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Showing content with the highest reputation on 2019-08-10 in all areas

  1. Only need a few heros patterns and one more kardakes symbol to finish (ptol eagle remains untouched saddly). Rebaked them, fixed the blender bake issue: Here a comparisson of the shields Also, added demetrius and Craterus shield:
    3 points
  2. Since aspis remake i had problems finding the proper position of the pikeman shield, but also struggle every time i try to properly place a sheath or a quiver, so i had this plan: Add a fully prop points for every piece for armor or weapon now that bodies and animations are being re-exported. We no longer have just a plain 0.A.D ancient era game. We now have a community of modders wanting to do their own era games like @Bigtiger 13th century mod and we no longer are restricted to mediterranean civilizations. So here i show the prop points for a fully armored knight of the 14+ century: A fully armored prop bones for each zone of the bodie allowing to modders to have a fully armored infantry whitout being limited to a plain visual. Sheaths/Scabbards and Quivers always have been an issue in 0.A.D. not only the exportation from blender but also the clipping with the bodie so i added 6+6 more animated bones + prop bones for every sheath for no longer have that clipping issue and open also the posibility of having a seax behind and a also the option to have a katana: Scabbards and Quiver whitout need to adjust to the bone position: For any modder exporting a prop is an issue because of the position. See ingame scabbards and quivers for example And our non existent sheaths: We have to make TWO ACTORS per quiver or sheath for each side and would require a THIRD one for back seax so. No longer this will happens and we only require a single sheath or quiver for both sides.
    3 points
  3. Right now in DE, I have a tech for "Parthian Shot" that makes the cavalry archers "kite" enemies by giving them a minimum range. It's the best I could do with the game as it is.
    2 points
  4. Impurities (dark spotting) on the silver texture is quite strong. Awesome work, so far. Wondering what it looks like on player color and in comparison to the old Macedonian pelte textures, though.
    2 points
  5. @Itms @Alex from Intel Now that Spidermonkey 45.2 was committed maybe it would be nice to use the tool again ?
    2 points
  6. This could just be a "campaign" for the core game, but there's no one on the team to make such a decision as far as we know. EDIT: But really, all the game needs is ONE campaign and the code to support it. That will allow modders and players to make their own campaigns, which can become their own mod.io downloads. All the core team needs to do is decide which campaign they want to do.
    1 point
  7. Much better. Yeah, the silver and other metal base colors looked very muddy before. They look way better now.
    1 point
  8. como dijo loki debes copiar el archivo de configuracion y Agregar al nuevo los cambios.
    1 point
  9. OMG I'm sorry I mean left side, it should have been on the left side. Here's the Civ Emblem in your mod on the right side Here's the Civ emblem when you click the button, on the left side I suggested moving it to the left side for consistency sake. But I admit this was nitpicking. Also there's heroes icons on that corner. I mean the Build icons, the icons that shows what kind of buildings can be built when you select a unit, or what kind of unit/technology can be trained if you select a building. Here is a comparison of original vs 0abc Gauls Civ Center Perhaps it's only my 1366x768 monitor, but I have a hard time distinguishing unit icons without tooltip. I can make out the swordsman because of the shield, but the other four is indistinguishable. This is my impression too. As I am always too slow for Petra bot and thus get rushed when unprepared all the time, I feel this mod is more in tune with my pace. You are correct. But tax is still raised from people. What I was trying to say is that tax revenue is based on population and not territory, which is why i asked about your decision to trickle money from civic center. But then I realized that in 0abc building a new civic center require certain amount of houses so it's the same purpose but different approach. Yes but the unique thing about money is that it can also be counted, because each coin is supposed to have the same weight. Although I imagine as a city governor counting an entire city's tax is a hassle and it's easier to put in on a scale. I have played another game since I posted so it was replaced with newer log, because there's another bug that triggered error message after I destroy an enemy building of a Roman faction. I attached the interestinglog here, it's quite big. The gist is that there's this error simulation/ai/petra/garrisonManager.js line 199 TypeError: this.numberOfGarrisonedUnits is not a function and this WARNING: PlayerID 2 | Petra error in incrementBuilderCounters for structures/rome/xxxx with count < 0 is repeated numerous times with xxxx being structure names (centre, house, field, etc). I mean that in 0abc on negative food the citizen cannot build anything, including farmstead and field. But they are still able to gather food, even from a location far from base. So I made a funny interpretation about this event that the citizens refuse to build things out of pettiness, and in the end they have to walk longer because they still need food. On the other topic, in my Ptolemy play I found out that Stable can be built in Village phase, but all the cavalry units are only available in either Town or City phase. All technologies are also still disabled, except one that upgrade cavalry, which will benefit exactly one starting cavalry guy. I wonder if this is intentional for some reason. Thank you. interestinglog.html
    1 point
  10. I suppose meats were weighed or counted or something? It's all an abstraction. How many woods does it take to build a house?
    1 point
  11. You can browse all AI files at: [A24, development version]: https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/ai [A23, latest stable]: https://github.com/0ad/0ad/tree/eb2fc5c53d0c55de308be6dc5bb7f952cfbc210d/binaries/data/mods/public/simulation/ai You could consider doing a `grep -ir econom`.
    1 point
  12. Actor viewer window doesn't reproduce any other animation rather than idle, wich doesn't help me reproduce the animations for test and corrections.
    1 point
  13. I confirm this too, I encountered it last time I was making thumbnail icons for the faction mods.
    1 point
  14. yeah great idea- but lets work on the next alpha first before we pull mods. One step at a time...
    1 point
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