Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2019-03-23 in all areas

  1. Hey guys, here i will post the animations i've done in case someone want's to use it for any project. sometimes not specially related to the games: Starting with: Assault rifle Animations: GitHub link Weapon: WARNING high poly weapon 3k to 4k. SCAR - L MK17 SCAR - L MK20 Idle and walking animation is supposed to change when stance is changed however the UnitAI doesn't know yet how to maintain the idle whitout going back to default. Carnyx (Sketch WIP): Carnyx.7z
    8 points
  2. Small Updates... After developing all products ( i will implement soon in the Mod) , is important to set prices, for this i developed a product Manager Component, which will keep track of all products produced and consumed every 5 Min of game play, if the products consumed are more than that produced the price for that kind of product will get higher , if instead the produced are more than that consumed, the price will go down. To give a more Trading Dimension i decided to divide all the game Economy in Cities Economies, that mean that the prices are calculated for each city, independently of all other cities, ( doesn't matter if 1 player has more cities, all cities even if owned by 1 player are still independent to each other) this give a real trade opportunity and peculiar economic output for each city. To keep truck of each city products, producers, price and stats, i am developing the Economy Panel, which will replace the 0AD trading Panel. I also decided to give more identity to each city, assigning to each of them 1 unique name, and also display it on top of the 3d Model. Here the Economic Panel so far: you can see all cities in the game, each has a unique name (i add the number 2 after the name when the cities name list of that civ is expired) and the player color . I will soon add the functionality to click on one city and show all producers, products and price . Here the name for each city will appear on top of the 3d model : About cities names i need help, i want to keep all the names historically correct, so if someone with good historical knowledge can provide me at least 10 name of city for each Civ, so far i just added 10 name of Carthage Civ , i even not sure are correct. Thanks
    6 points
  3. I am releasing Technology Tree. Anyone who wants can integrate it to his mod, or use this mod as dependency if files are not conflicting. Compatible with all mods not changing gui/reference/common/load, helper and mainmenu.xml. (should be all mods which are out, not sure about fgod) With DE works if this mod is the last one, but you loose something from mainmenu (not sure what). You can explore all technology trees, which are researched from structures. If you select technology, which is paired, the second choice will be displayed on the right. Supersedes are considered as requirements. Phase is set as minimum from all buildings that can research it and then max from needed technologies and phase given by buildings. By clicking on structure, the row with starting technologies (they have no requirement which is from this building) is refreshed based on that structure. You can choose any technology by clicking on it. You move in tree by clicking on requirements, paired technologies or unlocks. If some unit has some technology as requirement, it will be displayed under that technology ( you can click on that unit to open traditional viewer).
    4 points
  4. ahaha that's a cheat unit if i ever saw one
    2 points
  5. What is the use case of the dialog that the other dialogs don't serve yet? It's that the dependent technologies and units are displayed here but not in the structree? Perhaps the existing dialog could be extended, so that one doesn't have two dialogs with one feature each per entity/tech, but one dialog covering all the information? There was this new dialog in a23, perhaps the dependent units and techs could be shown there? Then the building selection wouldn't be a duplicate feature, one wouldn't have to switch between the dialogs when wanting the other piece of information on the building/tech, and the information that the structree has that this dialog doesn't have can be used without replicating it. But I don't know if there are more use cases that require this to be a separate dialog, or an independent dialog. On dialog design in general, ideally unused GUI space is a bit ugly. I see the window is so large becaues the structree uses that size, but that one also uses it. One can fill the unused space with decoratives sometimes, or rearrange somehow. It's problematic for the structree-type dialogs because the content size can vary a lot depending on the selection. For that purpose there ought to be scrolling. For the proposed dialog, one can probably reduce the width regardless of selection.
    2 points
  6. Nice... For Kush at least, I can provide the following names of some of the most important cities during 0AD's timeframe (archaeological sites containing the excavated remains of one or more of the following: City/Royal Palace/Amun Temple/Royal Necropolis), followed by the historical name, where known: Napata (Npt/Napita) Meroë (Medewi/Birawe) Naqa (Tolkte/twjlkt) Kawa (Gematon/Gempaten) Tabo (Pnubs) Sanam Dangeil Basa Sedeinga Sonijat (Tergedus) Muweis Karanog (Premnis/Pedeme) Dakka (Pselchis/Pselqet) Hamadab Amara East
    2 points
  7. Horrendously hacky but it works
    1 point
  8. First and foremost, thank you for your application. I agree with Hannibal that Wildfire Games might utilize a new moderator, depending on their qualities. The main question an organization should ask applicants for a position in the organization: Why are you a good choice for this position? What is your motivation and qualification to receive a moderator status? What distinguishes you from other candidates? Secondly: What are the tasks of a moderator that you would like to fulfil, how do you intend to perform them, and which of the tasks of a moderator would you prefer to leave to the other moderators or admins? Some answers are contained in the previous responses, including your availability and the motivation to help people solve problems. But perhaps you can answer a bit more specifically to these questions. I would like to add that the application and these questions can help to decide, but should not be used as the only basis for deciding.
    1 point
  9. hey @Unknown_Player this is the replay u asked for, valihrant wins wendy.2019-03-22_0020.rar
    1 point
  10. The number of dropdown items is hardcoded in the mainmenu JS file, refs unused patches that make the menu specification a big JSON to remove hardcodings.
    1 point
  11. Getting this from the menu. Also, there's a strange behavior where the tech tree defaults to the last item in the list upon loading.
    1 point
  12. This question has been asked before, and answered, many times:
    1 point
  13. You clicked on "Agree"
    1 point
  14. aaa gotta go to work but heres what i got
    1 point
  15. im a mute addict they are kids, they will change, just u have to talk to them, tell em is wrong after NZ stuff i told him that that was what jesus lovers do, and he told he was going to abandon jesus, he just need more time i think lol nani! lms op settings time!!!
    1 point
  16. Units Designs: Shield classification as I suggest: I tried to maximize the differences between the both factions and to keep in mind that different role units should be visually different. I suggest some exclusive shapes and arts for each factions to emphasize this. Art pattern could be limited to specific shapes to avoid trouble in the shield texture collision with the edges and the shield boss. We could also make specific art pattern for some units to emphasize the visual differences between them. Although, there is already a lot of work on this aspect and this is maybe unnecessary. By the way, I extracted the pattern of this Gallic shield found on the web: We can still add exclusive patterns and textures for each factions. I think there is enough texture for them in common.
    1 point
  17. Hello, these are my first attempts with blender and gimp, thank you very much to all who contribute to 0ad and mainly to the latest videos of lordgood and stanislas. It would be cool if you have a parde of the forum dedicated only with videos like these fans willing to venture to start the mod (Do not need mega videos elaborated the "see and do it yourself" works and does not overload the artists that dedicate themselves to the 0AD). Obs: I know you have the guide and tutorials, but for total nuubs like me videos help a lot.
    1 point
  18. Another demonstration of the power of Atlas Bayou!
    1 point
  19. Mais um vídeo interessante do Ágora 0ad!! More interesting video of Agora 0ad !!
    1 point
  20. There are already some mods or total conversion, see for example this: https://www.moddb.com/mods/hyrule-conquest Some features may currently be missing, but if an interesting mod emerge they may be added, as already done in the past. But someone should be committed in investing months of work designing models, animations, scripts and so on. As an alternative, partially free (Creative Commons Attribution-Noncommercial license), RTS ,WW2 game you can have a look at Spring 1944: http://spring1944.net/ .
    1 point
  21. I'll be honest with you, my files are in a 'by any and means necessary' state including ignoring most of the the simulation tree. I'll brush it up and maybe make a cheat unit of it that way any future mods have some standard rifleman assets to use
    1 point
  22. xD, i not notice that, the pueblans is typo error to @coworotel forest gardening
    1 point
  23. I think the double mention of Toltecs is a typo, and @Trinketos meant Tupi? Also *Puebloans (from New Mexico, Arizona, Texas and Colorado) , and not Pueblans (from the Free and Sovereign State of Puebla, Mexico) One other possible suggestion could be to call the mod "Nuevo Mundo", instead of "Pre-Colonial Mod"?
    1 point
  24. I like your mod idea very much. Since you consider an Amazon map and a big number of factions, I would suggest to consider representing some of the Amazonian peoples (that would be not only nice but also new to RTS games), such as the Marajoara and Tupis. Despite there being around 5 million people living there when the Portuguese arrived these nations are largely unknown by most people - and there is a very prevalent myth that the Amazon forest was a pristine uninhabited place. This couldn't be farther from the truth. In fact, the very forest according to recent findings seems to be largely "man-made". Some of these evidence like the large geoglyphs were only found recently due to recent deforestation of Amazon for large scale agriculture. https://en.wikipedia.org/wiki/Amazon_rainforest#Human_activity Of course this is just a suggestion, but it would be nice for historical reasons and techniques such as "forest gardening" could be interesting gameplay inovations. PS: I offer my help with reference material, testing of the mod and whatever else my skills and time permit. PS2: I just saw that you mentioned the Tupis among the civs in some comment in another post, so my suggestion is not even that novel.
    1 point
×
×
  • Create New...