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Showing content with the highest reputation on 2019-06-28 in all areas

  1. Wonderful work on the trees... I have these pines which I think I never ended uploading them... they're using the old pine textures. If I did just ignore the post Just in case you can reuse them somehow. cheers! pines.rar
    8 points
  2. Here's the cavalry animations... I know it is quite late, but better than nothing: https://a.uguu.se/IP7Ov5YBmDhO_cavalryanimations.rar (seems it expires in 24h), I could upload somewhere else. Also attaching a .blendfile with a setup to record cavalry (and unit) deaths using ragdolls, in case you want to investigate further into simulation (can be recorded in bones animation). avalry ragdoll.rar cheers! IP7Ov5YBmDhO_cavalryanimations.rar
    7 points
  3. Hey, I may have some .blend files that may be useful... I'll take a look and post them here
    5 points
  4. unit anims.rar Hi @fatherbushido ! long time no see Attached is the .blendfile I used for the unit animations... I'm trying to upload the cavalry animations too, but seems the blend is too big (compressed gets up to 32 mb)
    3 points
  5. Thanks @Enrique! Long time no see, I hope things are well with you and that you stay around even if you don't have time to come back in full force
    2 points
  6. I am teaching AI to build palisade so I am colouring her steps
    2 points
  7. borg-, ITRELLES, _zoro_ VS Dizaka, ycswyw, Ivaylo_Uzunov, wanguemert. Me and _zoro_ made an early attack, then we became defensive because of the numerical disadvantage, so ITRELLES was hurting the enemy's economy, then the numerical advantage was no higher. metadata.json commands.txt
    2 points
  8. Oh thanks, those will definitely be useful.
    2 points
  9. maps/scenarios/_default.xml That is the "base" map that opens in Atlas. You can edit it easily using Notepad++. Line 4 is: <Terrain patches="16" texture="desert_sand_ripples" priority="0" height="2048"/> Patches is what you want to play with. I forget what a "patch" represents (perhaps 10 or 16 tiles?), but that is the number you want to edit.
    2 points
  10. When new players need food, they often go for farming. It is a separate issue that players are not encouraged to pursue more efficient food gathering methods first (e.g. land animals, fruits, and fish). Perhaps that's something the tutorial mode can caution for. For this thread, I'd like to focus on when someone is doing farming, to make sure they are given opportunities to learn the mechanics and understand them. Primary points we want to communicate: A single farm can have multiple citizens work on it (up to five even). The food gathering rate will increase as you add more workers. (That is, if you want to increase gathering, one should add units, not build a whole new farm). Secondary points: Not in scope for this thread per se, might be okay for intermediate players only, but to keep in mind: Able to have an expectation of how long it will take to collect a certain amount of food. Able to see that female citizens are better at food gathering than infantry. Able to see easily which farms are "full" and which are not. Able to see (if they are doing these), that from berry bush, fishing boat, or hunt, food is gathered at a higher rate than on a farm. Obstacles: Wheat icon for adding gatherer. Selecting a unit and hovering an existing farm shows the wheat icon. But unlike the Hammer and Sword cursors, I'm not sure that the Wheat icon alone explains that it is an "action" cursor that can make the unit do something. It mostly blends in with the background of the field, and even if seen, could be mistaken as meaning you can select the field itself or something. Hammer for number of gatherers. With a farm selected, a hammer can be seen with the numbers "1/5". The meaning of this is not clear to new players. Wheat or meat icon for carrying. With a farm-working unit selected, the numbers "x/20" are shown next to the meat icon. The meaning of this is not immediately clear either. For one, because unlike other gathering types, the cursor icon to perform the action did not match the resource (wheat icon vs meat icon). Using a meat icon for all food isn't bad per se, but the inconsistency around fields can be confusing. For all other resources, and all other food types we currently have consistency. Gathering rate vs walking distance. When closely observing a worker whilst selecting it, one might see the "x/20" go up and roughly deduce its gathering rate from that. But extrapolating that to number units on multiple farms is hard. Another factor is the walking distance. I've seen several new players (myself included), assume that the gathering animations and depositing are mainly just that - animations. And that the gathering rate is more constant internally. Even if you test it with two farms far apart and two different distances farmsteads, it's still hard to see which one is working faster (never mind the why). Also relevant here is that the number of workers (as seen from the field selection panel) goes down whenever a worker is walking to a drop site. Have you witnessed or experienced other obstacles for beginners around gathering food from farms? Share below! I have a few ideas, but I'd like to hear what others think first. And perhaps some prior discussions or considerations.
    1 point
  11. they're gonna need winter clothes.
    1 point
  12. Your welcome, this is a pleasure to help.
    1 point
  13. There is a fix for that at https://code.wildfiregames.com/D2018.
    1 point
  14. Unrelated, but check these out: Happens when I select an enemy building in the fog of war.
    1 point
  15. Doesn’t lag for me, no
    1 point
  16. New standard. Background template. TY to @wowgetoffyourcellphone
    1 point
  17. I too enjoyed co-OP games in aoe2 back in the day.
    1 point
  18. Besides possible leaks the consumed size of memory depends on many things: map size, game max population, game duration, amount of units, graphics quality. For ex. some games with 1.5hour duration, 2 players and 300 population limit on a small map may cost not more than 900MB.
    1 point
  19. At one point it was desired to make the palace at Pella into the Macedonian wonder, if a bit embellished and fancified.
    1 point
  20. LSJ writes κέστρειον, not κέστεριον; probably too obscure, though; I only suggested it because ἐργαστήριον isn't perfect either. Whilst I agree looking for a Greek equivalent of arsenal makes sense, I'm not yet fully convinced ὁπλοτήκη “armoury” is what we want for the workshop; the word itself suggests shields etc. for melee infantry and the last excerpt given (Appian) implies they where separate from the war machines. There are probably more appropiate Greek terms somewhere. Maybe Polybius has something useful? Yes: the wonders. The Parthenon makes sense for the Athenians, but not really for Macedon and Sparta, therefore they should be given different names. I vaguely recall there was a large and important Artemis sanctuary in Lakedaimon; I don't know about Macedon, maybe a Zeus temple? For the Ptolemies, I've no objections to your suggestion to rename the temple of Edfu (Apollonopolis), interpretatio graeca was widespread. For the Seleucids, theirs was dedicated to the Pythian Apollo.
    1 point
  21. I received the money on the 20th of June and sent the money to all the other participants today.
    1 point
  22. You know I prefer your counters, a lot of your gameplay, so I recommend it and try to help you, soon I will try new mixed techniques for icons and other new things.
    1 point
  23. What is it exactly what you want? use the Greek alphabet (upper case only, simple, polytonic) for Greek specific names: can already be easily done with a mod render the entire game in ancient Greek: can be done with a translation (transifex) use a different font in game: requires knowledge of python script and possibly code changes release a font you created into the public domain: does not require 0 A.D. something else: ...
    1 point
  24. I'm gonna answer the super late as I've just been through this thread: maybe.I appear to have some code to make sky reflections a bit less prominent, but didn't use it for local reflections. Indeed as nani said objects are renderer without shadows, so they're shaded but not shadowed, which might make them too bright in forest situations. Adding shadows would be even slower though, and probably not doable for now.
    1 point
  25. @LordGood, marvelous! Your "Civil War collection of art assets without entities yet" is look finger-lickingly delicious as well...
    1 point
  26. Great nesting place for some Gharials?
    1 point
  27. Working on a new map: Kalinga.
    1 point
  28. oooh here it is dragon bamboo
    1 point
  29. Modified the Roman Montefortino mesh and added some prop points for the Extraordinarius helmet in order to update the old prop with the newer mesh. Also added a variant without cheek guards. The Montefortino without cheek guards and a single plume on top of it was based on the original actor file for the Equites (as seen in the old screenshot below)
    1 point
  30. Yah Boi was bored, so he gilded the armor.
    1 point
  31. Some tweaks, removed the barrel and the grid.
    1 point
  32. for change the size of a map https://trac.wildfiregames.com/wiki/Atlas_Manual_Terrain_Tab#Misctools
    0 points
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