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Showing content with the highest reputation on 2018-07-01 in all areas
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When I'm done with my commission series I'll see if I can't get try a prototype. @RukoFiber Those statues are two dimensional, a concession to keep the poly count from skyrocketing. We don't have LoD rendering so we cut corners where we can.4 points
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It's here! Check out the trailer: And download it here: https://www.moddb.com/mods/hyrule-conquest/downloads/hyrule-conquest-034 points
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woo lad you're grabbin for that mile lol. Chimneys should be doable where necessary and accurate. I dont think we'll have time of day map tags for a while yet even if the multiple lighting thing gets committed. that said, I am *particularly* excited for dynamic lighting and the opportunities that brings. Iberian flaming javelins and fire ships are gonna look awesome3 points
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Doesnt work without recompiling sadly. Else I could have rebase 3177 and made a mod out of it.2 points
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Kushite champion archers fire at a rate of 0.5 sec! It looks a little ridiculous... Just mentioning. @stanislas692 points
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Well for the normal map part to make them bumpy if you can make the grey map that's described here https://m.imgur.com/lpC4V6B?r Should be too hard to paint for you once we have this map we can either make a normal map or use it as the alpha channel on said normal map to turn it into a parallax map. I Work in progress. Gauls did not build them.2 points
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I don't know where you got those from but we made no official releases. So what you are using are experimental releases candidates.2 points
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AI city templates would be neato burrito, like how different AI personalities in Crusader would build different distinct castles, have certain AI model themselves after historical counterparts, ie Carthaginians building triple walls and the Kushites mimicking the layout of Napata or Meroe2 points
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I'm always for continually improving models... I'm not the one doing it though, so it's up to you guys... Understandable, but is it the best option? I noticed some considerable discrepancies in ground decals used for the same structures across civs. A lot seem to be missing. Like the houses of some civs have ground decals (for example: Carthaginians, Macedonians, Ptolemies and Iberians), and others don't (like Kushites, Mauryans, Gauls, Britons). Same for CC's, temples etc... I think all structures of all civs should have ground decals, as it really helps a lot with terrain integration. Structures without ground decals look a lot less rooted to the ground/unnatural.2 points
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It already works in DE with the Empire Phase auto-researching when the Wonder it built. The only thing that doesn't work is the chat notification and the sound effect, otherwise the auto-tech works as expected. I don't mean simple tech pairs. I mean when you click the phase icon (or whatever tech it is), then a dialogue box opens with choices, like this: Hyrule:Conquest, as far as I know, uses a modded UI to achieve something like this. I can imagine plenty of mods using this feature.2 points
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Having the sun rotate around the map at the speed of 1 full rotation every hour or half hour would be pretty sweet, dynamically changing angles, having a low point, and a high point, representing "summer" and "winter".1 point
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Yes, hard counters ensure every unit is useful. Yeah, uh, some elite archers in EA have something like a 0.6 second firing rate. Whaaaaaaat? Not every archer in antiquity was Lars Whatshisname or Legolas. The whole diplo screen needs redesigned. I can design something nice, but I have no skills to implement it. Absolutely. Let's do this. Do you know any programmers? lol Yeah, I was watching a Battle for Middle Earth 2 campaign walkthrough the other day and I miss those cool battalions. Was playing Rome 2:Total War last night and missed the battalions. I proposed to allow certain civs, such as the Celtic and Iberian civs, the ability to allow their battalions to "garrison" into forest groves for an ambush effect. 1 or 2 battalions per grove. Forest Groves, such as those in DE, solve many issues and open up the possibility for interesting gameplay additions.1 point
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Night/Day cycles never really made sense, since game time actually represents years and years of settlement growth. So, then the day/night cycle would rotate every 2 seconds. But it is a game after all, so concessions can be made in the name of coolness. Season changes make way more sense, and with them can come different lighting conditions definitely (and flooding on Nile and Tropic maps would be cool). But again, as you mention, it takes a programmer to come along who's interested in implementing that kind of stuff. I'm about to make a thread regarding my sound effect ideas, but I know, again, that it needs an inspired programmer to make it happen. Crazier things have happened.1 point
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The day and night cycle isn't currently doable without changes to the engines. I don't think that will be particularly hard but nobody is planning to work on it AFAIK1 point
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If by derived you mean "based on designs from", then yes. I have made the models myself though, they are my designs and you'll not see any of those designs in canon Zelda games. Naw the Mantlets should not be able to garrison. Yeup they need Slaughter damage added. I suspect this might be related to how the Kokiri build all of their buildings, I'll have to look into it.1 point
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Things I would like to see in the upcoming versions, some of which I know are being worked on: GUI -- hotkeys for farms, other buildings -- customization of hotkeys (down-scroll for idle villagers, shift+down-scroll for all idle villagers, up-scroll for idle military, etc.) -- the ability to ping to locations on the map Art -- the cavalry are much improved from A22, but I would still like to see more of a gallop/run than a trot when attacking -- some minor building fixes and improvements, but overall I think the art-work and detail on buildings, etc. is incredible -- dynamic weather with varying effects on gameplay, such as wind affecting accuracy of ranged soldiers as one example Gameplay -- hard counters; too many games are predominantly slinger or skirmisher spam. This is unrealistic, as slingers, for example, would not be able to clump or effectively fight in close range, and melee cavalry or infantry would decimate them. -- nerfing rams and seige catapults; some civs can get 7-8 seige catapults and obliterate entire armies, which is highly unrealistic -- I like some of the formation/balancing mods and their focus on strengthening melee as this was the predominant form of fighting during this time period -- continue the development of formations, with better path-finding and various tactical advantages/disadvantages to each formation. Also implementation of advantages/disadvantages to the direction of attack/defense (archers firing on backs of enemies deals greater damage than to front of hoplites with shields raised). -- charging of melee infantry, cavalry, and elephants and trample damage for the latter two. Along these lines, I think cavalry and elephants should have insta-kill or at least heavy one-time damage for the front lines of whatever enemy is being charged and/or depending on the direction of the charge (into the back of an archer line). This could be used with a cool-down before re-use. Elephants should have splash damage. -- a minor gripe; in almost every historical RTS, ranged units fire much too quickly. I would rather see a more realistic fire rate for archers, for instance, with higher damage with each fire -- An ally resigning should not be turned into Gaia that can attack you -- There should be no option to send resources to enemies unless there is some diplomatic advantage, or at least it should be a separate menu from donating to allies to avoid accidentally dumping resources to an opponent -- implementation of a more complex diplomacy system, and I love the glory from Delenda Est as a resource. If I remember correctly, Rise of Nations had ways to win that weren't through military means -- I do like the idea of battalions, as this gives the game a grander scope and makes battles seem more epic in scale -- ultimately the ability to ambush in trees, implement weather and terrain more effectively, etc.1 point
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Oh! you're talking about the backface culling. Thats as simple as adding another plane. That's doable without a much higher poly count. You must be going through these with a fine toothed comb because that's the first I've seen that mentioned anywhere on here as for the flatness of the statues, I cant help but wonder if some more vigorous normal mapping could make them, I don't know, *pop* a bit more Some things like doors on walls are just not feasable, and workarounds would make towerless walls impossible for mapmakers. Doors are excluded on most wall turrets because though dependent on drag direction (clockwise correct) many times walls (and their turrets) will be facing the wrong direction.1 point
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@feneurCan we get Ruko here the forum permissions to post more than 3 times?1 point
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@Sundiata The way to fix that would be to have different sized ground decals for different civs, depending on where predominant construction sits on the urban/rural scale. Each friendly to its own structural texture pack. In regards to the ones missing them, i believe they work better in their native environments without them (mainly desert ones) This could solely be a result of not having civ-specific decals. Thats a lot of extra work, however, and requires both coordinated texture, mapping, and model work1 point
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I am not sure what schedule the rest of the team is. We need to commit the new lobby privacy policy, repackage, test, publish and inform all packagers including ubuntu.1 point
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Missing tiles are for terrain integration, but the lack of doors on defensive buildings I'll definitely give you, that needs fixing. Roman walls and barracks need to be replaced too, they have a reverse taper on their turrets and that's just a no-no by our standards plain and simple.1 point
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@LordGood @wowgetoffyourcellphone @Alexandermb @Sundiata @Lion.Kanzen Thoughs, references ? For my part I'm not against some fixes. But I'd like it to be backed up.1 point
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It (assuming you mean moderatorship) requires you being active almost every day for a few hours - this means being available and not afking1 point
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It uses this https://github.com/AlexanderOlkhovskiy/0ad-civ-choices-mod1 point
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You or any other potential candidate may apply to the proper authorities who might - after rigourous questioning - accept your application and appoint you for a designated test period after which you could be elevated to the permanent* status of Lobby Moderator. We are indeed short-staffed at the moment and could use a helping hand. * Privileges may be revoked if deemed necessary.1 point
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I'm uploading a .zip to the mod.io. I'll link it here as soon as it's done. To my knowledge im not redistributing any of 0AD's assets in my mod, and all the assets I use are ones I made. Unless you mean template files? You mention javascript so I presume that's the .json files?1 point
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I think this is not a bad idea. If there is a checkbox that asks permission for an anyhow rated game it could work. If players want they chose that option and it doesn't matter it's a connection problem or not the last man standing gains the points.1 point
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GNU/Linux and mac OS people can't install Hyrule Conquest, because it's a windows installer. (I don't know which format that ClickTeam Installer uses, I couldn't unzip/unrar/un7zip the exe on linux except with wine.) Maybe it's easier to just distribute a zip or pyrogenesis file of the mod? Or as an alternative download format? I guess the installer exe file counts as distributing the source of the modified files, but you must also include the license_gpl-2.0.txt and mention which files are licensed under that (the javascript ones) and the creative commons one for art files that came from Wildfire Games, see LICENSE.txt for which license applies to which file. Are the other art files licensed correctly? There is stargus for example which comes with free source code but requires the user to provide the starcraft files, this way stargus doesn't distribute any files that they don't have the right to use. 0 A.D. started as a total conversion mod of AoE2 too in 2001.1 point
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One of them is currently in holidays for some months, the other two ones moderate the lobby chat. We cannot afford to moderate rating fakery if we want to do it properly, because we first have to hear the other side of the story (otherwise someone could make up rating fakery and get innocent people banned). It's a problem which must be solved on the program level. It should be technically impossible to leave a rated game without influencing the rating. But for that we will have to implement Wildfire Games hosting rated games, for that we will need the dedicated server and for that we will need players to be able to setup the game and for that we need to rewrite the way gamesettings are handled in multiplayer gamesetup. I'm tired of both the rating fakery and the repetition of the story and we have planned the implementation for the most part, so unless fate stops me, I'll write it down. (But then again I don't know if I should do it for this lobby or one that I host under my terms.)1 point
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Probably better to delete the bad commits, otherwise that content will be there forever as an old revision. No idea if this is possible for the wiki though (it is for tickets).1 point
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Had it been the first post of a user, not in the relevant topic, the link been to a suspicious looking site. Then I would have thought it might be. In this case I don't though.1 point
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I liked the old 'nearest position' building placement that AoM had, so you could get obstruction boxes flush with one another, could that be something to pair with a 'snap' mechanic?1 point
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