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Showing content with the highest reputation on 2019-05-12 in all areas
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6 points
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So, I'm thinking of making Horses and Camels into capturable animals in Delenda Est, instead of (lol) sources for hunting. Sure, horse meat and camel meat was and is eaten, but more likely these beasts of burden were captured for the service they can provide (as war horses, farm animals, ships of the desert, etc.). I can remove their food resource and make them capturable objects on the map that you can bring back to your base, complete with aura benefits like relics. This can be done easily. One thing I wish the game could do is swap a player color collar onto the animal when it is captured by a player. The sheep kind of do this, but it's just a player color stripe in their texture which is nicely hidden when Gaia by the fact that their wool is white. But despite this, I think I will do this. Anyone have any thoughts? Oh, here's some new portraits for these animals @Stan`. I hope some time in the future we can get Bactrian camels as well.6 points
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Hello everyone, Today I gave a presentation in Rennes for the GrafikLabor, you can find the presentation slides in the third post below. The presentation was recorded, so you will probably be available soonish, and you'll be able to see my face We also had a LAN party with 8 people here is the replay: 2019-03-22_0001.zip4 points
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They're related phenomena, along with mirages, where layers of different temperature air refract light to give neat trippy visual effects. Work on my Palmyra map continues. Can anyone tell that I like the desert art set? Anyway, the map has a trade route down the middle of it with 6 capturable desert trading posts along it. The map also has a number of fruiting Date Palm groves ripe for the picking, along with some open sandy areas and craggy cliffs. This is one of two small oases on the map, long with this guy previously posted... Each player will have 2 nearby stone quarries, like this one, right outside their starting territories: Anyone want to model the Palmyran Temple of Bel for me? lol4 points
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Guys, version 1.0.4 of the mod is already available, with several cool new things.3 points
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updating map: -Gibraltar now is navigable - Iberians disempowerment - Revision of Carthaginians Iberia Europe V.pmp Europe V.xml2 points
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That's pretty darn cool... Are you sure it's best to just spawn resources like that on arrival? Wouldn't it be better for the resource trickle to go directly to the player that controls the trade post. If nobody controls the trade post the camel just passes? Anyway, really cool job! I'm sure @wowgetoffyourcellphone might be interested in implementing something like that on some of his new maps...2 points
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But you understood that I don't mean that players should count tiles, but take a look at the number of 16*16 groups of tiles that are highlighted differently? So you can see area one has 5 groups of 16*16 tiles, the other area has about 4 groups. That's how you can get a more precise estimate than mere eyeballing at the same pace, without having to place fields, or playing.2 points
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I'm sorry to tell you, it *is* the class "domestic". For a temporary solution, you could try to move // Always slaughter domestic animals instead of using a normal attack if (isTargetClass("Domestic") && this.template.Slaughter) return "Slaughter"; to after // check if the target is capturable let captureIndex = types.indexOf("Capture"); if (captureIndex != -1) { ... } in the Attack.js. Which should enable you to capture an unowned animal, but slaughter it when it is yours. If this is not what you want or if it doesn't work, let me know and I'll dig further. I think that if this works it should be the default.2 points
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Hello, perhaps the problem could be that currently only 1-vs.-1 matches can affect the rating. However, the rating doesn't get adjusted if the game isn't marked as a rated one by the host before the start, or if any of the players leaves before the other player wins or resigns (that includes closing the host). You can tell that the rating got adjusted when you can see a rating adjustment message in the main game lobby after the end. It has been observed that many lower-level players quit the game instead of resigning, which can make your victories ignored, while your defeats can get counted. That makes your score lower than it should be. My advice is not to worry about it that much. If you get underrated and later win against a player with better rating, you'll get more points for that victory. If you actually improve at the game significantly, the score should calibrate itself quite fast. Of course, quitting a rated game still is against the rules. Justice is enforced in this regard by the mods if you can provide replays of such games. We are still only talking about 1-vs.-1 matches that aren't set to unrated in the beginning.2 points
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Sorry to be a snitch/not sorry, but there is a limit to things. I ignore this type of unprovoked bigotry and racism in the vast majority of cases. But it's a bit different if it's deemed acceptable for a regular visitor of the Multiplayer Lobby to use the crowded lobby to espouse overt religious extremism, spamming out any normal discussion people might be having, and then out of the blue turns it into a heavy racial rant as well. Read pesem's messages. There's a limit... I want to clarify very clearly that this is only a small part of a much larger rant that went on for a while. It wasn't provoked either. He just joined the lobby and started ranting about how only Jesus can save us. I guess he saw me online, and decided to go all anti-African... What kind of Christianity is that? I had one previous encounter with him, the time before last, when he was ranting even longer about Jesus, and that women in tight dresses were the devil trying to tempt us and blablabla... I asked him if he always does that in the lobby and the ranting became even worse. @Hannibal_Barca eventually muted him this time because he launched personal attacks. But here's my second problem. I originally asked if there were moderators online and @user1 responded. I asked him to ban the account based on the considerable rant he could read for himself, but he just ignored me and left again. The racist ranting continued unabated, and I notified user1 again, and told him that kids play this game. His astonishing answer was that you needed to be at least 13 years old to play, and promptly left again, further ignoring me. The racist ranting continued. So what is he saying? 13 year olds aren't kids? Hardcore racism is perfectly fine in the lobby? I should stop bothering him? How long has this nonsense been going on? Kids play this game... Africans play this game... Other non-supremacists play this game... I don't know if Pesem is a schizophrenic mad man or if he's just a super troll. I honestly don't care. This behaviour should never be tolerated, and I feel embarrassed to have to make a post about this. I'm disappointed that such behaviour is deemed acceptable, and expect this to end. Religious extremism, racism and sexism have no place in a multiplayer lobby where people get banned/muted for way less. I have to deal with Christian extremist neighbours in real life, and faced more racism (actual violence) than anyone should have to in their life. I'm going to throw one hell of a tantrum if I have to tolerate it in the lobby as well. I go there to relax. Not to find out that in fact, I'm a soulless monkey created by satan.1 point
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Hi people. I'm developing a new map in Atlas, and it is a full of irregular terrain. I've tried to leave two flat areas for the two players, but I'm trying to make them balanced, more or less the same size. Do you guys have any tricks that you use to estimate if the areas are more or less equal? My method, placing (and counting) fields lol:1 point
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I will try to fix and translate the description into English Thx for the information1 point
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Is it happening only with the horses? Because I can't reproduce the bug with deer. I only noticed that while moving they keep throwing their heads down to graze.1 point
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Some features that are planned or implemented in 0 A.D. were planned but removed from Age of Empires II:1 point
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Credit goes to _kali. It's easily possible to move the heightmap: * wget https://eoimages.gsfc.nasa.gov/images/imagerecords/73000/73934/gebco_08_rev_elev_C1_grey_geo.tif * lat=22; lon=41; width=30; * gdal_translate -projwin $((lon-width/2)) $((lat+width/2)) $((lon+width/2)) $((lat-width/2)) gebco_08_rev_elev_C1_grey_geo.tif red_sea.tif * convert red_sea.tif -resize 512 -contrast-stretch 0 red_sea.png Problem is that it heavily influences balancing, all players are supposed to have roughly equal chances to victory at gamestart, but often the game has already decided after pressing the Start button. Pyrogenesis only has support for one level water plane, but in the desert some areas are dry despite being below water level (for the same reason, the Nile on Lower Nubia has few water). (Same with the Nile dams on Lower Nubia) One can add some code to modify the terrain artificially afterwards. (Fixing it in atlas means the fixes are lost if one recenters the map)1 point
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There are more indications than individual terrain tiles, groups of 16*16 blocks, and two lines through the center.1 point
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I honestly just kinda eyeball it. I like your method though, lol. You could use foundations to do that now since there are a lot more of them and their sizes are standardized to in-game terrain grid meters.1 point
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Actually I've been toying with the idea to make domestic animals capturable in my mod, albeit the goat, sheep, pig, and cattle (similar to AoM), rather than the donkey, horse, and camel. I haven't implemented it, though; I've disabled the corral. Slaughter attack is indeed based on the “Domestic” class. Behaviour is class-independent. You can set <UnitAI> <NaturalBehaviour>domestic</NaturalBehaviour> </UnitAI> in your template. For flee and roam values, see `template_unit_fauna.xml`. Personally I'm hoping for the addition of the entire camelid family: [dromedary camel (Camelus dromedarius), the most important one, is already in game] Bactrian camel (Camelus bactrianus) and wild camel (Camelus ferus) llama (Lama glama) and guanaco (Lama guanicoe) alpaca (Vicugna pacos) and vicuña (Vicugna vicugna) Important flora and fauna from around the world, not just the Mediterranean, should be included in 0 A.D., because they can be useful for other timeframes, mods, and maps.1 point
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the Ainu culture from japan was the merge with Jomon and others before Japs conquer them --------- http://m.qulishi.com/huati/mssd early Yayoi.1 point
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It would be interesting to, in addition to representing Japan proper, to also include some of the cultures from Hokkaido like the Emishi, as Geneva mentioned.1 point
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Hello you have two options: 1. In the game options, in the lobby tab disable TLS 2. Download, install and use the fixed bundle from here http://www.mediafire.com/file/00lxxtdmsu64nrs/0ad-0.0.23b-alpha-osx64.dmg/file1 point
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RE: @user1, @Hannibal_Barca here is the commands.txt. of this event yesterday...sorry for delay. Just read the "HowTo" above this morning. Thanks Stan commands.txt1 point
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Could be, i can say that my variants and blender knowledge today is not the same from two years ago from what i recall started to update the cavalry really outdated since the beginning of the game. That includes knowledge of Vertex distribution for a proper animation, Armature bones placemente for a better transition, Constraits etc. But most important Sculpting high poly and procedural skin shader for bake a higher amount of textures. If the camel is take back to this days it looks gorgeous because its a texture from wikimedia commons with CC.30 baked in a low poly. Well now im working with High poly sculpting to low poly wich makes everything easier when its already sculpted something i couldn't and never have done back in those two years so that shows a better road to the process of updating OR adding new fauna to the game.1 point
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Some maps crash here too, like Rapa Nui sometimes, Forest Nothing always. Others are a bit instable like Brigantium. Scenarii tend to crash, or to show strange behaviours. Byzantium has an absent AI : one just has to stockpile resources, advance ages to set trade then get siege engines and destroy the enemy colonies. A lot of these maps are most beautiful but sometimes unplayable for a not so skilled player like me, either because they're very small then one doesn't have any "strategic" depth or even space to put houses (Rapa Nui for both reasons, most big city maps for the former reason), and some because the AI seems stronger than usual, like on the original Danubius or Napata maps where the only way to counter AI attacks is to begin with very high resources or more. For example, At The World's End is almost unplayable because you get attacks with war elephants very soon in the game, while there was a version named Before Hysdaspes which was interesting to play, even if it was cramped in some places. Maps being cramped or with too high elevations (like Brigantium or Obsidio Cyzicus) are difficult to play, even if the idea behind them is very good. That's the case with the Egypt map which isn't part of this mod too. But Egypt is very playable even if cramped and resource-intensive. A few maps get too many players too. 6-8 players maps aren't my cup of tea. The best maps when it comes to gameplay are : Northern Islands, Euboea Harvest, Coastline (hard but playable), Jungle Valley (same opinion), Raiders in the Alps, Country Side, Dune (if big), Riverway (if big too) or The Duel (intense map but winnable with tenacity). Maybe I'm a bad player but these very difficult maps kill the enjoyment while the regular AI is manageable. Sorry if I may sound a bit harsh. I appreciate a lot the work of mapmakers and thank them for their work since maps and campaigns is what 0AD needs the most urgently IMO, but some maps simply aren't to the level of most stock maps when it comes to balance and design.1 point
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@Lion.Kanzen I made a rudimentary map of Africa, roughly from the 3rd century BC to 1st century BC-ish. It's a bit rough on the edges, forgive me but it will give you a better understanding than those random general maps that just omit everything. The spaces in between are probably occupied by low density hunter gatherers and even "troglodytes" (cave dwellers). There are probably other cultures that deserve mention on this map as well, but I'm not familiar enough with them.1 point
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Tomb architecture Tomb of the General, presumed to be the tomb of a great Goguryeo king or military official. Located in Ji'an, China. Three Kingdoms Period mortuary architecture was monumental in scale. For example, in Goguryeo two different types of mortuary architecture evolved during this period: one type of burial is a stepped pyramid made of stone, while another is a large earth mound form. The Cheonmachong mounded burial is an example of the monumental style of mortuary architecture in the ancient Silla capital at Gyeongju. Murals in tombs dating from Goguryeo also reveal a great deal about the architecture of that period as many of them depict buildings which have pillars with entasis. Many have capitals on top of them. The murals reveal that the wooden bracket structures and coloring on the timbers, all characteristic of later Korean structures, were already in use at that time.1 point
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Naju is home to a village that is surrounded by Goguryeo palaces and fortresses. This is the Naju Image Theme Park, where the soap operas “Jumong” and “Kingdom of the Winds” were filmed. Located in the southwestern parts of the country, the city of Naju was occupied by the Baekje Kingdom during Korea’s Three Kingdoms Period (57 B.C.-A.D. 668). First-time visitors to the theme park can reflect on the nation’s history and may have questions about the Goguryeo-style architecture. Naju itself doesn’t have much to do with actual Goguryeo history. Following both Korea’s Three Kingdoms Period and the Unified Silla Period (668-935), Naju was a stronghold for the Goryeo Dynasty (918-1392). It was in Naju that Sambong Jeong Do-jeon, who played a critical role in founding Joseon (1392-1910), conceived of the idea to build a new capital. The Naju Image Theme Park is one of the most sought-after locations to film historic soap operas, especially those set in Goguryeo (37 B.C.-A.D. 668) and Baekje (18 B.C.-A.D. 660) times. The park is surrounded by some 95 buildings.1 point
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