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Showing content with the highest reputation on 2019-08-25 in all areas
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Hello, AOE fan and seasoned "graphics worker" here. I am an illustrator, 3D modeler (this includes UV, texturing, characters with correct anatomy, props, buildings, etc), comic author, pixel artist (as in pixel art for mobile games, and also pixel art for UI stuff), UI (not really UX) expertise, web designer (only coding HTML and CSS), worked in several game titles (at 4 game companies, but not big ones), also free mods (back in the day when I had time, lol), and currently freelancing for board (and card) games illustration and design, 3D for miniatures 3D printing (I mean, gigs for that), and eventual oil portraits (some people still like that for a wedding, mascot, and etc...). The problem is I have very little time, and can't justify to work in unpaid projects, because my full time freelancing already provides low income, and as part of it goes to help some in desperate need (so, not really can allow myself to dedicate big chunks of time to free contributions). But I could have time after lunch most days (some minutes, but that's a lot in what it can produce....), if is there some possible way to contribute. In the case you have tasks that are not involving too much team coordination, neither require a lot of tech specs. Mostly as those require often more work than making the art (have worked a lot in mods, and in actual games, I know that). IE I've seen the specs for blender anims, and of course it makes sense, no engine would require less than that (I've seen quite worse) but this help would be more artistic than technical (when I'm into doing those complexities, gotta be paid, and then I do whatever it takes, no matter what). So, things I might be helpful at... Icons for UI, interested/motivated in large ones... "Maybe" full page illustrations. Maybe UI designs. Largely interested in Blender animations IF someone else could take care about the importing stuff (to the engine) and I could start from already compliant 3D models (ie, having its bones properly named and all stuff, for the game). Specially motivating would be complex animations, as the purpose (the part for my own benefit) here would be to add some animation sample to my portfolio page. I have only animated as a helper guy to the animator of every studio, being a worker covering mostly all the other areas mentioned (and some more...SEO, some scripting, video editing, etc). The other stuff also adds portfolio samples (to my site), but animation is what I'm lacking more of samples. It's always good to add more big scale illustration work. So, that could be fine, too (due to clients work, I'm used to adhere -and research- to specific historic references). My experience at companies was 100% with 3DS Max (a bit of Maya), but since many years (v. 2.28c) I've been using Blender for my eventual 3D freelancing. That does not mean I'm a Blender expert, only that it served for my particular freelancing. I'm expert in modeling/texturing in general, anyway. My strongest point is illustration. Pardon my English, is not my first language. So, I know is a large IF, and probably no collaboration would be possible. But well, just in case. If ends up as not being possible, I'm a huge fan of RTS games, specially Age Of Empires (Conquerors), so, I guess I'll be just chilling around, anyway. Attached samples to be removed soon, they have copyright, and rights, so, shall not be used in anything, other than me showing samples (I know about all of the contributions needing to be open sourced, and the thread where I'd have to post that paragraph, in case I'd contribute, before the fact). Edit: Removed the samples (I believe most team members had already seen them), as I am about to paste that legal waiver in the particular thread, while these samples wouldn't be part of the deal. But yep anything that I'd make from now, for this project. So, heading for that thread.5 points
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Hello 0.A.D. Community is time to give some love to persians due the recent changes to other civ assets, even when they have the most detailed cavalry assets, their infantry assets like helmets and shields are pretty much outdated. Its time for some persian love... Starting with the recent changes to chamfrons: And this new helmet (Missing Plume): Texture of the helmet is 1024 for have a cleaner bake due the amount of detail: Plus the new neckguard, Thought the iron bake went a lil bit darker than supposed to be. If any1 find references for the conical helmets, feel free to post'em here it would help me to properly find their conical helmets.2 points
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Haven't finished yet with helmets , (Neither with animations but i want to clear my mind a lil bit before continuing if stan manages to export elehpants animations back to blender). I've got this from the art repo units/concep_Art: The name of the file says "Bactrian_lancer_ult_Fin" plus the reference itself: @Sundiata would it be possible to have another hair like texture like the one you did for the horses, but this time i 512x128 for long hair whitout alpha space ? would work for have at least a better hair like shader for the plumes of every civ (and mabye crest) (For end with the reference):2 points
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Hey @Iakobos I don't have time to answer right now but I'll contact you in a few days to discuss possible contributions2 points
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Hello, just wondering things.... After playing long time with brits, I decided never again playing with them, because they are obviously overpowered and overplayed. Not very interested any other than 1v1 games at the moment. I have noticed, I almost always face ram attack with rock shower before had make any serious counter force. No idea how to get over that. Another one is ptolemaes early camel rush. When that happens, its almost always game over. Only solution that barely works is attack opponents civic, and drag fighting to his base. In my humble opinion, Celts slingers should have 50% less health to counter that almost every building improves pop cap. Also ram speed is ridiculous. Every siege engine should be 1/5 from normal walking speed. Now they seems like hovercrafts flying over bogs and making sudden hit&run attacks. Romans maybe would have upgrade "Logistics" (Insert: approriate latin word) that makes siege things faster, because they had really advanced army. I'm also wondering what is good behavior in games. Many times I face absolute new player, and I'm almost sad to crush him. Other hand, I'm not a fan of long games, and if I see that I have made fatal mistake, I usually resign because I see no point fighting when knowing end result. Is that right or wrong?1 point
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By the way our art style are similar to Stronghold Crusader 2 with AoE compositions.1 point
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Este programa te descarga el código del juego. https://tortoisesvn.net/downloads.html1 point
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Ok, I'll see what I can come up with... By the way, that artwork of the Persian cataphract with the face mask, is sooooo beautiful, but I don't think face masks were adopted by Persians proper until the Parthian period.1 point
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All implemented in my 0abc mod long ago; and I guess in some other mods as well.1 point
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It depends on what you want to represent. The Greek city states certainly used Thracian mercenaries, but they typically fought with javelins. The Macedonian army of Philip II and Alexander III the Great used Odryssian (Thracian) cavalry, but rhomphaia infantry is not attested. However, the later Antigonids (306–168 BC) certainly deployed them: Thracian mercenaries with black cloak, white thureos, and rhomphaia were one of the elite units of Philip V (r. 221–179 BC), fighting as a vanguard/special forces, apparently similar in function to Alexander's hypaspists a century earlier.1 point
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The AI checks for the `Stable` class, then builds the `{civ}_stable.xml` structure. The problem in Delenda Est is that the generic template had a `Stables` (with s) class, which means the AI can't find any Stable and will continue to build more. I made a pull request to solve it for you: https://github.com/JustusAvramenko/delenda_est/pull/201 point
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Arminius (*Herminaz?) could have Roman equipment from his past (Arminius is actually Cherusci but I think everybody wants him to be a playable hero, the other possibility is Maroboduus which is more accurate and more interesting). Ariovistus (*Harjafristaz? or a Celtic, Ariouistos?) could have Gallic equipment. Ballomar could wear a 100% Germanic outfit and carrying only Germanic weapons. Edit: Maroboduus could increase the experience gained by his troops as a reflection of the regular training he ordered. Ariovistus could give a territory extension bonus or a capture bonus as a reflection of his conquest in Gaul and his skills in politics. Ballomar could give a bonus in looting.1 point
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I did indeed - have to say I completely forgot to test techs on this diff (see 'missed an edge case' in the OP :p )... Broke all armour/attack techs pretty much I'll fix it tonight or tomorrow depending on time I have.1 point
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Do they have an special helmet i could do for them for attach the mask properly?1 point
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Would be a neat upgrade for the Praetorians or something. Cavalry Masks is already a tech for the Imperial Romans. Could be one for the Sassanids too.1 point
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Oki, all sounds good, people, and no hurries, Stan. . Is mostly about if I can do something for the project, I'm crazy busy as well, but I should be able to do some element (animation, illustration or sth UI, being my personal preference, almost in that order, if there's stuff of that kind to be made, that'd be cool) with good care and all, that'd be nice.1 point
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For Suebians, I think what we can do is the Chief's retainers won't have any armor, but they should have some kind of simple helmet at least. The hero units should definitely have some kind of armor, even if a simple leather corselet. No other units would have armor. For Goths, we can go back to the incremental increase in armor per rank like the other civs.1 point
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These look great. No criticism. Looks awesome. Looks kind of like a barracks, but I think for the barracks the "fence" would be a pointy palisade. I think the footpath from the door can be a nice decal.1 point
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In case anyone is following this thread, there is currently a ticket opened (and patch submitted with the update!): https://code.wildfiregames.com/D2197 and https://trac.wildfiregames.com/ticket/55651 point
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Helmet I like, but the Parthian/Sassanid/Byzantine horse armor, no bueno. The current armor is already perfect. Perhaps needs a bronze chamfron and a better plume for the horse's head. The Persians in general definitely need update helmets and shields. Great that you're bringing them up. Though, I would like some plume variants for the Hellenistic helmets (Thracian helmets specifically).1 point
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Oh, so we all agree here that Macedonians should have Thracian Black Cloaks armed with rhomphaia? Sorry I misunderstood @wowgetoffyourcellphone Let's ask @Nescio to be sure. If all the history enthusiasts agree, we can add the Thracian unit to the Macedonian roster, to help them out with those pesky rams. Macedonians would probably be played more often then, and it adds some nice regional context to the faction.1 point
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When automatically walking back and forth between resource and dropsite, they'd have a standard speed.1 point
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He said is feel more realistic now: Is more weird a villager to Zoom all over the map, Stamina should really be implemented to nerf this kinda of "zoom" infantry, making walk as a proper human. Walking would be the default and toggle run would make infantry drain stamina making skirmisher drain stamina slower than a hoplite or pikeman. Also is kinda broken compared to the resource gathering thing i've mentioned before, having 100 gathereres skirmishers are way better than 100 hoplites.1 point
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Welcome aboard lakobos enjoy your stay here if any art task catches your fancy just go ahead and do it we are not all that formal here especially with our artists just hardware and engine constraints and our bias for historical accuracy you might consider getting the development version as then the art assets are not all zipped into the public.zip just makes working with them more convenient. Enjoy the Choice1 point
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A belated update. City Building Mod has been updated with Coin resources from Phase II. Not all of Phase II plans are completed, hopefully can be finished soon. Coin resource and how it works might sound familiar for those who played great mods like Delenda Est or especially 0abc where this mod takes a lot of inspirations from. I promised I would give it a different spin so here they are, Update 0.2.0: Coin resource added. It is meant to be a measure of prosperity of your city. All buildings consume Coin (negative trickle), except houses and markets/tavern. This is to simulate salary. Houses and markets generate Coin instead, to simulate taxation. Houses pay different amount of taxes depending on location desirability. House beside a barrack pay less tax than house beside a wonder. Units consume Food. Cavalry consume twice as much, and Elephants consume five times human food portions. Stable and kennels consume food as well Building consume Wood to simulate maintenance, as wood is degradable. Bigger building consume more wood. Some technologies also cost Coins where it makes sense. Phasing up always use coins. Mercenaries, Champions, and Heroes cost significant amount of coins, and mercenaries also consume Coins periodically. All resources can only be reduced to zero, but Coins can go negative to simulate government debts. etc. As usual, if you're interested to try the mod it is available on Mod.io and GitHub. Challenges faced on Phase II are these: Resource Cap: It's still a mystery to me. I thought I could just mimic Population Cap behaviour, but turns out it's very difficult. Not only Cost.js and Player.js has to be modified, it seems GuiInterface.js should also be changed, and I still don't understand this file. Victory Condition: Still figuring out how to trigger based on amount resources collected. My dream would be an option in Game Type before battle that says "Economic Victory" and the goal is to be the first to reach 50,000 Coins. Secondary resources: This should be implemented alongside resource cap. Also my concern is that this is going to make unnecessary microes. Therefore I shall postpone this until later. I'd probably dabble around Phase III meanwhile. Phase III is overhaul for Citizens to make it more interesting. Some of the main ideas I'd like to explore in this phase is to introduce a unit called Leader. A hero type unit that will be available since the beginning, replacing current cavalry. Leader is meant to be player avatar thus bestowed with advanced capabilities and aura which could be upgraded like in RPG games. I also would like to explore the possibilities of militia as starting units, which can be promoted to regular soldiers later. Thanks for reading!1 point
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I see. Why choose? Civ-specific mercs and map-specific mercs could coexist peacefully... Well maybe not peacefully, but you get my point...1 point
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Quixel is one of the cooler VFX asset libraries I've seen lately, available for Unity and Unreal Engine and more. Its having a greater role It has a large amount of assets available for free as well. I don't know whether its license allows it to be used in 0AD however this is an incredible resource I'm sharing for inspiration and technical direction for any artists here. https://quixel.com/megascans/library/latest Youtube also has tons of videos of how these are used in Unreal Engine and Unity for level design.1 point
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A little update about Phase II As I have finished patching the Phase I for both Alpha 23 and Alpha 24 (available on Mod.io) it's time for me to continue to Phase II: Economy. In this phase I attempt to make extensive change to the way economy is handled in 0 A.D. to make it more resemble city builder games, namely Impression city builders like Caesar, Pharaoh, and Zeus, and also taking some inspiration from castle builder games like Stronghold. I'm still in the research part of the process, and really overwhelmed by the code, as I'm not too familiar with Javascript. So any programmer who wishes to help is very much appreciated. So here's a list of things I want to accomplish in this mod, and the status of their progression: Money resource: A new resource that cannot be gathered, but instead trickled. House and Markets will trickle money over time, which can be used to train units and construct buildings. There are many mod projects that are already implemented this modification, some of my favorites are 0abc and also Delenda Est, so I plan to add some of my own twist to it. Trickle rate is based on location desirability of each house, with ruleset already established in Phase I to make city planning has a more tangible reward. Status: Largely finished, still tweaking the trickle rate. Also have to merge with Phase I completely before adding other changes. Adding features from other mods like tax adjustment etc (if permitted). Secondary Resources: New secondary resources that can be produced using primary resources. Like Weapon made from wood and metal, Horses from food, etc. In city building games they usually have different building for making different weapon and there will be automated NPCs bringing wood to the fletcher and another to bring the finished bows to armory. The way to do it is probably by trickling Weapon periodically while also negative trickle on wood and metal. And also having citizens tasked to 'gather' weapon from blacksmith and drop it at barracks. Status: Not sure if it's going to be enjoyable. Perhaps a refinement of the idea could help. I'm also not sure how to stop trickling if the primary resources goes to zero. Victory Condition: As with city-building tradition, several new victory conditions are planned to be added as options. Population Victory (first faction to reach 500 population), Economic Victory (reach 10000 money), etc. Status: Still an idea, but peeking through code seems like it could be done. Resource Cap: Just like population, I'd like to make resources have limit too. Every dropsite will increase the resource cap just like house to population. For example a Farmstead could only accept 500 food, so if it reaches 500 then all available food dropsite will stop functioning until a new one is built. Status: Learning the code. It seems very complex as there seems to be many files that have to be changed. Hopefully I can do it. Any programmer out there that have experience in handling resource and population Javascript, I need your help. So the most realistic part of this plan is probably the money resource and victory condition. I hope I have enough time to learn while my day job is not too hectic recently (it might change soon though). Thanks for reading!1 point
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here is I had to use this page because the forum does not let me upload files https://anonfile.com/odq7z504nd/spider_robot_7z1 point
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