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Showing content with the highest reputation on 2019-05-04 in all areas
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Nice! Everything looks nice and authentic. I acquiesced on the player color because I realized a lot of the Persian textures already had a lot of player color. I like your textures, you do an incredible job. I even used some of your new textures for DE's Kardakes. Request. Can you re-commit them has RGB color instead of indexed color? lol I can't import them to Photoshop with SuperPNG for some reason. lol Request 2: Maybe look into the Persian Female Citizen textures. They could use updating, improving, and variation.6 points
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Things have moved quicker this week, but for a release i'm not sure when. I want two factions to be well balanced and the rest to be polished enough to be enjoyed by the community. One game-play change that is coming with the mod is taking away the ability to build walls. Walls will be built in with the maps, and walls are going to be at-least 5x-10x stronger. So how you use the castle is up to the player, but wooden palisades can still be built. example:6 points
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4 points
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Widelands Build 20 Released The Widelands Development Team is proud to announce the immediate availability of Widelands Build 20. Widelands is a free, cross-platform economy strategy game in which players control the fate of a small tribe that can grow into a big empire, in a style of play that is unique in the open source world. Since the previous release, we have implemented over 400 features, code cleanups and bug fixes. Build 20 features a new tribe – the Frisians – as well as four new campaign scenarios and a new “Barracks” building for recruiting soldiers. Also, the AI has been rewritten to use a genetic algorithm. The user interface comes with new features that make it easier to use, like map zoom, dropdown menus, a new ships list, and improved keyboard navigation. Build 20 also continues the behind the scenes cleanup, polish and modernization that was started with Build 19. There have been additional improvements to the stability and performance, as well as numerous bug-fixes. PeerTube Trailer Full announcement on Widelands Homepage3 points
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Very nice work ! Add some flags and banners maybe ? Also maybe some props3 points
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I desaturated the Ptolemy buildings in Delenda Est and nothing was sacrificed.3 points
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As is, there is little differentiation between the barracks and civic centre's purposes in regards to production, which both feel like military or economic production centres, and the awkward result is that the barracks becomes a means of booming in the early-game and little else. I'd like to offer thoughts on how this could be changed to better improve immersion. First, a unit trained from a barracks should have a higher experience level compared to a civic centre's unit. Suddenly instead of making more workers to bolster the economy, the player would have make a risky economic investment at best that would probably be better used for a military push. With this could perhaps come a higher experience level ceiling than is currently in game, in some respects mirroring what I believe Nescio has done for his own mod of the game. Second, it would be good if military units standing idle within a particular distance of a barracks would be able to drill, providing a trickle of experience for them. Since experience does hamper economic efficiency, this effect could perhaps be toggled on or off depending on preference. As of now, when soldiers are in a player's base, the best thing except in some situational circumstances to do is to collect resources; this option would not only provide an additional purpose to the barracks but also would add another viable strategy for using units during lapses in combat. Third, if the following things are introduced, I would strongly recommend that experience play a more decisive role in battles and the game as a whole. Granted, I only looked at a few stats, but of what I saw, the impact of one level to the next seemed nearly marginal. I could be wrong on this, yet I think that regardless, experience does not reward the player enough for being careful to keep veterans alive.2 points
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Thank you. Ironically, I am wanting to add player color to a few of the textures.2 points
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2 points
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I think, like with the Greek civs, there is supposed to be some (minor) overlap between the models of Kushites and Ptolemies (only having a few "Ancient Egyptian" style house variants for both of them would be good enough in my opinion). Ptolemies are very distinguishable as is, and if Lordgood continues his Hellenization project, I'm sure they will continue to be more than distinguishable enough from other Greek civs and Kushites alike, for the man knows what he's doing I think the slightly desaturated textures that Wow is using look excellent.2 points
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I guess it's a linux command line tool. Yeah I'm not sure that trend will stick or not. All textures are compressed with dds compression. And unpackaged mods should'nt be used2 points
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Don't use tinypng.com or similar services; what it does is convert 24-bit (i.e. 1677216) colours into 8-bit (i.e. 256) colours, which means you lose information. By contrast, the `pngcrush` command only removes unused file data.2 points
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Must have been the compression at tinypng.com (Definitely have no idea how RGB and Index function) Here is the zip of the raw .png 050419 - Persian Unit Texture (Commit).rar2 points
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This question is especially for the devs: how likely it is that we are going to have any balancing changes in the next A24? I mean particularly unit attributes (attack, armor, etc.). And if we are going to have such changes, is it going to be a few/small changes, or lots of/big changes?1 point
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1 point
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Yep. Now proceeding with the missing foundation sizes for wonders and a few other buildings. I'm running out of steam though. Also have to get my art presentation ready for next week1 point
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I originally joined the team as a translator and ended up learning C++ and managing the project.1 point
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Is actually a "Malice" faction planned? This is no order to make this. I just want to know. And the video is very cool.1 point
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I have my own but I'm trying to push one. Dunno if that'll stick Well would be nice if it was completely. But it contains more than just balancing it also adds new code. I also wrote this code So it might be worse.1 point
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1 point
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It is likely. Depends on borg using SVN and uploading his balancing patches to Phabricator mostly.1 point
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Thanks for clearing this one out. I am not familiar with this though, a quick online search led me to website, would that do? It was a current trend in the art department to compress the textures before committing it to SVN.1 point
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I look this kind military tent. the reenactors look very late antiquity... but why not? Dacian camp. more reenactors props. i love these targets (i forgot the name) for archer practice. we need more of this.1 point
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There was a debate about that, both had pros and cons :)1 point
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Committed. Sorry for the delay, I was occupied during the last two days1 point
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1 point
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I've been having to do some serious overtime at work, it's going to be slow for a while1 point
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Bro, you should keep going with this. The game is looking so nice now. Also, keep experimenting and expanding on your cliff objects. Maybe wider/taller/shaped cliff objects with some nice AO mapping (and match the current cliff textures).1 point
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Indeed. Evidences from different era and cultures point in the direction of one piece armour in fabric. https://journals.openedition.org/cy/32931 point
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1 point
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If Leonidas would have been breakdancing to and fro, the Spartans would have won at Thermopylae.1 point
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In ancient times, you didn't have to hold formation in battle, as it was useless. In ancient times, slinger soldiers were actually mini-onagers. True fact.1 point
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The consensus is the Trojan War took place somewhere around 1200 B.C.; Britannia (Roman Great Britain) started with Claudius' invasion in 43 A.D. So unless both series are about something else than their titles suggest, they are actually outside our current timeframe (500-1 B.C.).1 point
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a bit on the run at this moment, so I will be brief this time I'll reply on all post later. What important is that... I've created finally an FB page (will be bettered soon), and we made an another pack of fancy houses at your disposal: With hope of finding a proficient 0 A.D. coder - Ilves. Over.1 point
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Recent progress: Meanwhile, I still would like to request the code files of my Black Eagle tank, which Mythos Ruler so awesomely implemented. Can it already move like a unit ingame? (and if possible - also get to know why my attempts resulted in poor skin)1 point