Leaderboard
Popular Content
Showing content with the highest reputation on 2020-05-15 in all areas
-
Hello everyone! May 15, 2020 So I (@HappyConcepts) am clearly not an artist but ...I like RTS So I am very happy indeed to present my mod for your gaming pleasure. Let’s feed your soul with pursuit of princely treasure! Aye pirates ! Plenty of ships we find laden with cinnamon, silver, or ivory or gold! In this life of adventure, lad You will ne’er grow old Aye pirates , known as scourge of the seas and the shallows! Yet I have known many who Would not rightly deserve gallows There be many with letters of Marque those Kingsmen … those killers! Those wretched devils! Those privateers! Those frigates wreck’d and those thund’ring nines! Watery graveyards remember no crimes. Aye mates rejoice! Brethren drink in this night! Aye pirates! For freedom! For treasure! For fun! For the fight! Ummm yes I look forward to as much input as possible. The art is obviously lacking at the point but there are several hundred hours of play-testing put in over the past 13 months and I must say I really enjoy playing this mod! I hope you enjoy it and please post questions, ideas, suggestions here! The github should be up soon ... Please stay safe, COVID is a killer in these unprecedented times!3 points
-
1. Here is the standard background I use: 2. Taking a screenshot of the unit in Atlas with the "Big Screenshot" option, it looks like this (note, I use a custom scenario map with a bright ground texture for ease of cutting in Photoshop) 3. A. I cut the unit out of the background, B. copy the unit into a 2nd layer (this is important), C. resize it to 256x256, D. then add the background texture at the top of this tutorial. E. From there I adjust the Layer Styles (effects) of each of the unit layers to give the final product. This is what the file looks like for me: 4. These are the layer settings I use. First, to get that nice brownish background glow (THIS IS WHAT IS MISSING FROM MANY OF THE NEWER PORTRAITS IN THE GAME): 5. Here, I create the drop shadow effect: 6. Sometimes I add a subtle Bevel and Emboss to help the unit stand out a bit from the background. THIS IS SUBTLE, and usually used on a unit with dark edges, like dark hair or a dark horse. Sometimes I don't even use it. As an example, I used this effect to make the Balearic Slinger's head stand out a bit more, otherwise it would have blended into the drop shadow. 5. Here is the final product: Further Examples: unit_portrait.psd2 points
-
COMMITTED - Added Macedonian linothorax texture variants2 points
-
2 points
-
Hello folks, As I am working on balanced-maps and after one playtesting of wrench in which it was a bit turtly I decided experimenting with staggered positions, i.e. instead of grouping players by 11112222, grouping them by 121212. It also occurred to me that this could be solved by fixed positioning, e.g. the position you specify on game setup is the one applied on tg, so if players are 12345678 they will be placed exactly like 12345678. I would implement that as a separate map (e.g. Balaland (fixed)) since a23 does not have support for custom map flags (might implement for a24). What do you think on this, would you like it?2 points
-
1 point
-
1 point
-
This is more discussion thread, sign up here please As due to corona i had some time to think lately and also there are many players in lobby, i was wondering wether it could be a good time to set up a team tournament. I thought about a league system, to have a result reflecting real player strenght the best. As there might not be many 4-player teams there could be variable team sizes, and the teams would be reduced to the size of the smaller team, or various matches could be played. This would allow more flexibility in time ( there should be timeframes as large as possible anyway). Ofcourse there would be a mechanism to have all team members participating. Still larger team battles could be encouraged by higher reward for example: win 4 vs 4 = 4 points, while win 2 vs 2 = 2 points for team. For balancing there could be maximum average ratings (with exemptions for obviously underrated players like faction02. I dont believe making teams artificially would raise intrest in participating, and personal sympathy might allow more advanced team strategies which would add to the entertainment value and the level. It would highlight a different set of skills also like communication and encourages beeing a team player. Also banning civs and making rules to choose different civs within team or both teams even ? might be a enriching concept. Also there could be 2 leagues of lower and higher level including something like a promotion system ( depending on the amount of teams. I would enjoy to organize something along those lines, but i want to see wether there is intrest first and encourage further discussion on the matter. There could also be a thread to find teammmates in forum. Obviously the succes of such an endevour also greatly depends on promotion and people encouraging other people . For now i propose the following rules, which are open for discussion. For making it more easy to find teams and let friends play with each other i have tried to make the tier system not too complicated, but you may suggest otherwise. I will make a more nice graphic if the version is final A. Team making rules. §1. You must register a team of at least 2 but optimally 4 players by teamname and players. Participating with fake accounts is not allowed and causes disqualification of the player aswell as loss of all point of the team acquired from games involving the player in question §2. I.Your team must have not more than one tier 1 player and two tier 1 and 2 players or 3 tier 2 players II.Your team can not consist entirely of tier 1 and 2 players §3. During the tournament you can add players to your team by official announcement and without violation of §§ 1,2. Also players can leave, but not join another team during the tournament. B. Points §4. For a victory a team gets 3 points. For each player less then 4 the team gets 1 point less ( 3 Players = 3-1 = 2 points) 2 Players is the minimum Team size C. Matchmaking §5. The games take place at Sunday19.00 CET. You can agree with the weekly opponent to an alternative time. The time has to be posted to forum and both teams have to show agreement. §6. If a team shows up with less then 4 players the other team must choose players amongst their team to play a 2v2 or 3v3. The team that showed up with all 4 players does not get reduced points as described in §4.I. ( Best to provide screenshot in case of argument). If a team is registered with less then 4 players the opponent team is only required to show up with a matching number of players. §7. Each team can ban 2 civs for the enemy team. All team members must chose different civs. Teammates are allowed as specs. Otherwise no specs are allowed. Exemptions can me made for the purpose of streaming or recording the match for commentary D. Tournament System §8. The tournament has the format of a league System. Each team plays against each other team once. The team with the most points wins. E. Gameplay Rules §9. The matches are played on: (balanced) mainland, lake, river, continent, fortress, Latium (XXX) The map size is medium for 2v2 matches, otherwise normal. Starting ressources are set to low §10. Hero dancing/luring units as well as formation dancing is not allowed. Dancing single units during fight is also not allowed. Dancing in this context means to make focussed units move extensivly by spamclicking or other methods to avoid getting hit. A violation of that rule means victory for the opponent team. F. After the game §11. The winning teams reports the results to the forum, by stating who won, how many players have participated on each team and the missing players of each team. §12. Tier list: Tier 1 players are: borg, ValihrAnt, Feldfeld, (Stockfish?) Tier 2 players are: chrstgtr, jc, fpre, Phyzic. Boudica, Rauls, Unknown Player, ffm, nani, 90 Decger, faction02, Schweinepriester, wendy, or players of clearly at least similiar play strenght. ( make suggestions for this list if you want, but dont extend it too much)1 point
-
Trying to fix this myself, there seems to be a case if you play vs. multiple AIs where the diplomacy for ally/neutral/enemy only changes once w/ a preset condition and then stays there. It would be nice to make this smarter and more challenging somehow. Is there even any docs/posts which discuss how this is suppose to work? At the moment I am playing 1 vs. 5 AIs where I will make decisions on which ally makes economic sense but it would be great if there was a decision maker on the other side in the game. Hope this makes sense. https://github.com/0ad/0ad/blob/master/binaries/data/mods/public/simulation/ai/petra/diplomacyManager.js1 point
-
1 point
-
Mmm I wonder if the Illyrian helmet is the best choice for a Syrian archer in the Seleucid army.1 point
-
1 point
-
No, not yet; it probably will when @Stan` has sufficient time to finish the review. 23636 and 23638 were split off in order to preserve the file history and because phabricator sometimes has trouble with png files. Yes, it is. Currently the 32x32 and 64x64 are unused, the 128x128 is used for infantry etc., the 256x256 for units with larger footprints, and the 512x512 for the whale. The problem is that most units have oblong footprints. It's especially notable for animals, where about half use the 128x128 circle and half 256x256. With D2503 the situation will be much simpler: selection textures grouped as {size}/{shape} instead of {shape}/{size}, because many more shapes are conceivable, but more sizes are unnecessary 256x256 used by units with a large circular or approximately 1:1 footprint (e.g. war elephant, siege tower) 128x512 used by units with an approximately 1:4 footprint (e.g. warships, whales) 128x256 used by units with an approximately 1:2 footprint (e.g. animals, cavalry, traders) 128x128 used by units with a small circular footprint (e.g. infantry, healers) No, I don't, nor do I think it's worth knowing. What matters is that the selection texture has a sufficiently high resolution so one wouldn't be able to identify individual pixels when maximally zooming in. I believe 128 is sufficiently wide for all units. The line thickness of the 128x128 is relatively twice as wide as that of the 256x256, to make the selection marker for units with small footprints stand out more. The 128x256 and 128x512 shapes are added to ensure footprints are no longer much narrower at the left and right than at the front and back: Smaller and larger sizes (e.g. 64x64, 512x512) don't really serve a purpose. No units have oblong footprints beyond 1:4, so adding even narrower textures (e.g. 128x1024) is unnecessary as well. Image dimensions have to be powers of 2, that's why no sizes in between (e.g. 128x384) are added.1 point
-
Interestingly, deleting the file did not work (I guess it defaulted back to the version in `public`, when it wasn't in my user-mod directory). But leaving it, and commenting out the relevant functions, worked like a charm. Thank you!1 point
-
1 point
-
oh mighty god i will take my place from a surveillance view of course. eae. PUSH!1 point
-
1 point
-
I'd be interested, i will keep you updated, greetings schweinepriester1 point
-
For French speaking people, a channel with several conferences about the La Tène and Hallstatt iron ages: https://www.youtube.com/channel/UCp-zXMnTNdK9A1X784NdV8A/featured?fbclid=IwAR2ykLqCg6at9WHO0iMc43b6ZPpwx-tC0DB67r7gsHeYT5HcdAxznKOhov81 point
-
Registration is closed! We ended up with 10 entrants. Not bad! Round 1 matchups have been posted in discord but I'll post them again here, (Bracket link-https://challonge.com/lx762z6u) Look Left vs. Soup Demon Orignous vs. Sage453 Viyers vs. Zolrolt Bluetangos vs. Rolf Dew Rain_ and SwanRonSun have bye rounds. Good luck to everyone in the tournament!1 point
-
Never hurts have some more variety in the Atlas.1 point
-
For mercenary one variant could be a simpler chain armor with no shoulderpads or pteryges: Also can Ptolemies train mercenary heavy swordsman, or does the Galatian swordsman replace it ?1 point
-
Most definitely, the core team should look to DE for some inspiration. "Royal Stables" and such things would be very cool.1 point
-
In DE there are 3 variations of this unit: The Hellenistic Heavy Swordsman (mercenary swordsman trained from the Hellenistic Mercenary Camp) Mix between chain and linothorakes The Macedonian Thorakites (champion swordsman available at the Fortress in Phase IV) No chain, only composite linothorakes The Seleucid Romanized Heavy Swordsman (champion swordsman available at the Fortress in Phase VI; I removed the "Reforms" tech choice so now the Seleucids can train all 4 champs-2 in City and 2 in Empire phase) All chain armor, the 3 variants posted above1 point
-
Hi @user1, I played against andremf, and at some point during the game when I was winning I see him as gone offline, he didn't resign and I got no points for the game. Please let me know if you need anything else. Would like the points as I managed to get them against a high rated player. my lobby username: ishaan777 played against : andremf commands.txt1 point
-
Hello! This is Miguel Magdaleno Santamaría (mmagdalenosa). I recently contributed to the game as a Spanish (es) and Portuguese (Brazil) translator, and I was wondering if my name could be added to the credits. Thank you so much, and keep it up!1 point
-
1 point
-
1 point
-
@Nescio: thanks for your thoughts. There should be some options open, such as a Royal Stable for recruiting both the Scythed Chariot and Cataphract. Or the chariot can be built in the Workshop. and the companion cavalry be placed in a Barracks/Stable. With this, kleroukha can recruit settler cavalry (with different statistics, since they have shields) instead of hetairos. As soon as turrets (or similar garrisoning code) is implemented, the chariot archer (armored, "champion" or "elite citizen") can be (1) upgraded from a mercenary Syrian archer through an upgrade in the Barracks, or (2) recruited directly from the Fortress.In @wowgetoffyourcellphone's Delenda Est there's this Neo-Cretan archer which in my opinion a settler like the Macedonian "settler" cavalry? This would leave the faction with the most champions (or units altogether) though. Chrysaspides can be the elite/fourth promotion of Chalkaspides (or the other way around) given that gold was a symbol of status.1 point
-
The new Athenian cavalry images look great. Have the images of the Carthaginian siege engines (ballista and oxybeles) been updated in the main game for next alpha? Currently they're not unlike the other factions that have them.1 point
-
H @user1 I'm Kalman, Reporting Hellyeah123 for quitting a match he hosted when he was losing commands.txt1 point
-
Application open for "Embrace nubness", tier-infinities enlist now1 point
-
I made a video that hopefully shows the issue: https://cloud.elinvention.ovh/f/2b230e6a40c6439aabb0/1 point
-
It's a bit difficult to write... the issue is that it snaps without showing it and when I don't press Alt. Maybe a video would show it better?1 point
-
1 point
-
Thanks for the detailed explanations! I don't know if there was a specific 0 A. D. Empires Ascendant topic about those textures, in that case, my post should be moved in that place. If I remember correctly it was planed to use 1:2:1, which has probably changed meanwhile. Anyway what matters is to have a consistent numbers with pleasant visual, that's why I refer to you (and others). Just to understand, I looked at WFG svn (I looked only at the easy case, circles). r11623 introduced the scripted generated textures 32x32 64x64 128x128 (Ideally we should have one quad overlay texture by footprint shape and size) r11628 replaced the 128x128 and introduced the 256x256 r13759 introduced the 512x512 r23636 replaced the 128x128 and 256x256 I will post the images in the next post as the forum is (or I am) bugged.1 point
-
The <polygon> points lie on a circle with radius 1000 (or actually, they fit in a 2000×2000 square). For the inner line (the one that will show up in player colour) I used a stroke-width of 100; to make it look good on all terrains, it needs to be surrounded by white; for this I used a stroke-width of 150; this results in a 1:4:1 white:colour:white line. <g transform="translate(128 128) scale(0.1 0.1)"> The translate because svg positions are by default relative to the top left corner, and I find it easier to visualize them calculating from the centre (all selection textures are symmetrical). The scale is necessary to fit everything within 256×256. I suppose I could have used a circle with radius 1, stroke-wirdth of 0.1, and scale(100, 100) instead. I didn't, because I slightly prefer integers over decimals, and because in my experience things look better scaled down than scaled up. Now, the above applies to generating the 256×256 png; for the 128×128 png output, double the line thicknesses. For the *_mask.png, comment the first <g> and uncomment the last <g>. [EDIT] The <rect> (rectangle, rounded rectangle, cartouche) and <ellipse> shapes are not scaled and use a stroke-width of 10, which is the same as 100 scaled by 0.1, or 200 by 0.05.1 point
-
I'm already in the task of doing it, I just need the opinion that I should carry in my left hand and what would be the round cotagonal pedestal, or retangular.1 point
-
0 points