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Showing content with the highest reputation on 2019-05-12 in Posts

  1. I created a new map, this map is focused on the successor kingdoms of Asia, as I have already created on Europe is a mini-campaign. If you want you can download it from here. Asian Campaign.xml Asian Campaign.pmp
    6 points
  2. 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
  3. 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.zip
    4 points
  4. 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? lol
    4 points
  5. To recover a bit the practice of buildings:
    3 points
  6. Guys, version 1.0.4 of the mod is already available, with several cool new things.
    3 points
  7. updating map: -Gibraltar now is navigable - Iberians disempowerment - Revision of Carthaginians Iberia Europe V.pmp Europe V.xml
    2 points
  8. 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
  9. Some playing with wood textures and nuba camp roof:
    2 points
  10. It would certainly be a great civ for Terra Magna.
    2 points
  11. Thanks again! Interestingly, the eight tiles are together 116 MB in size, merging them creates a file of 933 MB. True, but it can also be used for smaller areas, of course, e.g. Sicily [12 40 16 36]: Or the Strait of Messina [15.4 38.4 15.8 38.0]:
    2 points
  12. 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
  13. have raiders? bandits..etc?
    2 points
  14. which? (the most importants to you)
    2 points
  15. 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
  16. Jomon Reconstructed Jomon village. https://www.vikipandit.com/the-ruins-of-sannai-maruyama/
    2 points
  17. 2 points
  18. @Lion.Kanzen I incorporated your work here: And here are some more portraits for main game @Stan` I used this for foraging objects like berry bushes and fruiting date palms.
    2 points
  19. Perhaps as a miniciv, mercenaries, or capturable fishing villages?
    2 points
  20. 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
  21. Share your screenshots from 0ad in this thread. I make the beginning with this one form the mediterranean map:
    1 point
  22. How rating system works? I have tried to study how to play better, and I think I'm getting much better, but my rating just drop and drop. I get asskicked from lower level player, but in some other hand overpower better ranked players. I know I am terrible loser, but are medium players vanished from server? Or should I change my thinking about multiplayer gaming?
    1 point
  23. If it has anime it have to be real, i have no doubts
    1 point
  24. searching metatron data... he mentioned this. https://books.google.hn/books?id=kUA_DwAAQBAJ&pg=PA79&lpg=PA79&dq=tatehagi+toji+cuirass&source=bl&ots=RlACBlypSR&sig=ACfU3U0bdKkHKul3_24LA3CoNIlV-n-jUA&hl=es-419&sa=X&ved=2ahUKEwj5lMW13pbiAhUt1lkKHYQRDGYQ6AEwCnoECAoQAQ#v=onepage&q=tatehagi toji cuirass&f=false
    1 point
  25. we have silk road map. but i'm not sure where is.
    1 point
  26. Thank you for report. Possible problem has been identified
    1 point
  27. Don't worry, I have no ambition to start creating any new maps. All I wanted to know is how to tweak the area covered by the Red Sea map.
    1 point
  28. 1 point
  29. I'm the creator of this map.
    1 point
  30. Anyway, moving the centre slightly to 24, 46 produced the map I wanted: gdal_translate -projwin 30 40 62 8 gebco_08_rev_elev_C1_grey_geo.tif red_sea.tif convert red_sea.tif -resize 512 contrast-stretch 0 red_sea.png
    1 point
  31. 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
  32. That's true. I guess it's up to @coworotel to decide which method is easier for me. Like I said, personally I just eyeball it. I don't feel the need to have each player have the exact same number of tiles in their home area. An approximation is good enough for me.
    1 point
  33. There are more indications than individual terrain tiles, groups of 16*16 blocks, and two lines through the center.
    1 point
  34. That could help in a way, but I think it would be easier to count farm fields or foundations than it would be to count terrain tiles.
    1 point
  35. 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
  36. 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
  37. there is a SVG file from original. https://upload.wikimedia.org/wikipedia/commons/6/6a/Emperors_Of_Japan.svg
    1 point
  38. Adding it here as well for reference
    1 point
  39. 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
  40. This sounds sensible. Perhaps a similar approach should be applied to the other mounts as well, to benefit from simplicity and a greater variety of skin textures? donkey (brit, gaul, iber trader) dromedary camel (cart, pers, ptol trader; ptol archer; kush javelnist) Indian elephant (maur support, archer, champion; pers mercenary; sele champion) North African elephant (cart, kush, ptol champions) Just a suggestion, I don't know, I'm not familiar with the art assets.
    1 point
  41. Yes, he have to committ the files, since the blackout in my country i coulnd't commit and have always Http 408 request timeout To clarify how the horse textures are now: Horses were used to have different texture per rank, now the actor just change the rider and other visual assets (blankets or armors) don't see any reason why a horse change skins like a snake each time he promotes. I wish it could be a way to make horse keep the initial or basic version texture through rank in case in the future we find a way to make horses remain and infantry dismount. That way Horse is just a "Mount" in game therms instead of a full unit version.
    1 point
  42. 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
  43. Updated model of the Galic Cult Statue
    1 point
  44. I'll do the Athena Statue Regarding Borg's tower, I honestly think I didn't put as much effort as I'd wanted to. After offering to help him with the tower creation I had a disease relapse and completely lost motivation. That really penalized me.
    1 point
  45. Jeokseoksan Temple is located not far from the peak of Nakjobong Hill. You can look over Ganghwa Basin from the quiet yard of the temple. You hear just the sound of the wind and birds. Daeungjeon Hall is simple. You might dismiss the temple just as one of the numerous Buddhist temples in Korea. The sunset viewed from temple located in the ridge of Nakjobong Peak is one of the eight scenic views of Ganghwa by the name of 'Jeokseok Nakjo (glow of the setting sun).'Jeokseoksa Temple was built by an Indian Buddhist Monk Chukbeop of the Goguryeo Kingdom in 416 (the 4th year of King Jangsu' reign), more than 16 centuries ago. The architectural simplicity is understandable.
    1 point
  46. Temples. The construction of Buddhist temples was enthusiastically undertaken after Buddhism was introduced in 372 by way of northern China. A series of excavations in 1936-1938 unearthed the sites of several major temples near Pyongyang, including those in Cheongam-ri, Wono-ri and Sango-ri. The excavations disclosed that the temples were built in a Goguryeo style known as "three Halls-one Pagoda," with each hall in the east, west and north, and an entrance gate in the south. In most cases, the central pagodas had an octagonal plan. Palace buildings appear to have been arranged in this way as well. Baekje was founded in 18 BC and its territory included the west coast of the Korean peninsula. After the fall of Nangnang County under the Han dynasty in China, Baekje established friendships with China and Japan. Great temples were built during this time. The earliest stone pagoda of the Mireuksa Temple in Iksan county is of particular interest because it shows the transitional features from a wooden pagoda to a stone one. Baekje assimilated diverse influences and expressed its derivation from Chinese models. Later, important elements of the architectural style of Baekje were adopted by Japan. Baekje was heavily influenced by Goguryeo because the first King Onjo of Baekje was a son of the Goguryeo's first king Go Ju-mong as well as by southern China. As it expanded southward, moving its capital to Ungjin (current Gongju) in 475 and to Sabi (current Buyeo) in 538, its arts became richer and more refined than that of Goguryeo. Also characteristic of Baekje architecture is its use of curvilinear designs. Though no Baekje buildings are extant - in fact, no wooden structure of any of the Three Kingdoms now remains - it is possible to deduce from Horyuji temple in Japan, which Baekje architects and technicians helped to build, that Baekje's architecture came into full bloom after the introduction of Buddhism in 384. What remains in the building sites, patterned tiles and other relics, as well as the stone pagodas that have survived the ravages of time, testifies to the highly developed culture of Baekje.
    1 point
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