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Assuming that you're already in Town Phase and the territory doesn't cover it, there's a technique called Territory Crawl. One way to do that is to keep building houses on the edge of your territory in the direction where the stones are.3 points
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I recently created some building for a future MOD which won't include any of the current civilizations. One of these buildings is a large Minoan palace which will act as a civic center. So I was wondering what would be the best way to start testing them. Is it possible to test them as a new civ or should I use one of the current civs as starting point and just replace its building meshes with mines? These are my first steps into the moding area. I'd appreciate any help.2 points
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@Nescio would know I think we discussed it before. Would definitely be center, as everything is Americanized. not sure about civil or civic2 points
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Which is exactly what they did for the most part. Look at their concept arts, this is mixing a few historical elements drowned in a huge pile of fantasy, cliché and LARP adornments:https://www.artstation.com/artwork/56agO https://www.artstation.com/artwork/A04LV Honestly, I don't think it will be worst to start again from the scarce information and to be imaginative. Some advices to give an easy to follow guideline in this prospect of creative designs and imaginative challenges in building a new roster: - First of all, acknowledge the fact that everybody is biased by his own mental representation and by the clichés that have been popularized about an ancient culture. For example "historical" illustrations have a long legacy of b*llshit, which is normal since our knowledge is increasing through time, but it took always longer for the illustrations to become accurate to a state of art in our knowledge than for the actual knowledge to progress. Illustrations, video games, movies etc., they are always missing the boat (lagging several steps behind). Just be aware of that is important. I still regularly see Celts designed with bronze age equipment and adornment because the artists are simply relying on older illustrations and basic blog articles. - Try to develop a basic portrait of the society before to create the roster and the units. Do not create or design a spearman because you want a spearman and because it is cool. You should separate the two things: In one side what the game needs, in the other what the historical evidences offer. For example, the Germans have a regular scheme with a chieftain, followed by some retainers and bodyguards that act like officers (comites) and by a warband of lower class warriors. Tacitus explained that the framae is the common weapon for the Germanic warrior, only few have swords and fewer armors and helmets. - Try to be aware of the message conveyed by the design of the unit. Clearly, a lot of soft material never survived the time past and archeological records are not very helping for the hairstyle, the textiles and other aspects of the outfit (although in this case they are a few bog bodies found that can be useful). If you decide to portray a warrior wearing a bearskin and you end with a Caveman Übermensch muscular like Conan the Barbarian and carrying two swords... needless to say it would be far from reality. This is an extreme example but in the case of the Total War concept arts, they decided to put soft elements that never have been found on their design simply because they wanted to make their units looking different. In this is why there are so often b*llshit in their designs, archeology cannot give you a proper picture, some details are lost forever and often people fill the lack of evidences with their clichés they are carrying about ancient cultures. Our modern mind, especially when we are accustomed to video games, is biased to look for extravagance and exotism. This connects with the first advice as a second warning during the process. There are plenty of room for imagination in the hairstyle, in the textile, in the adornment and in the decoration of the weapons. Staying credible and temperate our own imagination is the difficulty. A way to stay in the reality is to remember than all humans are closely related to their neighbors, by their geographical proximity they are following evolutions with more similarities than differences. Most people think about the Germans like barbarians with a kind of allergy to civilization. This cannot be more wrong, Germans were mostly different because they were poorer and less connected to the Roman economy. But actually, they liked the Roman culture, possessing Roman items seems to have been a great deal for them. During the Migration Period, they tried to look like and to act like Romans do.2 points
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The most efficient way of expanding is by building a civic center, though. That will give you large amount of extra territory. So you can build a civic center close to your beloved stone deposit. That has an extra advantage that your citizens can hide inside the civic centre in case of a raid. The civic center can only be build in the city phase. Some civilisations can build a military colony in the town phase, however, which is a "smaller" version of the civic center, with less territory influence.2 points
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For tomorrow i will publish conceptual art of the civic center and the great hall based on the suggestions of @wowgetoffyourcellphone2 points
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Peltast shield Blendfile link: https://drive.google.com/open?id=10wvkS2xpFNKJzTcL22fKnM4rmvFHSawR2 points
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Hi, I'm trying to install 0AD on my jetson-nano. I have ubuntu bionic installed, and an arm64 architecture. I'm using this ppa: ppa: wfg / 0ad, but seems to lack the package 0.0.23b (only appear 0.0.23) for 0ad, while for 0ad-data and 0ad-common there are 0.0.23b. because of that an unmet dependencies error raises. What I can do? I'm trying to download the 0.22 version, but I couldn't find it.1 point
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If you want make sketchs about the ideas for props. Geneva can check if are accurate.1 point
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Estoy seguro que estos conceptos terminarán en el juego principal. Por eso el esmero y Justus es un lider exigente y uno muy bueno.1 point
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CC must be a square so as justus said you need add things to make this possibly. Good job anyway.1 point
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In front of the CC can there be a footpath to the door and maybe some posts or statues or something to fill out a square footprint? CC can also have baskets and other items. Great Hall can have a stack of weapons and shields outside the doorway and along the sides.1 point
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You need to add a DELETED file like this https://github.com/0ADMods/millenniumad/tree/master/gui/pregame Don't forget to add some text in it (will be useful when packaging you mod) usually just the name of the file, it doesn't really matter.1 point
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I'd put at least a 1 pixel black stroke around the numerals. It would also be nice if the numerals were a separate texture that could be overlaid on the tech portrait by the ui. Perhaps by a new line in the tech files.1 point
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Ok, that's not an issue but I think that you used the old ones. I noticed that because it was already the cases in r20483 and/or r20545.1 point
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Me too. I have never done this before and I have a backlog longer than my arm, so I won't be able to help any time soon1 point
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On the one hand it's a nice detail, on the other it's weird cloth ignores gravity.1 point
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You can put them in a mod and share that with your friend. Sharing the 0 A.D. folder where those files are should be enough though.1 point
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i fixed that last night but internet connection was uploading at BYTES yes bytes . so the higher the resolution the more its blurred by antialias? Can't tell the difference to be honest, looking everything in a little laptop generic screen when i used to have a TV as monitor everything looks tiny.1 point
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Also had to add 3 bones, because they didn't had the cape prop bones. Animations are the same, archers were changed to for avoid clipping, shield was clipping hand was floating with arrow, being the hand reversed while having to fire the hand twist completly to fire the arrow so yeah it was wrong at first place, Pikeman remain the same, attack animation changed only the hands and arm not rotation neither timing, the whole chest was clipping with the shield arm and shield was going through hand before other than that they just remain the same. Hoplite used only 1 attack before even when the blender file have 5 attacking animation for them. i just added the others to the variant list (still enrique's work) Hoplite still the same, Don't know if those animations were changed in a last file whitout being uploaded to the art repo but as far as i know i only added testudo and syntagma, while editing hand and bow bones of archers, other than that was just "export". 42 original + 6 from sheaths and quivers i've added. Could be the same animation exported twice or just that they are identical, have to check that.1 point
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Fundamentally there are three attack motions for swords: hack (vertical) slash (horizontal) stab (forward) I think units armed with a double-edged sword (e.g. xiphos, gladius, jian) should stab and units armed with a single-edged blade (e.g. falcata, sica, kopis, machete, dao, sabre, khopesh, axe) should hack; having slashing animations (e.g. for Japanese samurai) as well would be icing on the cake.1 point
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Unfortunately there is no consistency in the art folder; `cc`, `civic_center`, `civic_centre`, and `civil_centre` are all used; if you create new art files, I'd recommend using `civic_center`. [EDIT]: Hopefully someone more skilled in the art folder will eventually standardize all centre file names to `civic_center`. In the simulation and maps folders the file name used for all civilizations everywhere is `civil_centre`; that is actually a violation of US English, though not the only one (e.g. blacksmith; theatron). @Basshunter, https://github.com/0ADMods/thracians is an example of a mod that introduces a new civilization. You might want to have a look at it to see what you need to do.1 point
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Civic Centers can be built in the town phase by all civs except Ptolemies and Seleucids, who have military colonies instead, also available in town phase.1 point
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Nope, you cannot. However you should never need to. Because if the actor has the prop in its texture then the spec map will be different there, and if the prop has a different texture then it should be a different mesh and have its own actor.1 point
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Yeah we should resize them down to either 256x256 or 128x128. Probably the former as those shields are quite big about (half the unit without the head) To respect the 'Texel Density' they should be half the texture size of the unit texture. Will probably help with the noise.1 point
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I only used specs on armors to make the spec maps as something general and avoid having too much png files. Would it be possible to stack up spec png? Like have to assigned spec maps, one as an armor and the other for greaves etc?1 point
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If the code is doing an actual case-sensitive string check for the file name, then it wouldn't work on any system without an exact match. If it's a simple file loading, then it should work on Windows even with a case mismatch. If Stan says it doesn't work with mismatched case file extensions, then it's very possibly the former situation. I agree with following Stan's advice though. He's looked at more of the code than I have.1 point
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Rome_champ: 24 Mace_champ_e: 28 athen_infantry_spearman: 30 (this one is using weapon texture update just like mace champ) Not every unit texture has specularity neither normal map in each texture. Some of them has specularity but don't have it properly on the greaves. And working with the uv in the current state only @wackyserious and @LordGood know how. To be honest the uv in the current state having to stretch the chest and the legs make it kinda annoying to bake textures using 3D Bake.1 point
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With this information i came up with an idea, give citizan women a special aura that makes soldiers fight better!1 point
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I think It won't. If I remember correctly, the last time I used DAE instead of dae, meshes were not recognized. So I think I'll follow Stan advice. Thanks buddy. Well I kinda gave up on Vanilla. That's why I'm experimenting with my own MOD. I'll take a look at Aristeia and also check the standalone civ link.1 point
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You are not bothering me at least I'm glad to see you haven't given up on the game The aristeia mod has minoans so you might want to see how it's done otherwise there are some standalone civs in 0admods https://github.com/0ADMods For your civ you will need a civ.json file that will define a number of things like the name the default replacement entities the civ history etc That would go in simulation/data/civs/1 point
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0abc updated, six new selection shapes: melee infantry: 128×128 circle (unchanged) melee camel, cavalry, elephant: 128×256 ellipse (new) ranged: pentagon (new) woman, slave, fishing boat: hexagon (new) trader, merchant ship: rhombus plus: healer (unchanged) star: hero (unchanged) rounded rectangle: catafalque (new) also new but unused: octagon, dodecagon1 point
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