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Showing content with the highest reputation on 2018-06-08 in all areas

  1. I make this topic to ask for some help on references and naming for the celtic helmets. So far i have made thise: Updated 11/06/18 : 17 helmets Total. Agen type: Montefortino: Ciumesti Raven: Ciumesti: Berru: Classic Coolus: Coolus: Crested Etruscan: Crested Urnfield: Marne: Port Alessia: Waterloo: References i have for now: Osprey Rome Enemies 2 Unknow source:
    2 points
  2. Not sure where i left my blender file with the first helmets so i started again and made 4 (+ checker) variants: A: B: C: D: E: I used as reference this (i had no internet connection for check the references from all angles possible i was waiting my death because of boring at 4 o clock in the morning i had to use some i kept in case like this) The shield textures seems a little blurry to me so i decided to make some trys in case someone like its: Comparisson: Shield Elite: Shield Basic:
    2 points
  3. Made this quiver last night: Not sure who will use it. Reference:
    2 points
  4. Thats what i had in mind to make first but too much detail to make them by hand in blender while my PC Lags when sculpting but neither will be fully noticed in 0 AD with 512 textures.
    2 points
  5. Welcome to the club (-> Second invitation to the club?)
    2 points
  6. 2 points
  7. Release Candidate 2: With the latest fixes ponies_ascendant.pyromod
    2 points
  8. I am certain, You all saw this coming. PoniesAscendant_alpha_01.zip As far as progress, there will be at least 3 factions in the finished mod; earth ponies, pegasi, and unicorns. Earth pony faction is nearing completion, Pegasus faction progress is a little further behind. They are in need of balancing, but I'll get on that. As a bit of a disclaimer, I'd like to say that this mod plays a bit differently than 0 AD, the buildings are more resilient, expensive, and take longer to build.Towers have much more health, and an reduction to the amount of damage they can dish out. This makes them more defensive rather than the offensive buildings we're used to in 0 ADFortresses are your "final phase" so to speak. Difficult to destroy, and a training platform for a faction's elite units and advanced siege.Units have more health, and train at different ranks depending on the building they're trained from.There are four unit types, skirmisher units, soldiers, armor, and anti armor (not including siege, support, and ships)Ranged units cannot hold their own anymore, spread and splash make them useful for softening up formations and small skirmishes, though they counter anti armor. They are also friendly fire capable, so be wary of that.Armor is extremely expensive and slow, but very effective against soldiers and skirmishers.Antiarmor doubles as anti-building but their vulnerability to pierce damage may urge a player to employ siege engines insteadPegasus faction may be a bit overpowered at the moment, even if they do have less units at the moment.0 AD's AI pathfinder restrictions regarding lag and naval maps still applyTemples have a massive slow heal radiusSlingers, archers, and buildings have a much higher rangeSomething I forgotSomething else I probably forgotI forgetThis was just a fun project for me to get to know how to employ different art assets a little better, Hope you like it so far! cheers
    1 point
  9. I build a Formation-Fighting Mod (https://0ad.mod.io/formation-fighting-mod) in which i changed the game play, balancing and fighting quite extensively. The biggest changes is maybe that now formation fighting get a buff and that champs get aura bonuses to have better tactical options in battles. Strategic decisions most be, made for example, with techs, cause they cost more but are also more effective. Also plundering in early stages should be a interesting strategy cause units and buildings give more loot. I'd love to see the mod beeing played in big multiplayer games to see if the balance is still good and how the game play feels. If u have any suggestions, critics or bugs to report please write here in this thread. Itms will be shortly sign that mod,so it will be available directly in game via mod.io. Have fun.
    1 point
  10. Itms seems to be occupied for almost one weak with other things I guess. And as u @ffffffff rightly suggested i updated the mod.json file. Here is a very uncomplete description of the mod: I tried to make a mod with better gameplay and more strategic and tactical options, while still having good balancing and reducing micromanagement. There should be lessor lag also in late game. Strategic options: for example booming/turtling is now more strictly differentiate. Also the development of different technologies has more impact. More tactical options are now available with a stricter unit countersystem. Sword beats Spear and Pike quite hard, cav beats sword hard. Melee units are hard to kill now, due to higher armour. In theory there should now be long battles of mainly Melee infantry while a lot of tactical moves like combining arms, flanking, encirceling or hit the weak points with cavalry. So I intented to implement kind of a battalion fighting system with the given engine, while keeping the freedom of singleunits and the classic RTS game feeling. It isn't perfect, partly cause the aura.js file has a bug and the engine also isn't written for battalion figthing. And to organize formations is maybe a bit micro intense, cause they work best when they have at least one Champion in it. Formation-Fighting-Mod.zip
    1 point
  11. Can you attach the interestinglog.html file (If it didn't get overriden), and the commands.txt ?
    1 point
  12. As promised, some screenshots of warnings (although I didn't see anything wrong). In this one the cyan soldiers are dead, but the image is as if they are alive: I hope this helps. Edit: I have the impression the graphics are better/sharper in Delenda Est compared to original game, is there any change in contrast or something like that or I'm crazy?
    1 point
  13. I don't know the exact details either, something that must be diminished. As far as I observed it kicks "Don't use profanity in the lobby" once or more times, then goes on to muting. I suspect that bans are not performed automatically (which I'd personally prefer where possible). WFG has no influence on user hosted games, we can't read mute ban or anything in games. There are different opinions on that, I personally prefer laissez faire where possible. It also means that it's hard to find out the causes of flamewars in the lobby that started in previous games. We draw the line at flamewars in the lobby.
    1 point
  14. @fcxSanya Were the files uploaded somewhere ? @Shield Bearer posted screenshots but never gave any files.
    1 point
  15. Does anyone have any information on this? https://www.indiedb.com/games/0-ad/images/a-pleasant-morning-in-an-elvish-town
    1 point
  16. Idk how the auto kick/ban/mute is done by the bot. But first offense of the day of a player should result to a kick (can comeback immediately after relog ) that serve as a warning that bad attitude is not tolerated. The second offense should be mute “in the lobby only” but not in the game room as host should have the authority. The next should be ban for 30 minutes so the player can have some little soul searching or calm. I think banning shouldn’t be done for long hours. Perhaps a 30 minute increment after every ban is not bad at all. I knew Borg was muted one day and it didn’t add fun to the game room. Despite some players are closing in on his throne I guess he deserves to be on the top not because he is the best player but adds fun in the game/game room too! I’ve been to two MP online games only, RoN and 0ad but steam has no lobby moderators coz probably they are for profit. And I found 0ad has lots of destressing players. I myself tried to avoid joining or spectating a game if there is no fun. If you want to play serious 0ad play single player. Btw devs are doing good job on lobby discipline
    1 point
  17. Glad that DE made its debut at mod.io This is something refreshing after suffering from a terrible flu these past days. epir_merc_infantry_1 has death animation issues. The only issue I've gotten so far.
    1 point
  18. Keep in mind that many of the reasons for the lack of viable strategies is that no major work has been done to allow each civilisation to have possible strategies for a number of different situations like turtling, booming, or rushing in any way that seems unique to that civilisation. Until each civilisation can execute any of these to some degree of success (Sparta, for instance would have a difficult time with the first one), the unique unit rosters serves more as a handicap to a good multiplayer experience unfortunately. As is, I think that it's important to think of 0 A.D. on its own terms. In games such as starcraft, the rosters are so radically different, yet each is capable of interesting early, mid, and late-game options. While 0 A.D. does not have to and probably cannot achieve that degree of balance, each civilisation needs a similar vision in its design to effectively deliver a balanced yet varied game experience.
    1 point
  19. Eh, well that's true but I'm only counting blue units, not mercs and champions. Mercs and champions can't be built in village phase and it wouldn't make sense to allow for it either. It's pretty lame to force an upgrade to town just because there are no units available in village. In AoK where there were 3 age upgrades and the first one was cheap that might make sense, but we only have 2 age upgrades so cutting corners for any phase is bad. All the civs in AoK were basically equal in terms of unit rosters in dark age, not so much in 0ad. Of course I'm not saying that every civ needs to have every unit, but they do at least need basic counters for infantry and cav.
    1 point
  20. I wouldn't want Wendy to feel alone in this, so I'll join his side partly with another example. I've seen a well known player getting muted after he started to complain about other player's behavior or some injustice that had happened in a game. He might or might not have used a bad word, but I wouldn't even notice because his outrage seemed to be rightful. The mute looked kind of funny, as if the moderator tried to protect the real offender. It felt like focusing on spelling mistakes while ignoring an important point. Other than that, I am sure that directly warning people that commit a lobby offence has a much better effect. I know that at least elexis or user1 often do exactly this. But I still agree that adding a mandatory reason will go a long way. In my opinion, the name of the authoring moderator should also be included. Why not? There should be a room for a complaint and the players should know who to address it to. As I mentioned before, some of the mutes could feel like a trolling behavior of the moderator and that is much harder to do with your name written next to it. Let's not argue about this one point: there are some moderators known to be trolls.
    1 point
  21. I don't think so. I couldn't convince them it was a good feature the fact that vanilla doesn't use it doesn't help too. I could probably rebase it but that means you'll have to carry it around which is suboptimal. One could use mod dependency and I could upload it to modio. But meh :/
    1 point
  22. Last time, I checked, there were a lot more units for sele (but perhaps the discussion is about a 'mod' or things have changed since).
    1 point
  23. Some of these bugs and errors are problems with the core game that DE just happens to help bring to light, unintentionally. lol Most of them aren't though. Yeah, that's an easy one. I'll add that to the list. Farm on the farmlands. This is a 100% boost on this terrain! Would you suggest a bit of a nerf? Train time, cost, or any combo? I intend for mercs to be important, but not game-breaking important. One of the issues is, I would like the ability to mod the starting resources, where the player would likely start with something like 500F, 500W, 300S, 200M, 200G, instead of 500 everything (scale it up and down from there). I'm thinking of going the Age of Mythology route and giving every civ 4 free wooden towers at the start of the skirm match. Just an idea I'm toying with. This is kind of a problem with the core game, DE just magnifies it. I would really like a "Vision" range and an "Aggression" range tied to a (reduced number of) stances for units, so I can boost up vision range a bit without units berserking everywhere like in core game. Also, other games have smaller vision range than core game 0 A.D. and what you're talking about occurs. I just think you're used to core 0 A.D.'s massive vision ranges. Consequently, you're used to the units just attacking attacking attacking without much input. I dunno, it's a different style of play, not necessarily a bug. What do you think? Yeah, that's a consequence of me using the Footprint code to make that pretty aura texture show up. Ungarrison position is dictated by the size of the footprint, rather than the size of the obstruction. Unless (ideally) the aura visualization code is extended in core game, or ungarrisoning switched to obstruction instead of footprint, I might have to drop the pretty aura textures because of the issue you highlight there. Bug in core game you uncovered. I don't think this is a DE problem.
    1 point
  24. i've made a change in TM about that, hope @wowgetoffyourcellphone merge from there.
    1 point
  25. Cavalry and chariots shows as garrisoned in fortress (probably in other fortifications too), and the upgrading tooltip of some units to experience levels, shows a citizien-soldier reference (saying that they gets worse working when leveling up)
    1 point
  26. I am planning on making some fixes and re-releasing the mod for Alpha 23. It'll be version 0.0.23.1, and will fix some annoying bugs and errors everyone is experiencing.
    1 point
  27. Code is nearly done. Might need some specifics to prevent unit from rotating over horse
    1 point
  28. I'm afraid they were simply lost because of copyright issues. Actually it was earlier https://trac.wildfiregames.com/changeset/9899/
    0 points
  29. @stanislas69 dont hide my nice posts without reason. give it hidden to me (reason) i dont get any notification for my message hidden nor get gameboy my nice message he is our friend
    0 points
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