine maps and all that stuff, so you have to use some skill to bake that kind of thing into the texture.
    1 point
  35. Will try to, btw i was thinking this was the phalangite helmet the one in the head folder (old helmets folders) so i've made it but now i realize isn't for spart faction but in any case there it is This is a basic plane camera render of the chest i've made time ago copied and pasted into the spart E texture whitout fixing proportions neither doing back side so can be seen how it can be done, i could use the texture as guide and adjust it to match the body properly.
    1 point
  36. Thanks! I wonder which maps you tried. I suggest sticking to Skirmish maps, since I have no idea how to add a lot of the features [like special starting structures] to random maps. @mimo has made some tweaks to the AI in the past in order to better support mods. I certainly don't expect him to do much more than that of course. But some time ago I asked him about supporting things like Farmlands and he was somewhat receptive, even if suggesting that it would have to wait until beta or later, which I am fine with. The best civ for AI Glory gathering is the Han, because they have a reuirement to build X number of statues to get to the next age, so this gets them plenty of Glory in the long run. Also, Ptolemies get a free Glory Statue at the beginning of the match, so they do better for Glory generation too. Storehouses and Farmsteads in DE cannot be captured, so perhaps you have a different mod selected.
    1 point
  37. For Spartans specifically it would be an appropriate type of helmet due to geography and Spartan conservatism.
    1 point
  38. balance still being discussed, but skirm cav definitely not op. Ai is just bad dealing with rushes, i can get kd 50/0 against it with any kind of rush.
    1 point
  39. Most helmets would be bronze, but there are also many iron examples as well (I think none of Corinthian type though). Helmet transition to newer types would usually be gradual. During the Persian Wars and soon after (say about 500-450 bc) most (or at least many) hoplites would still use the Corinthian one. So I guess it would be accurate or not depending on which period we want to depict each civ or individual unit.
    1 point
  40. Wooooo I finally finished those cinematics, that took me way too long: Now I can start getting the Kokiri and Gohma into the engine.
    1 point
  41. Many things are "placeholder" ...
    1 point
  42. Ah that's pretty nice
    1 point
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