Leaderboard
Popular Content
Showing content with the highest reputation on 2018-06-12 in all areas
-
4 points
-
4 points
-
3 points
-
Hi all i on my vacations but for now here is the repo https://github.com/Osimedias/Mesoamerican-Mod maybe need help and maybe you find Bad english3 points
-
3 points
-
2 points
-
2 points
-
2 points
-
<USA> and NoKor are now neutral. <USA> NoKor is now in a neutrality pact. I will accept your neutrality request. May both our civilizations benefit.2 points
-
I was thinking of keeping up the food cost of citizen-soldier units, but reducing their wood/stone/metal costs by about 25%, yeah. Make them a bit trashier in basic stats, but also give the Rank Upgrade techs to more civs (see DE's Kushites for an example). War Elephants +5s train time, +1 pop. I might boost the elephant upgrade effects, but move them one phase later to keep the eles competitive in extreme late-game. Siege Weapons +1 pop. Bolt Shooters +7s train time, +20w cost. Stone Throwers +5s train time. Has anyone used the new "stationary" Catapults? All soldiers +2 crush armor. All melee units vision range matched to ranged units' vision range of the same classes. Maybe help eliminate the frustration felt by some folks. Vision ranges are still 40% less than vanilla. Why do I do this? It helps make the world feel "larger" and maps bigger. Scouting is more important. Also, it helps players keep control of their units. Increased the Phase 1 Scout Cav limit from 2 to 5 to help players hunt more and get to that 1000f threshold. -------------------------------- One thing players need to keep in mind is that you need to use more pop gathering food than you did before in vanilla. Also, placement of farms is very important. You can't just plop farms around your CC and call it a day. I wanted to make food the very important resource that it was in antiquity. Probably 75% of the population was involved in food production in ancient times and I wanted to bend the pop curve in the game back toward that most important resource. That's also why Phase 2 costs 1000f, to make the player set up a good food economy early. A wish list item I have would be to allow techs to increase training/building limits. Right now, Player.xml is not flexible in this regard, at least as far as I can tell. So, for instance, in Phase 1, you can train maybe 10 mercs per camp -> Phase 2, 20 mercs -> Phase 3, 30 mercs -> Phase 4, 40 mercs. No way to do this currently as far as I know.2 points
-
2 points
-
2 points
-
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:1 point
-
1 point
-
1 point
-
No for now i only have the Mexica(Aztec) civilization and my idea is add the tlaxcaltecs to1 point
-
You may want to import 21838 to fix playerdrop on gamestart meanwhile1 point
-
1 point
-
1 point
-
1 point
-
Well, if you start with standard ressources which seem to be medium, then in early game you can make any 2 combination of military building except for 2 barracks where you would need 100 additional stone. Stone is not an important ressource in p1 so it doesn't really harm eco to build these. Also perhaps that if these buildings seem expensive then that would make the training time upgrades useful. For mercs, they don't cost food nor do they cost pop so they are actually easy to afford early game without affecting your economy and that makes them very useful early game. Food is very important ressource and you would be in a tricky position if you have used depleted your fast food ressources (berries, hunt) but still didn't click p2. This is what makes mercenaries so useful, and stone and metal aren't rare ressources in skirmish maps which emphasize this fact. I think that making upgrades is worth it, they don't cost so much so consider them in your plan.1 point
-
I didn't read anything above, but FeldFeld was speaking about DE random maps on the lobby and that they miss farmland. Indeed problematic to change every file, especially when they can change frequently upstream. It could be possible to create some visual actor that also represents farmland and has this aura, just not selectable component. This entity could then be placed after the game was started in a trigger script. This way random maps wouldn't have to change. The Regicide.js and CaptureTheRelic.js code has an example for spawning entities at gamestart. But that's not really a nice approach and we should move the relic placement to rmgen/ where possible (so we can avoid specific islands for instance). A mod might instead hook into the ExportMap function by replacing it and then placing fields, then calling the replaced function. But that also doesn't really work well because every map does it's own thing and it's not possible to write a generic field placement strategy that does something very specific on some maps (such as not placing fields on the jebel barkal hill). So it's a tradeoff between the three possibilites (changing every random map, adding a general trigger script, adding a general random map script). Perhaps the simultaneously easiest and most rewarding way to implement it would be to add a new random map library function to place DE fields and add exactly one call to it in every random map script. The diff would look exactly like the placeNomad call just before the end of the mapgeneration. So actually, you could copy&paste&modify that commit and fine-tune things per map. rP20866. Maybe I can write the rmgen library function and modify one or two exemplary maps in fact because the task is too easy and rewarding for DE to not have anyone try it.1 point
-
Thanks for the prompt answer. I found the windowed mode option in the game options, don't know how I missed that before. I guess I was only looking in the Graphics Settings column :/ I created the config directories with my user and as such, my user has permissions for these directories. And of course, I run 0ad with my user. I don't know, with which user pyrogenesis runs. However, the windowed mode option works perfectly well for me.1 point
-
1 point
-
1 point
-
@elexis Today, I tested the latest SVN21847. When I opened the multiplayer lobby, the error message appeared: ERROR: RelaxNGValidator: Validation error: gui/prelobby/common/credentials/credentials.xml:2: Did not expect text in element object content ERROR: RelaxNGValidator: Validation failed for '(null)' ERROR: CXeromyces: failed to validate XML file gui/prelobby/common/credentials/credentials.xml1 point
-
Thanks gameboy! I did not notice the bug because there is a logic problem in the XML library that is hiding this bug. The library saves syntactically correct cached versions of syntactically incorrect XML files, so we see the error the first time, but then never again. So if a dev has some errorspam and only read the first error, he may never have a chance to read this error and is mislead to believe that the XML files are syntactically and semantically correct and commit them. Hence I propose to only save the syntactically correct cached files if the XML files were syntactically correct as well in D1574.1 point
-
1 point
-
The first Beru helmet that you created had a wide bottom and mid section similar to this variant. Could you make another variant that is closer to this form? With a wide bottom section and a full conical transition from the mid section onward to the top section. Plus with a height scale equal to the second Beru variant (The slimmer and taller one)1 point
-
The Sava Helmet found on the River Sava, Croatia. From the Late La Tene period. https://www.academia.edu/5463297/The_Power_of_3_-_Some_Observations_On_Eastern_Celtic_Helmets1 point
-
It seems like it is derived from the Negau Helmet or the Daone Helmet which is a variant of the former. A rich amount of visual reference could be found here. https://commons.wikimedia.org/wiki/Category:Negau_helmets https://commons.wikimedia.org/wiki/Category:Daone_helmet_(Brescia) https://commons.wikimedia.org/wiki/Category:Celtic_helmets Aside from Ravens they also attach boars atop some of their helmets. Swan helmet.1 point
-
Hi! A animation need to be as long as B animation, if it remain idle better yet. otherwise it will loop the actual lenght. For example bow shooting animation: Attack_ranged animation type A animation: Bow firing, have 65 frames lenght. Attack_ranged animation type B animation: Unit using bow, have 65 frames lenght too. This way both Bow and Unit are sync while the bow being fired is just from 0 to around 45 frames, the rest remain idle.1 point
-
1 point
-
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.html1 point
-
1 point
-
Lets steer away from the stereotypes. I'd like to reiterate, (I think wolflance or some one else already did), the wagon fort is Han-Chinese not Xiongnu, although it might be possible they also used it, I'm unaware of the references... Xiongnu (who are nomadic, yes) ruled over cities (Tarim Basin and Northern China)! Apart from that, they themselves also built square rammed earthen fortifications at some places, and perhaps even used stone for some of these constructions, they're just not widely known...: Xiongnu should be able to build simple rammed earth walls and perhaps even a simple rammed earth fortress... This is actually not correct. Mongolia has lush forests, and they used to be far more expansive than they are today... Mostly north, south and east of the Gobi desert. Just like the cities they ruled over, the forests don't fit with the nomadic steppe people stereotype, so people tend to ignore these very important details... We shouldn't do that as a historical game: For wonder, how about something similar like the Kushite pyramids, except Xiongnu used burial mounds (tumuli), known as Kurgan... Instead of 1 structure, you'd build up to three of them, or something like that...1 point
-
1 point
-
Looks funny to play. http://byzantinemilitary.blogspot.com/2014/02/the-siege-of-sirmium-and-invasion-of.html1 point
-
1 point
-
1 point
-
I think it would be nice to have some missions where the main objective is not to build a city and win a battle like standard map. Say, for example: a trigger choice-map similar to: a mission where you don't have to build anything, you have some champions/hero and you have to reach some objectives (kill a single unit, capture a specific building, rescue a monk, reach a fortress, ...); survive for X minutes (not necessarily a tower defence map). This would add some variations on the playability.1 point
-
1 point