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Texturing has, and is still my weak spot, so I'm always trying to improve there, because I intend to give the flora some love. Today I experimented translating a tutorial from http://www.oggyart.com/tutorials.htm a CD Projekt Red environnement artist to blender. I found the link on Khaganat so I thought I'd try it out. In the end I didn't manage to get much of the workflow in blender, but if someone can make it more straighforward please let me know. For now, I just take a vertical picture of grass planes just like he does. Reusing game grass textures I managed to get some new terrain textures. (Files are at the bottom for people that want to try it in the game) I can upload the blendfile on request. grass_texture_1.zip2 points
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Garrisoned rams can be good for a sneak attack. Two unprotected rams are quite easy to destroy, so it can make the enemy send just a few units against them, which can turn out not to be enough when you ungarrison. If you expect the enemy to defend with women or infantry spearmen, skirmishers might be the best units to put inside. If the enemy has lancers or sword horses near, I'd go with spearmen instead. The trick is to ungarrison the rams at the very last moment because your units can block the way to the rams and, if you are lucky, the enemy units will try to go around them while getting killed. Slightly different use would be in bigger attacks where it can help you hide how big your attack is. Ranged units tend to be quite vulnerable to tower / fortress arrows, so it's perhaps favorable to keep them protected inside rams until you need them to fight. Just beware, from my experience, it's quite easy to forget about the units you put inside rams. Happy ramming. :-)2 points
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The Council is both happy and proud to announce a new release!!! What is it? Terra Magna is a total conversion mod for 0 A.D. focusing on Asian, American and African civilizations. This mod used to be called Rise of the East (RotE). The name of this release is simply Terra Magna in recognition of the recent change. It is based on Alpha 23 release so do not forget to install it first(https://play0ad.com/new-release-0-a-d-alpha-23-ken-wood/).;) What is new? Thanks to Alexandermb talented new modder that is responsible for a lot of the new models especially Xiongnu faction, Wackyserious our new texture artist, Stanislas69 our artist doing Han Chinese buildings and Zapotec units and templates Lion.Kanzen icon and texture artist doing new logos, localized words plus a lot of historical research, Niektb (icon, texture, building artist and mapmaker) responsible for maintaining work plus work on Zapotecs and Han Chinese and thanks to Lordgood 0 A.D.’s lead artist, who helped us immensely to introduce you to Zapotec civilization as a whole. This release we are happy to introduce you to two new civilizations Zapotecs and Xiongnu, Han Chinese faction are updated this release as well. Zapotecs The Zapotec civilization that flourished in the lands of America to the far West. This release Zapotecs are introduced and they have an almost full roster of amazing buildings such as new market, a variation of houses, corral, blacksmith, civic centre and special types of pyramids with red carvings or paint. Xiongnu The Xiongnu nomadic tribes have come and they have some new tricks to show you. This release we are happy to introduce you to first nomadic civilization that has some interesting playstyle. Han Chinese From Rise of the East we are reintroducing you to Han Chinese that this release got new wonder, blacksmith, animations, cavalry crossbowmen and textures. New skirmish map Tarim Basin created by wowgetoffyourcellphone. Many smaller changes were made in this release too, but it would be too elaborate to list them all. How to: Unzip the download but leave the inner archive intact. Place the unzipped folder into /binaries/data/mods. You'll see another folder there called 'public'. Launch the game and enable the mod in Options>Mod Selection. Press 'Start Mods'. Enjoy the mod! Download: https://0ad.mod.io/terra-magna ModIO installation: Main menu -> Configuration -> Mods -> Download -> double-click In the last few years, some members retired leaving us shorthanded. We are currently especially in the need of artists. So if you're a talented artist with a passion for history and you would like to help us out, please contact us using a PM or (preferably) in this thread: https://wildfiregames.com/forum/index.php?/forum/423-rise-of-the-east/ Thanks in advance! Our thanks go to everyone that helped us to achieve this mod through contributing, playtesting or in another way! If you have tips/suggestions, feel free to let us know. Also if you find bugs, let them know too. Support 0 A.D. if you like us: Play0ad.com The main menu background is made by Lordgood. You can find him here: https://www.deviantart.com/lordgood The soundtracks are created by Omri Lahav. You can find more of his work here: https://www.omrilahav.com/ and some in-game civilization soundtracks created by Lordgood and Niektb. You can find more of his work here: https://www.deviantart.com/lordgood Terra Magna 0.23 changelog.rtf1 point
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I think they did a wonderful job on this mod,and they are very accurate with the factions/history/timeline. I loved how you made the anglo Saxons similar to the norse as they were both pagan tribes,and they both shared their love for the Germanic gods. Most people would think the anglo Saxons were always christianised, and no they started out just like the Vikings except they were in different locations. {My English sucks heh} Beautiful job on this mod They always said a norse girl sounds like a happy /naïve when speaking English, but when we speak our native language we sound like a Valkyrie1 point
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Just a nit pick wrong species of camel should be Bractian (two hump) not dromedary. Enjoy the Choice1 point
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Great news Keep us up to speed, and don't hesitate to post stuff in a relevant thread for everyone to hear, when you have something.1 point
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Sometimes you can say "close enough", but that's not really the case here imo. Yep. There is a basic recurring layout for Celtic sanctuaries: A square (sometimes round) enclosure (ditch and wall), with a central inner sanctuary, later evolving into the Gallo-Roman sanctuaries (fanum). I always get the distinct impression, looking at the current temple, that it's somehow based on this: It's just a walled farmstead, so that would be a weird mistake and I'm not sure it is actually based on this, but I do believe I've come across this image being mislabeled as a temple or something before. Again, I'm not sure though... Anyway, here's some more interesting visuals: https://www.researchgate.net/publication/308992205_The_power_of_the_past_Ancestral_cult_and_collective_memory_in_the_Central_European_Iron_Age http://mitchtempparch.blogspot.com/2008/11/viereckschanze.html http://samla.raa.se/xmlui/bitstream/handle/raa/2511/1984_150.pdf?sequence=1 https://link.springer.com/article/10.1007/s10814-017-9107-1 https://www.deviantart.com/vincentpompetti/gallery/48658785/Celtic-and-Roman-world1 point
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I get your point but it's a small cup and most games are played ahead of schedule. It'll be fine!1 point
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Not really, Celtic sanctuaries have the same basic architecture of a "fanum" (which was discovered as their gallo-roman successor): Yes I understand that it is maybe too much gore. The weapons trophy is softer. But anyway I want to verify in the literature something about the Titelberg sanctuary. Maybe there is a good candidate there. It seems to have been a more massive structure but there is no details outside of books (no articles are very descriptive about it). There is only one artistic depiction but I'm not sure of its rigorousness and accuracy:1 point
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The champions cup continues, Ágora 0AD (@Agora_0AD) has a new video online of this series1 point
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I think that one of the issues with the ideas you have for food is the complexity a mechanic like that adds to the game. Granted, I am not opposed to a similar concept, but the exact proposal you make seems to add a large amount of headaches to a player in the form of micromanagement, and given the fact that players only can do a certain number of actions per minute, this would force players to concern themselves with probably one of the more boring aspects of war. The fact that it would affect health so much makes the player have to tear attention away from what could be far more exciting. Granted, I could see some alternative options. I'd say that a streamlined idea for representing logistics would be good; in the final iteration of the game, it is planned for there to be a bar on all units called 'stamina,' which can be used for running. As I see, units could recharge stamina fastest in their own and allied territory, recharge slowly in neutral, and don't in enemy by default. This could be mitigated by some of the options. Regarding adding in options like flanking, I personally am for it. Granted, the pace of a single skirmish fight in 0 A.D. could be drastically shorter than those in Total War. The reason that 0 A.D. has not made a very good combat system yet is because the game is in alpha and not all the pieces are together to make the full experience.1 point
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Corent is not totally unique. There is a similar one in Tintignac (see below), it is mainly a question of time period and regional specificity. Gournay and Ribemont are from the 3rd century, Tintignac and Corent from the 1st century BC. Gournay and Ribemont are from a period without strong urbanization, contrary to the others. For the Celts it should have been important https://www.researchgate.net/publication/302531542_Lieux_de_Memoire_Central_Places_and_the_Sanctuary_of_Ribemont-sur-Ancre_A_Preliminary_Look?_sg=NhY95Jc0CjkOCKa1kEraSUTYkxcgQrJrrWQugBL902EbtZi8zMiJLoPeScySHCJZtq6355AAxg Re-enactment by the association Les Ambiani Edit: irish equivalent, @Sundiata http://www.miotas.org/article.cfm?id=Emain_Macha1 point
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I think the cloth covering rather makes the building more interesting. A sort of Gallic velarium. The cloth should just be broad strips of cloth with small spaces in between, instead of a huge single cloth, kind of like this: The way those posts in the inner circle are set up seem to suggest something like this anyway The reason I suggest the Corent sanctuary for wonder is pretty straight forward. Every Wonder in game is a substantially sized structure (almost always the largest structure available), and relatively unique...The Corent sanctuary is both. Ribemont-sur-Ancre is going to cause nightmares. It seems overly vulgar, and inappropriate for a wonder that should stand the test of time (at least more than 1 generation). I mean, really, it's a pile of decapitated corpses... What kind of a wonder is that? A tree (even if it has gilded branches) doesn't seem like much of a wonder to me either. I mean, it's a tree... Wooden statues are also just that. Wooden statues... They'd make really lovely props and even as Delenda Est cult statues. But they're not a wonder... The reason I prefer Gourney-sur-Aronde as a basis for the temple is because its not unique. There were other sanctuaries with a similar set up, like the old Gallows Hill sanctuary: Wooden temenos wall and ditch surrounding a square-ish open space, with a single modest structure in the middle (round hut for Britons, rectangular structure for the Gauls). The Celtic temples would have a different footprint from the other typically rectangular temples, but they'd still be totally recognizable (the current one already has a unique shape anyway), would be historical and it's good to have some realistic aesthetic differences between civs (like the square CC of the Kushites or even the current Celtic CC's which also break with the "norm") I'm pro. Cool!1 point
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We should also use the fixed walls I made in the suggesttions for the Gauls thread. I could replace the wooden planks roof with singles. For the hemicycle I don't know what kind of props could be used to make it less bland. Else it'll look like a discover channel reconstruction and that's not something I'd be proud of ^^1 point
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The slight inclusion of shingle roofs could ease that stark consistency, I generally reserved that for defensive buildings though in the short term; that should expand to encompass at least the civic center. Speaking of, i do believe the gatehouse could benefit greatly from their use as well.1 point
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My issue with the Corent sanctuary which I still have ready to use by the way is that the roofing doesn't match the building set which as @LordGood pointed out is one of the most consistent we have. I could replace the roof by hay rooves but I'm not sure I like that historical accuracy incorrectness. For the hemicle building why not though again I have currently no idea on how to make it fit the style. (Needs thinking on my end though) If you say the tavern is inaccurate we'll stop using it when we have that building I cant say I'm all for historically accurate buildings and then leave one that isn't.1 point
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Hi all, I'm interested in contributing to fauna. I've been playing around with the existing animals and importing them into Blender. Has anyone successfully imported the wolf animations (e.g. wolf_attack_01.dae)? I've tried using all combinations of armature options in the Blender collada importer but the animation is deformed in every case. If I manually connect the unconnected bones it fixes some deformations but the result is still off from what we see in the 0AD actor viewer. Most importantly the wolf "slips" and the animation loses all sense of reality. Is there something I'm missing? Maybe some editing of the raw collada file before importing? Thank you for your time.1 point
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Ah, public outcry saved the day. For now... But beware, they'll be back, under a different name...1 point
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Welcome to the forums and thanks for the report, it was also mentioned here (as the second issue), so the topic contains some relevant discussion:1 point
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I am getting some text/image overflow in the civilization help. My screen resolution is 1366 x 768. The text overflow happens only with Kush, because the text is the longest. Keep in mind that the text will be even longer with translations. Also, the units don't fit for all civilizations - see Persians in the screenshot. Maybe we could have a bottom scrollbar here?1 point