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Showing content with the highest reputation on 2018-04-23 in all areas
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Dear players, We have a great announcement to share with you! Wildfire Games and DBolical (the team behind IndieDB and ModDB, already famous in our community) have worked together to offer you a big surprise. DBolical created mod.io, a new website for sharing and downloading game mods, coming with an API. It is a bit like Steam Workshop, but open-source. In a nutshell, this website will allow content creators to put mods online and 0 A.D. will be able to download them directly... starting from Alpha 23! This has required a lot of work, and this is the reason why the release was delayed. We are now in actual feature freeze, and since a part of the team didn't work on mod.io and focused on fixing bugs instead, the release should happen quickly. We hope that your enthusiasm towards mod.io will be enough to forgive us for the delay and the deliberate lack of communication. As you can see, the mod.io website is not yet public, but we have access to it and we are able to publish official mods (i.e. the language packs for Chinese and Japanese). They will appear before the release. On April 26th, mod.io will go public and you will be able to create an account there and add mods. Don't hesitate to report bugs here or directly to the mod.io team, they will fix them before the official launch on May the 10th. On that date, their marketing campaign will start and we should get a lot of exposure from this, since only a couple games use mod.io as of today. One last thing for the modders among you: we have added a security step in order to make sure 0 A.D. will not download broken and/or malevolent mods from mod.io. In order for mods to be available for download in 0 A.D., they will need to be signed by the team. Contact us when you are ready to publish your mod, we will test it, sign it and give you the signature to put online. Your mod will be approved and available in 0 A.D. after that. We hope that you are as excited as we are about this, and we are looking forward to seeing your mods on this new platform soon. Don't hesitate to ask questions here if you have any!4 points
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Btw when i mean fog i was talking about specific cases like one mod in skyrim called volumetric fog or something like that, that was a slight amount of perfomance eater when testing but i'm talking about big amounts of fogs 0 Ad has a good performance with clouds and fogs as it is.3 points
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Hayo 0AD! Here is a scrap for a not very simple UI. Adapted it from some previous design made for AOE3. Sadly for now i have no idea how to implement this, so its pretty much eye candy. (Feels like this would fit well for 1000 AD thou). Any critizing and opinions are welcome!2 points
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Panel on the right needs to accommodate 3 rows high. You also need to show mockups for various things like formations, garrison, bartering at Market, etc. Otherwise this is awesome.2 points
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Why don't we separate each? With the Throne room serving as the palace building while the chapel would be the wonder or the separated entities could be different scenario/eyecandy entities available at Atlas.2 points
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To clarify, we will only sign mods that are compatible with the Alpha releases, those should be kinda static and have "releases". But you are free to distribute pyromod files anytime, those are now easily installable by just double-clicking them.2 points
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indeed a trebuchet as seen in both references. I make something soon like the paintings.2 points
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Should we give them a ranged siege weapon? A ballista? An onager? Or a trebutchet?2 points
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its win10 related problem go to task admin and shutdown explorer.exe and call it again.2 points
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wattle walls, fences, baskets, firewood, tools and such would really liven up this building set. Washed fabrics hanging out to dry from the windows or outdoor cordage, buckets. the little prop section on most of our vanilla texture packs should do you some good service in that regard2 points
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The unit or building selection tabs look very confusing with dual language. I would prefer to see English names only, for instance on Carthaginian unit roster, seeing "Hayyal Rahüv Masili" for Numidian Cavalry disturbs my view and also gameplay, I am distracted to read unit or building games carefully instead of playing and just getting fun. There should be a selection in the options menu to keep English names only, or Native names, or both versions (which is vanilla) for players with different preferences. Thanks.1 point
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Hello there, 0.AD folks! Recently, ive discovered 0AD and its marvelous scenario editor, and ive playing with elevations for a while. I have a passion for drafting mountain forts so i gave a try with the Britons in a Alpine setup. After some testing AI seemed to finally find a way and storm the site, so it became a slightly fun map to play with I wanted to bring the feeling of a crowded city in the Scandinavian fjords Started using the Acropolis as base to it. The Aerie : Temple in the Mountain MAP FILES > DOWNLOAD (Skirmish map files usually go under Documents\My Games\0ad\mods\user\maps\skirmishes) Town of Tordheim TORDHEIM > DOWNLOAD If some campaign and map makers feel like using it in their projects, feel free to take it, no quote or requests are needed o/ Cheers!1 point
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That looks freaking awesome. It'd be cool if there were unique themes for each civ.1 point
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I really like it too. One thing you could start with is getting the source code and starting playing around with files in binaries/data/mods/public/art/textures/ui1 point
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Trebuchet, the text i quoted last night talks about a trebuchet but also the paintngs.1 point
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Spectacular! Although there's some detail that I would change, here and there, mainly the arrows around the map and the selected unit, and I would extend the HP and CP bars to the extent of the name. The Drakkar theme should be away also. All is humble opinion. What about the cultural name? There was a patch allowing users to disable it, it would be nice to implement. I think it looks cleaner like in this concept showing the generic name only. Speaking of the UI, maybe it could be a construction menu for the builders units, like in AoE1 and AoE2. It's a photoshopped concept, or it is a modification?1 point
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Oh awsome, ill give a look into it. Tbh, what i meant is that im more of a artist then coder, but i can dig into basic XML. This looks to run under something similar enough to BFME2 and SAGE engine so i may have a little experience on it. Would be great if someone gets interested on it and aggregate it in a current project thou1 point
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All of the GUI code done with JavaScript as well as the actual modes of the game units are defined with XML files have a look at our wiki for specifics that's the development link at the top of the page and there is a Mod that does the 1000 AD period. Enjoy the Choice1 point
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Could be La Chapelle the wonder and la salle du trone the palace (they have a palace but i don't know yet where it was proposed and wich purpose will have).1 point
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Ok! I didn't realize that, because I didn't play enough! I thought of another possible technology: "Missi dominici" which could be available as soon as Charlemagne is in the game: it could give a bonus in the gathering of resources to show the good administration that was established under Charlemagne's rule, OR it might be another bonus: increasing speed in the recruitment of units? Have a look at the wikipage: https://en.wikipedia.org/wiki/Missus_dominicus1 point
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It has, I've been testing the faction for a while, it serves as a drop site and has an economic bonus aura. Yes, technologies researchable on the mill would be good.1 point
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But Alexandermb already made a wonder for the Carolingians, and it's really massive1 point
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For the wonder, I was talking about the palatine chapel only, not the whole palatial complex1 point
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@Lion.Kanzen If Aristeia is per se playable and updated to the current version, I can help in revitalizing the unit roster (and maybe add up missing units too)1 point
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You could also give the christian priests to anglo-saxons, because they were already christianised at this time (e.g Alfred the great) And maybe add the fisherman to the carolingian dock? It doesn't have one for the moment...1 point
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So, at the moment we have two champion units for the Carolingians. Royal Companion Cavalry (Schola Palatina) Royal Companion Infantry (Schola Palatina) Clergy can now also be trained at the church1 point
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Sounds interesting. Mods are not static. If someone updates a mod, does he have to reapply every time for a signature?1 point
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This describe a trebuchet as shown in the two paintings but also used by the byzantines as a stolen technology from the chinese https://books.google.co.ve/books?id=6Zt0BAAAQBAJ&pg=PA114&lpg=PA114&dq=carolingian+catapult&source=bl&ots=ze0Pba47vE&sig=IdpxGM9-meSc_7WQF2eLQrLWIc8&hl=es-419&sa=X&ved=0ahUKEwj827Sl4c_aAhUD7VMKHRmFBDwQ6AEIMzAF#v=onepage&q&f=true1 point
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I have that few months ago. I don't remember how it was fixed... try with another RTS... or updating1 point
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Too many IMHO. They never used Thureophoroi and Thracian Swordsmen, either. The 'Royal Stoa' was a mistake.1 point
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let me quote this idea, this is perfect for caro civ and wouldn't harm add more units to civ if we compare to persians who has some good amount of infantry to choose. Levy infantry as a secondary spearman cheap and weak and maybe upgradeable to basic spearman if allowed by tech and a castle instead of a fortress would be good too if it gets to be walkable inside the walls but that has to wait.1 point
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darnit! I saw this from you and thought it was his. My bad @Gyrion1 point
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How is that error 0ad's fault? I already said, change in /usr/include/c++/7.3.1/cstdlib line 75 #include_next <stdlib.h> for #include <stdlib.h> run make again and change next error until it compiles1 point
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Man alive, a lot of those screenshots would look incredible with some SSAO.1 point
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Oh awsome! I gone straight for norse-like civilizations when i started playing so i totally must check out your mods. I didnt got any mods yet, no idea whats the mainstream content going around. Also im kinda interested to know where the UI interface files are stored, so i can start sketching some UI mods and make civilization-custom UI overlays. Ive been doing that for BFME2 and AOE3 for a while, so... Any follow up with that would greatly appreciated. Nonetheless, ty all!1 point
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@Alexandermb @wackyserious Thank you very much! You guys did a incredible job to revive the caro civ in just a few days! I am more than confident in your talents to implement the byzantines, maybe within a couple of months? Congratulations!1 point
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@wackyserious committed the armor and added to the units however had to disable the chest band because that one clips too much with the full cataphract base armor (the one that will be used for any full armor) i like very much what you did with the stones . I would like to congrats everyone for colaborating with the mod work since the carolingians where disabled for some time now they are properly playable and have an almost done full unit tree. Anglo faction no longer have buildings placeholders. Norse faction no longer has celt ship as ships neither ram. It wouldn't take too much time to start working on the byzantine faction since the 3 base factions are nearly done.1 point
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In the EU and the USA it's 70 years after the year the artist died; in some other countries it's up to 100 years. J. R. R. Tolkien died in 1973, therefore his works will enter the public domain in most of the world on January 1, 2044. However, many of his books were published posthumously and edited by his son Christopher Tolkien, who's still alive. Also, translations typically belong to translators, illustrations to illustrators, films to film directors. Alan Lee and John Howe are two artists responsible for the majority of "authorised" Tolkien art, and they're both alive as well. Etc.1 point
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Hey ayudenme a traducir, no es tan dificil XD. les dejo una captura. https://www.transifex.com/projects/p/0ad/translate/#es/public0 points