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  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:
    4 points
  2. The 4 helmets on the left row of B is the "Celtic Montefortino Helmet" (later also used by the Romans). The 4 helmets on the right row of B is the "Coolus Helmet" (later also used by the Romans) C looks like the Ciumesti helmet, without the raven crest, essentially a ceremonial variation of the Montefortino type Conical helmets seem to be known as the Marne type and the Berru type I'd take another look at the exact shape of the Berru type: The darker helmet on the far right looks like a Bronze Age Villanovan or Urnfield culture helmet (crested helmet/kamhelm). Don't know if you've ever seen these beautiful ceremonial types before:
    2 points
  3. There are two conflicting philosophies. One is that people should first chose the map and then the other settings. If they want to change the map, then they have to change all other settings again, because it's the map that can come with defaults. The other philosophy is that maps adapt to the user wish and that they can be changed like every other setting independently. The first thing is done by Scenario maps, the second one by random maps and skirmish maps do a mix of both. The civ selection on skirmish maps in particular may be persisted, but those 2 philosophies clash in several places.
    2 points
  4. Thanks! Will try to make one on the next celtic helmet or the crow itself. This are the amount of helmets so far with the new textures: For now they are organized as: A: Agen type B: Basic C: Haven't finished this serie yet D: Conic helmets
    2 points
  5. Ah yeah also blendfiles should be uploaded to the share repository when possible
    2 points
  6. (I won't speak for the others, but at least I wasn't.) You point out a crucial point, like what do one mean by "engine" or by "0ad" (or even by "wildfire games"). And if we go one step further, since the opening of the source code, what do one mean by "main game" or "vanilla game" or "vanilla mod". Those things really lead to misinterpretation.
    2 points
  7. exelente trabajo me encanta el Agen ,deverias plumear algun variante de esos
    2 points
  8. This is pretty awesome. Sorry for asking again but any chance you could record the process for one helmet and upload it to somewhere ? Those textures look absolutely gorgeous !
    2 points
  9. Have fun with thise 6, only a few more to replace the light infantry ones then i can go for the crow
    2 points
  10. @wackyserious iron textures (gray scale) could be edited to match this colours?: That would save me a lot of time while i wait for every baking in 1024 (needs to be baked in that resolution and afterwards scaled for have a clean baking). This are the ones i got:
    2 points
  11. 2 points
  12. I have been playing the mod since yesterday and I like it very much. I would like to thank the developers. It is really great to have the separation between city territory and farming/mining/lumbering areas. It is also great that there are a lot of choices to be made when it comes to technologies, I think it increases the strategic component. I haven't experienced any bugs, except some occasional warning messages - which I could just ignore. One thing maybe that I would like to hear about is the reasoning for limiting some units, like 2 cavalry in the beginning, 5 outposts, etc. For the outposts I think a minimum distance rule would work fine, just like for towers. For cavalry I don't understand why the limit. I was hunting walruses and it was a pain because the cavalry was melee and was killed, so I had to replace them all the time. Is it to avoid rushes? Or to avoid too much hunting? If it is considered somehow overpowered why not just nerf them? (Although I don't think cav is OP in the main game. Haven't had the chance to play DE in MP yet.) Mercenary camps and gaia CCs could have some gaia units protecting them from being taken (maybe... not so important). For now those are my observations - I hope this doesn't sound too critical, I have great appreciation for this mod. I hope the strong core/weak countryside concept is added to the main game some day. Independent phases for each CC is also a very good/realistic idea. Would be nice if more people used it in multiplayer, I saw that it had almost 100 downloads yesterday but didn't see anybody in MP using it. Edit: Forgot to say, very good job with the main screen! Looks really beautiful.
    1 point
  13. Ok, i just tried out the lastest version. Everything is so good so far but it seems battering ram speed is way too high and unrealistic. They have almost the same speed as light infantry. I don't mind the fact that it is hard to be destroyed and deals lots of damage to buildings but the speed is way too high. Please reduce it. Everyone who is familiar with history knows that battering ram is a very heavy siege engine, it should not be as mobile or move as fast as currently depicted in the game. Thanks
    1 point
  14. This topic is essential to the artists that contribute to the game. It can help them to properly understand the nature of the material that they are working on, in order to properly depict them in the game. This topic will serve as a baseline for the discussion about the metallurgical history of the respective factions which are playable in 0ad. I really encourage the information junkies around the community to participate in the discussions in order to create a useful reference which the community artists could use. Thank you very much!
    1 point
  15. These ones are indeed Villanovan/Etruscan crested helmets (bronze age). The rest are Celtic though, except for the other crested Urnfield Culture helmet, which is also Bronze Age (pre-Celtic). This one looks a bit like an awkward mix between the Coolus and the Roman Imperial Gallic Helmet. For it to look like the classic Coolus with cheek guards, it should look more like this:
    1 point
  16. First download alpha 0.23 if you have not already then download the latest packaged pyromod file from here and open it with pyrogenesis.exe enable it and run it or compile it from https://github.com/0ADMods/terra_magna (this one is more updated and a lot of issues with pyromod fixed) also please report any issues attaching crashlog and interestinglog.html
    1 point
  17. Terra Magna if you refer to the issues most are for at least A24. Unless there is a big breakage I don't know of.
    1 point
  18. We can evolve from tech-phase technologies decide between two kind of phases. yes like AoM.
    1 point
  19. Well to put it simply Millenium AD needs to be repackaged with an addition of some helmets and fixed ai for anglo-saxons is ready for release Then there is Ponies Ascendat mod that with some fixes waiting to be merged will be packaged and released hopefully soon (TM) https://github.com/0ADMods/ponies_ascendant/commits/master and and Terra Magna Mod, where are a lot of things still waiting to be fixed for the release
    1 point
  20. Unicorn rams are back in fortress with champion halberdiers, also in earth pony fortress are available champion macemen. Roads can be build by all earth pony citizen soldiers.
    1 point
  21. I'm pretty sure they spam stables because they have an incorrect class.
    1 point
  22. There is such an entry, but that would also require care to be sure no mods with a link to a bad website is listed. I think that for now, browsing the different mods on the mod.io website is easier and way more appealing (with screenshots, descriptions, all the social media stuff) and when you have made your choice you can use the mod downloader to get stuff. I'm sorry I have been sick Let me know if you want to plan changes to your mod(s) after fatherbushido's (or others') comments, else I'll sign what you gave me, as planned.
    1 point
  23. Hello, We are sorry you experienced this. if you are using fullscreen on windows, try to use window mode. It can be found in settings, or press alt+enter. If it does not help, open settings, click on graphic tab and disable post processing. Then you should be able to use fullscreen mode too. If everything fails, disable glsl and postprocessing. Sure you can do this at first place, but you might lose some visual experience. Please let me know if it helps. Have a nice day
    1 point
  24. Agen (Brass/Bronze/Silver/Modified Spec) Helmet A-1 (Brass/Bronze/Silver/Modified Spec) Helmet A-2 (Brass/Bronze/Silver/Modified Spec) Helmet A-3 (Brass/Bronze/Silver/Modified Spec) Helmet B-2 (Brass/Bronze/Silver/Modified Spec) Helmet B-3 (Brass/Bronze/Silver/Modified Spec) Helmet C (Brass/Bronze/Silver/Modified Spec)
    1 point
  25. @gaius: Have you considered using a stackable aura? See for example that one: https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/data/auras/structures/theatron.json If you have another issue, the documentation is here: https://trac.wildfiregames.com/wiki/Aura_Templates (But something like D1218 seems better!)
    1 point
  26. Hi, OK, that's what I suspected. Of course, as long as it's still possible to do otherwise, I have nothing against it. I agree. It's a design issue, and for myself, I think rmgen would benefit to have a unique cell object collecting most tile information in it. It would make many things easier and faster, but it's not a ten minutes task. In the mean time, I updated the library to add a warning and a possible workaround. Instead of giving a Cell objects array to Area constructor, gives a Vector2D array holding the same coordinates. There is a zoneToPoints() function to do that (already used in the YPatchPlacer place() method). Instead of: new Area(some_Cell_Array); use: new Area(zoneToPoints(some_Cell_Array)); Friendly,
    1 point
  27. https://en.wikipedia.org/wiki/RƦdwald_of_East_Anglia
    1 point
  28. https://es.wikipedia.org/wiki/Redvaldo_de_Estanglia Raedwald, hijo de Tytila, fue Rey de los Anglos del Este desde el 600 hasta el aƱo de su muerte en el 624 fue bretwalda No se puede probar que el monumento funerario en forma de barco de Sutton Hoo fuese en honor a Raedwald. Sin embargo, Raedwald es el candidato mĆ”s probable, aunque otros hayan sido sugeridos. Las pruebas realizadas demuestran que el personaje que estĆ” allĆ­ enterrado, viviĆ³ en la Ć©poca de Raedwald. El equipamiento corporal de color dorado y granate, fue producido por un orfebre con una tĆ©cnica igual o mejor a cualquiera usada en Europa, y fue diseƱado para proyectar una imagen de poder imperial. Los objetos de plata hallados en la tumba son Ćŗnicos para ese perĆ­odo en Europa y la inclusiĆ³n de tazones y cucharas, que han sido interpretados como regalos bautismales, no entra en conflicto con la historia de la conversiĆ³n de Raedwald. El propio ritual funerario en forma de barco y las fuertes conexiones de la armadura con objetos similares de la era de Vendel, sugieren conexiones genealĆ³gicas del tipo que se describen en el poema Beowulf. Beda nos relata cĆ³mo, tras pasar treinta aƱos desde el funeral, Sutton Hoo, y en especial Rendlesham, fue objeto del patrocinio por parte de familiares herederos de Raedwald. La interpretaciĆ³n del reino y de la autoridad de Raedwald a travĆ©s de los objetos y del funeral, requiere de una opiniĆ³n personal que no debe ser dada en absoluto. Aun asĆ­, el ensamblaje refleja mĆ”s allĆ” de toda duda la espectacular riqueza, los contactos y la cultura del personaje de Anglia Oriental mĆ”s poderoso de su Ć©poca. En este periodo y en el contexto inglĆ©s no existe testimonio comparable.
    1 point
  29. I had the same problem, the Anglo-Saxons have an incredible spam of pens do not build them, and I happened to play as Byzantines had a wall and a door and units above the adjacent walls but when the enemies arrived they crossed my wall without problem and had to be closing and opening the wall automatically, I do not know if it stayed open at the time of uploading the units you see yo tuve el mismo problema , contra los anglosajones tienen un spam increible de corrales no llegan a construirlos , y me paso que jugando como byzantinos tenia un muro y una puerta y unidades arriba de los muros adyacentes pero cuando los enemigos llegaban cruzaban sin problema mi muralla y tenia que estar cerrando y abrriendo el muro automaticamente , no se si se quedo abierto al momento de subier las unidades tal ves saludos
    1 point
  30. @Alexandermb Can you investigate .? @wackyserious thanks for testing
    1 point
  31. @wackyserious New mesh, i'm reworking the celtic helmets they have the same age of the greek topic. If they are approved would be even better if they reach alpha 24 with the celtic unit textures. 8 Helmets for now you can use this mod folder for testing, the gaul champion cavalry has the variants: Celtic_Helmets.7z
    1 point
  32. @stanislas69 Tested the latest pyromod that you uploaded Played as Byzantines vs. Carolingians (Byzantine corral still encounters the mud prop issue) Played as Norse vs. Anglo-Saxons (Anglo-Saxon unusual behavior, spawns stables) I have to work on the distinction between basic Byzantine and Carolingian units. They share body textures at the moment, maybe something for A24.
    1 point
  33. Are you using a new mesh for the helmets? Or is it still the ones in vanilla? The textures looks really nice!
    1 point
  34. 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:
    1 point
  35. It's a preference to use createArea to modify terrain. (If we can generate more than 65 maps with only one type of terrain modification call, that makes it extremely easy and powerful. Newcomers and devs only have to comprehend one way to call things, rather than one way to call things per map.) Doesn't mean we may not introduce something else if it's impossible to reuse the existing interfaces. Terrainshaping is usually done prior to entity placement. But sometimes things are mixed up for some random legitimate or illegitimate reason. Jebel Barkal is my flagship and I'd like to create 60 maps better than this one (just that ones life is too short too accomplish that). Indeed that was the idea. We had such issues in the GUI often and adding a deepfreeze call revealed when something wanted to change the cache that noone was aware about (as there was too many indirection to notice the cache modification): #4257. I really would have to look into the code before I can say something true, because it looks more like a design issue than an implementation issue. If the Cell objects are superior and accepted, we may consider using them everywhere intead of Vector2D. Then there is still only one way to do things and every map benefits. I was wondering if createArea couldn't be called with other prototypes than Area (CellArea?) that have the same function names and are somehow compatible (if things can't be unified). Not a trivial task, but it's possible to merge things one way or another.
    1 point
  36. Very similar to this, that is more early. Vendel Helmet
    1 point
  37. That will be a really nice feature though. I'd prefer weather and day and night cycle or ambient sounds but that's just me
    1 point
  38. 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
  39. @asterix So far, I have these.
    1 point
  40. For a ship its kinda basic wich is correct, what it really needs is crew and allow movements inside the ship wich i hope we get someday.
    1 point
  41. 1 point
  42. 0AD is a historic game, and the only one of its kind that spends so much attention on historical details, which is amazing in itself, and greatly appreciated by many who can't find this level of historicity in other classic RTS games. The general idea is to stick to what is known about the 500BC to 1AD timeframe. Most of the civilization in this timeframe (and there are many) were inter-connected with each other, if not by war, then by trade, culture and art... Just to show how far flung these ancient connection went: Galatian mercenaries served in Ptolemaic armies, so Kushites may well have faced Celts in battle, its not as far-fetched as you may think... There were Greeks living in Meroƫ... Galatian mercenaries also served in Seleucid armies and may well have faced armies of the Maurya Empire. Carthaginians allied with Celts and Iberians and Indian mahouts served in the armies of the Seleucids, Ptolemies and perhaps even the Carthaginians, or trained local mahouts, and Indians were also present on the East African coast and even Anatolia.. Numidian cavalry from North Africa was used by Trajan in his conquest of Dacia (Romania), Greek colonists from Phocaea (Turkey) founded the Greek city Empuries in Iberia... Long story short: All the civs in-game knew all of the other civs in at least some capacity, and often traded or warred with each other, or even served side by side as mercenaries in foreign armies (think of Indians, Kushites, Egyptians, Greeks, Thracians, Assyrians and others, in the Persian armies of Xerxes, fighting Athenians, Spartans, Corinthians etc... during the Persian invasion of Greece). The level of interconnectedness in antiquity is often overlooked, or misunderstood... But its absolutely delicious once you start seeing it. The ancient world, from Britannia to China was a giant interconnected network of trade routes, that were often fought over by mercenaries from all over "the known world"... Adding, say, Genghis Khan to this mix, or Montezuma would totally break the immersion, while throwing 15 years of attempted historicity through the window... You can also set matches up yourself so you can go for purely historical map/civ combo or do your own thing (especially with mods, its totally up to you)... I'd agree that a more flexible timeframe would benefit 0AD, and more (historical) civs are always welcomed by myself (especially the Eastern ones), but anything outside of Iron Age Antiquity would totally spoil one 0AD's greatest selling points.
    1 point
  43. Mayormente es de esos influencers tipo Zeroempires, tipo TheViper, les dan cosas gratis y accesos para jugarlos gratis o anticipadamente.
    1 point
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