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Showing content with the highest reputation on 2019-08-01 in all areas

  1. Wilder, bluer mediterranean cypresses that mix well with Enrique's, and adds a bit more variety to Mediterranean forests. I'd like to add some even crazier windswept versions to top mountaintops and seaside cliffs with
    5 points
  2. While I like the variations of shaggy pants and the suggestion of more head variety, I don't think props that require the unit armature for deforming like the linothorax is a good idea since I think they spawn a whole new instance of the armature and very small number of bones are used, a lot of computations of the rest of the bones is wasted. I'm ok for things like greaves, which a simple prop-bone in the armature that already uses the base-unit is enough and needs no deformation. Also linothorax is such a small difference and can be already be done via textures, so I don't think it is worth. The only separated prop that I made with animation that uses the unit armature are the capes, which were too important to leave them out. My opinion would be that if you want animated props that make substantial changes in the unit silhouette then make a new variation of the whole unit mesh, which I think it is less resource heavy than the approach mentioned above.
    4 points
  3. I do, around 5+ cups in the day.
    3 points
  4. Man.... resource scarcity is one of the most important strategy factors in aoe-like rts. For better or worse 0AD is an RTS game, not a citybuilder. It may sound harsh, but decisions like this should be towards benefitting the strategy part, not pretty city-builder game. I'm ok if the idea is to make a toggle option, but don't make it default. Denying the access of a scarce resource in a map to your enemy is a strategy that you'll simply erase or greatly diminish by making resources regenerate, and also lower the ability cap imho. Adapting to the map that you're playing on is totally dependant on how good you're able to manage your available resources, and plan your strategy accordingly. Things like corrals are different since you have to invest in generating animals for the boost in food in the future, BUT you have to make that decision and plan accordingly. Mindlessly harvesting the resources in the map without caring since they'll be infinite is just removing a core part of an rts with resource management.
    3 points
  5. @Bigtiger Ok just checking cause i haven't been on here in awhile and hadn't seen any new posts and was concerned something happened.
    2 points
  6. I agree with making it toggle-able and only for SP gameplay. Plus a very slow regeneration and growth. Tree sprouts appear every 25 minutes Tree saplings upon sprouts reaching another 25 minutes Mature Tree upon saplings reaching another 25 minutes So in order to start trees growing back, you have to wait for 75 minutes which is not that long for SP enthusiasts which could save and load game whenever they wish to. @LordGood already started the progress on adding tree saplings which made the biome more natural and have more variety.
    2 points
  7. Kushites op? New plautus acc?
    2 points
  8. For the current mechanics regrowing trees in multiplayer game is inconsistent. But for singleplayer will just add beauty of your settlement. The game is focused on a short period of time which you assemble armies to battle immediately. There’s is no advancement of civilization in this game over time. It’s just upgrading the combatants, and mobilize for battle, again in short period of time Trees grow for a very long period of time while units don’t get old therefore it doesn’t make sense imo.
    2 points
  9. https://en.wikipedia.org/wiki/Albanian_sworn_virgins
    2 points
  10. @Alexandermb, @Lion.Kanzen I'm not back yet, however you can send me mail at (stan at wildfiregames.com) if you need me to review/look at something. How far are you with the reexport ? Did you use my python script ?
    2 points
  11. Ok later in six hour , time for sleep. But, any visual reference yet...
    2 points
  12. I would advise looking into the modding guide to see how to create your own mod. There you need to add your new AI (under the same path as in vanilla (i.e. the "public" mod), i.e. "<NAMEOFYOURMOD>/simulation/ai/<NAMEOFYOURAI>"). I would suggest copying the PetraAI (changing its name, also in "data.json") and tinkering with code as you go, watching the effects of your changes. In the "config.js" you can find a variable "this.debug" which can greatly aid you in what is going on during a game. I hope this helps. If you need more information, please ask.
    2 points
  13. Why are trash factions like guals britons iberians kushites so overpowered. While high developed cultures like carthage, macedon so underpowered? And why is siege so crazy overpowered? Ballistas u cant even get close to and if then ur soldiers start capturing isntead of destroying instantly! Slingers are just ridicuoous op
    1 point
  14. Happens with some mods made by few members. At last isn't abandoned.
    1 point
  15. I will try but I don't think it will work
    1 point
  16. I see it more as a basic unit for raiding and protection in case of crisis. The tier would be skirmisher > slingers > archers. And supposedly these last ones go Psiloi style.
    1 point
  17. 1 point
  18. The archers have regular bow, don't have "Scythian bow"
    1 point
  19. Personally I think fish and fruit ought to regenerative, but not wood. Spawning saplings (and young animals) is an interesting idea, but implementing it in a natural way is not straightforward.
    1 point
  20. Ok, but look this new variety from helmets. May be Alexander is driking so much coffe.
    1 point
  21. This should be a separate entity from pre-existing trees. I like the idea of tree groves by @wowgetoffyourcellphone and if you cut down a grove, the chances of regrowing trees would be none. Also, what if these tree groves also auto-spawn animals, and biome specific groves will spawn biome specific fauna, that would be very cool. More subtle approach could be implemented too, like a non-selectable map trigger.
    1 point
  22. i just committed the fix: Old: L / New: R
    1 point
  23. So far i have re-exported all foot infantry animations. Also siege engines (Probably missing onager), missing: Cavalry/Elephant. Didn't saw where was the python script but it was fast enough because i didn't had to bake anything. Al meshes re-exported and added more bodie variants.
    1 point
  24. Maybe we could use that new building but keep the 'U' Shape that's typical for barracks. That being said, haven't worked on it in a month, and unlikely for me to work on it soonish. So if anyone feels like giving it a try, be my guest.
    1 point
  25. @LordGood Can you remove the trees you made from the task list ? Thanks ! Added links for greek buildings redesigns
    1 point
  26. 1 point
  27. illyrian-portraits.zip Here is the zip file containing the .png for each portrait, could you help me with them? Thanks!
    1 point
  28. I will be adding the ability to repair ships to the Illyrian marines. Athenian marines should also be able to repair ships, I think.
    1 point
  29. Wikipedia counts this Factions as part of their culture. So are still related.
    1 point
  30. I quoted this article yesterday. But this is interesting to get some cultural idea. https://en.wikipedia.org/wiki/Illyrian_warfare We should add or separate the Apulians from rest of Ancestors? Or make a kind evolving by colonization and mixing (technology , Embassy...)
    1 point
  31. This is quite detailed. https://en.wikipedia.org/wiki/Illyrian_weaponry
    1 point
  32. @historic_bruno @wraitii @Freagarach
    1 point
  33. I am adding a new champion unit. It could be trained at the docks and in a trireme, similar to Athenian marines.
    1 point
  34. I shwre that,mare very Balkan civ. Same features. ---------about some helmets called Italo Corinthian-------- so Illyrian have some influence in this https://periklisdeligiannis.wordpress.com/2013/12/07/italo-corinthiaν-and-osco-attic-helmets-the-evolution-of-the-greek-helmets-in-italy-8th-1st-cent-bc/ This is only for cultural proposes. I wasn't related with my search but kind of interesting.
    1 point
  35. Gonna do it in this hours, was about to commit but forgot to bake the seleucid helmet @wackyserious was asking before:
    1 point
  36. You can commit these any time, thanks.
    1 point
  37. If you guys really want to push the visuals further for metals without having to re-create every texture and having to bake from highpoly, you should actually implement this: This is how reflections were faked before PBR in games (and it is still used). IIRC the reason not to implement it was due to "reflections not being accurate enough" which is a bit presumptuous since this technique is actually for faking them. Making the reflected environment texture very generic and quite desaturated will work perfectly for all kinds of metals. And if you want to go even further, wraitii mentioned that the reflections could be affected by fresnel, which is basically all you need to fake the reflections in both dielectric(non-metal) and metal materials. (you could do subtle reflections on marble, vases, rooftiles, whatever) In top of that, the performance hit is very low. Here's how stuff can look with this technique: If any artist want more information this tehcnique, is a nice in-depth tutorial of faking such reflections witha more complex setup on a non-PBR renderer (despite the title) https://www.youtube.com/watch?v=Jb_Xf4SWljs Cheers!
    1 point
  38. Currently it isn't on github or gitlab. Its also had some delay as other projects and other things come first.
    1 point
  39. Prickly juniper, or cade trees and ground brush 3 new grasses with graded transparency on the bottom so they'll blend with any terrain without a seam
    1 point
  40. visuals would benefit greatly if we had more birds
    1 point
  41. More like this bruh. For new meshes, some Indian meshes would be nice, specifically for the legs. Time to give them some love. Long and short Antariya, similar to the modern Dhoti, for men and women. Some more head/hair variations too would be nice.
    1 point
  42. Counters to ram by effectiveness: other rams, elephants, sword units, spear units, women and the least slingers.
    1 point
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