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Showing content with the highest reputation on 2019-08-08 in all areas
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4 points
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4 points
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if the idea is to make every civ feel exclusive, just don't do every building the same shape with different texture4 points
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0ad has the characteristics to become one of the best RtTS game if not the best of all. Imo the direction and objective of development just don’t follow towards greatness. Mimicking AoE or AoM or whatever current games of the same mechanics won’t make it better at all. 0ad has to have a really unique mechanics to become a really good game. Whatever issue the dev team have, the progress is really slow. Only the Arts side seems to have a continuous output. Outputs that are just being placed in a storage because most of them can’t effect and not much needed in the vanilla. Multiplayer is fun not because the game is fun but rather the players are fun to be with and fun to play with. Other than that the game is about who click fast and precise, he becomes good. Single-player mode is nice in the beginning but in the later part it becomes so dry. When you and the opponent AI finished chopping down all the tress I feel like my base is a desert. Again I would say a realistic game is imo the best route to greatness. Dawn of Man might seem to be a simple single player game but it’s realistic features are the ones that make the players immersed. The structures are not as polished as 0ad but the mechanics is just a nice experience to have. It makes you think more than just clicking and spamming units. The chance of losing the game is much much higher than 0ad. Modded Scenarios game are abundant and some of them are really torment.3 points
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A topic have started in the AoE forums about women in the videogames. This is a sensitive topic, because goes directly to your beliefs and triggers your deep emotions. The aim of this post is link and show this video if somebody finds it interesting, I really don't want to fight. Sadly, it's in Spanish, although automatic translate could be used, it's usually very bad.2 points
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Last year i've did this building shape whitout UV, may be stored somewhere in my house because i dont' recall have uploaded this to my drive repository.2 points
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@wowgetoffyourcellphone I did not hate your texture, I just wanted to learn texturing with Substance Designer (Which also allowed for a clean normal map and specmap) hence why I did not use it @Genava55 I went for that style because that was what was depicted on that romanian web site.(I surely posted some picture somewhere on the forums) Greek columns slate roofs lot of wood If someone wants to make everything better and throw everything in the trash I have no issues.2 points
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Different genders (actors) for same template, which means only one set of stats. But yeah, DE now has differently gendered villagers with the properly gendered voice files.2 points
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Not anymore. They work correctly now. Try again! Report any bugs please.2 points
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If you want your mod to be available in the 0 A.D. mod downloader, you need to follow these steps. 1) Prepare your mod as explained in the Modding Guide. You should end up with a .zip file. If you created a .pyromod file, copy it and rename the copy to modname.zip so it can be uploaded on mod.io. 2) Sign up or login on mod.io. Go to Mods > Add Mod, and specify 0 A.D. in the field Game. Add all the information you want to make available for visitors. Complete the submission steps until your mod is shown as waiting for moderator approval. 3) When you are ready, send me a PM here on the forums, or an email. I will get the mod from mod.io, test it and take a look at its code. When I have checked the mod is not dangerous, I will sign the file. I will answer the PM/email with the signature. I can also report bugs in the mod, and mistakes you may have made when uploading the file on mod.io. I try to consistently dedicate Wednesday afternoons to mod signing. Important Notice: Wildfire Games signs mods in order to mitigate the attacks that can be conducted against file repositories and the clients that download from them. Signing a file does not imply that the mod is official, nor that Wildfire Games participated in its creation in any way. It does not mean that it is exempt of bugs or oversights either. The only guarantee signing brings is that the file you are downloading is exactly the one that the signatory tested. 4) I will put the signature in the metadata of the file on mod.io, then make the mod live. Right after this is done, your mod will appear in the mod downloader! Happy modding1 point
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Since phenotype integration some female support citizen plays male sounds instead of female even when not a single male selected.1 point
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I'm not a historian, @Thorfinn the Shallow Minded, so if people at the time didn't eat cattle and sheep, what meat they eat? I assume they still eat goats and birds? I agree that fattening is a neat idea but quite impractical in multiplayer. In terms of resources and time, it's like fields but more cumbersome.1 point
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Nice. This one might be a good design. Uniquely round compared to other temples.1 point
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Romanian? Perhaps reserve these for the Dacians then and hope for a new Thracian set. (Easy for me to say—I don't know how to use Blender and won't be the one making art assets.)1 point
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@JamesWright Are you using the SVN version of the game. The mod should be compatible with the current version. Don't use it with standard release i.e. Alpha 231 point
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@azayrahmad i love all you said in the last post but im a singleplayer guy so... Does IA work in this mod?1 point
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City Building Mod: Building Aura This is Phase I of my city building mod that focuses on improving building auras to simulate city-building. Download the latest version here on GitHub. Overview Base-building is one of the main parts of RTS games, including 0AD. However because of 0AD focus on combat, base building mostly revolves around build order, with building placement is usually optimized for resource gathering and defenses. The resulting city layout becomes strategic but unrealistic. Civic center surrounded by farms, houses built in countryside as walls; these are strategically viable but not realistic nor historically accurate. This mod attempts to bring realism of city planning to 0AD, to encourage careful building placement. Features Fluctuative Population With this mod, population cap is no longer based only on how much house you built, but also where you place it. Every single building in 0 A.D. has been revamped with new aura effects that influence desirability of its nearby area, simulated by house population. This means that a house built next to a civil center supports more population than a house in country side. Building a military base beside it will reduce the population even more. This will encourage you to find a good place to construct houses, just like a city planner would. Every building costs population to run, and default house population has been reduced by half to keep it spicy. Production Chain Imagine how a soldier got his weapon. Wood and metal are collected in the storehouse, then they will be brought to blacksmith to be forged, then they will be received by the soldier at the end of his training. If all of those building are very close together, the soldier doesn’t have to wait too long to receive his weapon. This mod emulates such situation by giving effects if the buildings are nearby. Storehouse fastens nearby blacksmith’s research, and blacksmith fastens nearby barrack’s training. By arranging the buildings in specific way you can optimize your barrack to pump armies as fast as possible. Infrastructure Units are also affected by this mod. In real life, in the area where a city center stands, roads and other convenience are made to anticipate crowd of people running around. This mod simulates this by giving units speed boost while walking around the city center. Putting your storehouse right next to a mine also gives gatherers one extra resource to bring back. Mix and Match Since every building influences another, there are bound to be some compromises. Barrack will reduce nearby house population, but house will fasten barrack’s training, so if you need soldiers fast then you can build them next to each other at the cost of one population. There are so many possibilities. Experiment and discover your ultimate city that serves your strategy to conquer the world. Improved AI Now AI has been taught basic lessons on city planning. Beware that the nature of this mod allows AI to optimize this and might get surplus population early if you're not careful. The city pictured above is not my creation, it's purely built by AI with tremendous efficiency. New update also reduced default house population to nerf the AI because it was just that good. Installation Mod is available for download on mod.io (waiting for moderator's approval). It is available both for Alpha 23 and Alpha 24. Simply download the one compatible with your installed 0 A.D. version. Extract the entire content into My Games\0ad\mods\public folder and enjoy. Alternatively it is available for download at GitHub. Choose the branch according to your installed version and download. As I am not well versed in modding nor I am in history, please let me know if you think the modding could be improved or if it can be made more historically accurate. Enjoy!1 point
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While cattle and sheep were not primarily used for food production, there isn't anything to represent those resources, which makes that kind of abstraction fair enough in my opinion. What I don't like about training animals at corrals is how micro-intensive it is for very little in the way of enjoyment. It's basically a grinding mechanic. Having the animals spawn from the building would be a much better alternative to me, but the training was initially considered only placeholder use for the building anyways, which probably warrants just scrapping training altogether. I do like Nescio's idea about auras for specific animals garrisoned.1 point
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The game havent polish because very unbalanced. Missing almost of gameplay features. Art development in sound department is absent. Bad optimization (but they are work in there). Lobby problems.1 point
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1 point
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I don't want to be that guy, but if the only originality in the core design of the Thracians (or even Illyrians, Dacians etc.) is basically "Hellenistic... but in wood", I don't think it will be remarkable. For the moment I understand it is only a mod for the game, but if in the future it will be incorporated, I do not think it will fit within the others for quality.1 point
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They look very nice. And thanks for finding a ref for the pikeman.1 point
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Thank you for the information posted, it looks very promising! Yes, having a complete and unique architecture set is imperative for any civilization—the Illyrians should get their own set. The Thracians already have a few structures (barracks, centre, corral, houses, temple, tower); they were committed by @Stan` a year ago: It's a start; hopefully more structure actors will be created in the same style.1 point
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Can I ask for a small audio extension? If multiple phenotypes are selected, then their sunds play for each phenotype. For instance, a mixed group of men and women currently just pick one of the genders to play as their acknowledgement sounds (selected, tasked to move or chop, etc.), but it would be nice to hear both the man and woman sounds.1 point
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Thanks for the report. It seems to be a VS2015 bug (as in 0ad code being correct according to the specs), see rP22604#35842.1 point
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@Enrique I tried to update the art design document in the past months (For future contributions from an art school in Rennes) updated links updated the pipeline created a page about footprint standardizations https://trac.wildfiregames.com/wiki/ArtDesignDocument And created a few subpages to make it more readable https://trac.wildfiregames.com/wiki/ArtPolyCountGuidelines You might want to update it or create a thread about making reasonable polycounts you have more experience than me on that matters. Still there is the question of drawcalls that are huge these days and we only have what @wraitii started. I believe art performance might be an issue in a A24. (Ships, gaul and brit blacksmith, gaul barracks)1 point
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What exactly is desired? This could be labelled as a “gameplay change” and such patches tend to be rather hard to get committed. Before domestic animals are overhauled, we probably want to have fattening ( https://code.wildfiregames.com/D1718 ) available first. Realistically, chicken, dogs, and pigs are efficient sources of meat, sheep and cattle much less so. Nowadays we raise cattle primarily for their meat; historically, beef was a rarity; cattle had many functions, but the most important reason for keeping them was their muscle power for ploughing. If animals were garrisonable (UnitAI?) then I suppose they could have a garrisoned resource trickle aura. Personally I think animals shouldn't be trainable; free food isn't realistic.1 point
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