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  1. @Alexandermb up to you mate, Thanks for all the good work
    3 points
  2. Let's just say it was a late aprils fools joke and we banned everyone for 12 hours.
    3 points
  3. Hi 0 AD community. I am a full-time software engineer at a large tech company. I have been programming since I was a kid, when I started learning C++ so I could write my own games for fun. It took me several years to get good enough to write my first game, Tetris. I am a big fan of Age of Empires 2. That's how I heard about 0 A.D. I'd like to contribute to the code whenever I have time. It helps keeps my sanity when I don't get to write much code at work due to Big Company Reasons (TM).
    2 points
  4. Nice, now we need the chariot wheels to fall off or something, and the riders to die in an interesting way.
    2 points
  5. This is how it will look if the shield is proplery sized
    2 points
  6. The shield for the sparabara is indeed too small, which also forces you to use an overly crouched position in the anims. When placed upright on the ground, the shield should (almost) reach the throat. They took the term shieldwall literal
    2 points
  7. I'm gonna leave here the mod folder so can be better analized from atlas perspective, in the meantime i'm gonna see what can be done for falcata figthing with the sword and shield videos that are posted, have fun. Mod:Attacking_Animations.7z Units ssing the variants: Spart_champion_sword Pers_spearmans Rome_imperial Gaul/Brit_spearmans
    2 points
  8. Update of map post alpha 23 (version 1.0.7 in the download section) --------------------------------------------------------------------------------------------------- Hi everyone! I wanted to share my first 0 A.D. map - well, rather a preliminary version - with you. I was inspired by the map of Assassins Creed Origins which just crammed everything Egypt into a single place, often disregarding realism in favor of aesthetics and gameplay, which I did as well. I did for example borrow the idea of moving Cyrene, which is around 700km to the west into Alexandrias vicinity in order to add some Mediterranean environment. A further reason for me to pick that setting was that it allows me to have a lot of different cultures on the map. The upper Nile area is dominated by ptolemaic retro-egypt buildings, whereas the city of Alexandria is dominated by hellenic influences. Cyrene gave me an excuse for adding the Romans with some greek buildings, while I put the Persians, who were admittedly not really present at that same time, in the east. For purely aesthetic reasons I let Carthage occupy the Siwa oasis, and the Red Sea became a tourist destination for Mauryan coral reef divers. Map variants First of all, please take note, that this is not a final product, not even close. The map already includes most of the geological features and special locations I intended to add, but there are many areas that severely lack in detail, which is quite ok for sand deserts, but looks odd in places like coasts, riverbanks and rocky deserts. Blocking the map is also an issue, mainly because it feels strange, when the AI builds farms in the middle of the desert. The greatest thing that needs to be taken care of is balancing. Basic properties Type: skirmish Map size: giant Players: 6 Game version: alpha 23 (re-release) Right now (8.2.2018) I will only publish a 1 vs. 1 map. This has the benefit of being at least a little easier to balance out. I will provide A regular day version And a full-moon night version, because it looks just darn beautiful. I really love what you can do with the lighting and ambient conditions ... Update march 2018: A 3 vs. 3 map variant is now available and several small fixes regarding terrain, blockings and balancing have been made. On the long term I will try to release two varieties of the map regarding gameplay An all-in map: This one is outfitted with full grown cities and you will start with huge amounts of resources and a sizable army. Don’t try to play this with 7 AI players, as it will probably lag horribly. A stripped down version: Everything, except for the most prominent points of interest (e.g. the library) will be deleted. The difficult thing about this is that I will need to create a mod in order to achieve what I desire: See, if I make these buildings actors, all units will just pass through it, and if I leave them as entities, they will be taken over by the players within a few seconds and this would severely unbalance the game. Thus, I need to create a mod, which has all these buildings in a special version. I will increase those buildings capture points by a huge amount and also make them invulnerable, such that capturing them remains the only option. In some cases I might also try to reduce their functionality. Thanks to all the guys who helped me with useful tips and insights regarding modding. Gameplay In this map I tried to elongate the distance between neighboring players and create straight routes between the distant ones. In order to achieve the first requirement, the rare shallow banks of river Nile, meandering mountain tracks and marauding packs of soldiers prohibit straightforward shifts of large armies. On the other hand far away players can often be reached via wide patches of desert, which act like highways on this map. One major problem was the city of Memphis, which is located almost in the center of the map. I order to provide this city with a slight chance for survival I shaped the eastern and western desert like a bypass circumventing Memphis and relocated the city to the eastern shore of the river Nile, which I made impassable from north to south, while only the western riverbanks remained open. The Mediterranean Sea and the river Nile are navigable, which serves as much better means of transportation than the walk along the river by foot. Every player has wood in close vicinity to the starting point. No player will run out of wood easily. The banks of river Nile are especially rich in palms for obvious reasons. Stone is predominantly located in mountainous regions. Limestone can be found close to the pyramids and there is a rather large granite quarry in the very south. As I wanted the player to travel through the sandy dunes a lot metal can be found on the borders of sandy deserts. If you play the map, please let me know where you found too much resources and where they are missing. Players & Matches (and faction recommendations, mostly for esthetic reasons) Currently (9.3.2018) only the six players are available. Player #1: Alexandria (with greek and ptolemeaic entities) in the center north as Seleucids Player #2: Thebes in the very south as Kush Player #3: Siwa/Charga Oasis in the west as Carthage Player #4: Sinai in the north east as Persia Player #5: Memphis in the center as Ptolemeis Player #6: Cyrene in the north west as Romans Player #7: Red Sea in the east as Mauryan (buildings might be reverted to random later) Player #8: Desert nomads from the south west (random) Note: The AI does not get along with that map too well. It will soon be very crowded and very laggy if you choose a game with too many players. Proper matches would be: 2 players: Lower Egypt (#1 Alexandria) vs. upper Egypt (#2 Thebes) Lower Egypt currently has the edge, due to access to the Nile delta. 3 players: Lower Egypt (#1 Alexandria) vs. upper Egypt (#2 Thebes) vs. Siwa (#3) 4 players: Egypt (#1 and #2) vs invaders (#3 Siwa and #4 Sinai) Slowly approaches being balanced (version 0.19.10) 6 players: Egypt (#1, #2, #5) vs invaders (#3, #4, #6) Slowly approaches being balanced (version 0.20.7) Points of interest (selection) Alexandria: library, harbor, lighthouse Memphis: necropolis, pyramids, Apis sanctuary Fayyum: Crocodile sanctuary, Bahr Yussef channel & dam Thebes: Temple district, valley of kings Western desert: Siwa oasis with fortress, Great sand sea, Quattara depression, guelta Eastern desert: Red Sea coral reefs, mount Sinai, "Suez channel", deep wadi I collapsed some more screenies for you here ... ToDo and Changelog My ToDo-List is growing and shrinking all the time. If you have suggestions, please let me know. Unfortunately I cannot promise you, when or if I will implement them. You know, real life can be unpredictable ;-) Download Download the files and put them into the specific folders for maps and preview images. The paths I will state below are default paths for typical Windows 10 installation but may vary depending on your system and installation path. In case subfolders do not exist yet on your system, simply create them. Map files: Download: Version 0.19.6 (1 vs. 1) Version 0.19.10 (currrent) Version 0.20.7 (for upcoming release alpha23, new route through the red sea for balancing) Version 1.0.7 (30.12.2018, based on published version of 0 A.D. version alpha 23, design enhancments: red sea riffs, more nile river bank vegetation, parapets for persian base, fire places for town centers, small secret garden, other small fixes like missing ground textures, etc.) Path: “C:\users\yourname\documents\my games\0ad\mods\user\maps\skirmishes” When is the good time for deleting older versions from a post? Can I make the XML files all use the same PMP file? I noticed a zipped xml is about 10 times smaller. is the community OK with zip files? Map preview images: Download: Path: “C:\users\yourname\appdata\local\0 A.D. alpha\binaries\data\mods\public\art\textures\ui\session\icons\mappreview” In case you are playing this map, please let me know about anything that can be optimized. Thanks a lot in advance. Greetings mimesot
    1 point
  9. i've made something similar to the shoushe, but it sink faster the same could be done for chariots but i better merge all chariots into one single armature instead of using "pers_a pers_b pers_e maur sele" for having less animation files.
    1 point
  10. @stanislas69 @feneur Thank you!
    1 point
  11. Regarding to the Sparabara shield (pers_infantry_spearman_) should it be resized or left as it is? @LordGood @stanislas69 @wowgetoffyourcellphone Discussion:
    1 point
  12. Here are some different variants.
    1 point
  13. Fixed: @stanislas69 Fixed Chariot deaths: Fixed Boudicca: Fixed spearmans whitout shield using shield attack animation instead of no shield (Also fixed wrong attack capture and wrong death animations): Fixed saddle_rome: Fixed droped rein going through armor (However is highly possible that the clipping remains in other cases, since is quite hard to control sometimes the rein armature in blender) : Removed unused group in the cavalry armors since with only 1 pool of blood or dust is enough. Why chariots have slaughter attack? they should only be war unit type not citizen soldier in any case is fixed. Moved the crossbow variants to terra magna crossbow mod. Files:Horse_update.7z
    1 point
  14. Hi ! Some ideas about OAD design (excuse me if off-topic): - Food. I think units should eat, or in other words, consume continuously some food (and maybe wood and metal when mechanical). This would limit rather naturally soldiers number, because one should produce regularly enough food to sustain them, idle or not (and some, like cavs and heroes should eat more than ordinary soldiers of course). Even if population limit is removed, available terrain for fields is limited. If food is missing, units starve or fly to enemy. This would force players to maintain a serious productive background, not only during the development phase. - Population Population grow could be automatic: regularly, some new citizen units, female and male, are added in the houses (ratio of existing houses and/or women, I don't know). Then they can be set by the player directly to some productive occupation, or sent to buildings to become soldiers, healers and so on (it would be really training then and not creating people from nothing). This would lead to exponential population grow. Yes. And the player should quickly face the problem to find room to settle them, enroll them in the army, set them to emigrate or even sell them as slaves. Just my two cents...
    1 point
  15. Welcome to the forums (again) I'm looking forward to seeing your contributions. If you have any questions do not hesitate to ask them here, on IRC or by PM (Personnal Message) Thanks for your interest
    1 point
  16. Hey @eecsninja Have you read on how to contribute yet ? If not I'd suggest your read GettingStartedProgrammers and SubmittingPatches on trac.wildfiregames.com I can't promise your changes will make it to the game but they are most likely welcome. Regards,
    1 point
  17. Exactly, better defense, less attack, less mobility when in combat state could be good if stats use the equipment and figthing style as balance something like: Celt more attack less defense Romans balance between attack and defense but less attack speed and less attack range Iberian swordsman more speed less defense more attack Hoplites more defense less attack, more attack range and so on.
    1 point
  18. Here are screenshots from a small fight having the variants i've done: Lowered the body:
    1 point
  19. This is what i had in mind, a wall of shields when they attack whitout needing a specify a formation
    1 point
  20. Moved further the shield for have a better leg's movements:
    1 point
  21. Welcome to our community. This links can be helpful about our code https://code.wildfiregames.com/ The tickets and many stuff are just there. https://trac.wildfiregames.com/ https://trac.wildfiregames.com/wiki/GettingStartedProgrammers @stanislas69 @elexis
    1 point
  22. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license
    1 point
  23. Alexandermb, would you be interested to create a new female villager for the zapotecs, once you'll have completed all your current work? By the way, I didn't expressed it yet on the forum, but as a player, I really want to thank you and congratulate you for all the work you've done so far on this game. The improvements you have added to this game, concerning the units and animations are the most significant improvements there have been for a long time! I've never quite enjoyed playing with cavalry before you've revamped all the horses models. Now I can finally play with the persians, being thrilled with a cavalry charge! And I really like your siege machines servants too, they really add realism, if not immersion to the game! I hope one day, you'll be able to make some animations on the ships: slaves and shipmates, etc. as I already enjoy very much your animations for fishermen! So congratulations, and keep up the good work!
    1 point
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