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Showing content with the highest reputation on 2021-06-27 in all areas

  1. Buenos días/tardes @Belisarius17 -Los edificios estarán en unos pocos días , aún así , estaré en disposición de remodelarlos según sugerencias , críticas , proposiciones etc... (con bases históricas o arqueológicas). Disculpen las molestias*
    4 points
  2. Buenos días /buenas tardes; -Aquí les traigo una proposición para una nueva facción "Lusitanos"; (Edificios) -Los edificios son ; Murallas. Corral. Fortaleza. Factoría púnica/embajada cartaginesa(edificio especial). Casas. Embarcadero (puerto). Santuario (templo). Herrería. Castro Vetón. (edificio especial) Almacén. Centro Urbano. Establo. Torre centinela. Granero. Cuartel/Barracas. Piedras hincadas (estructura especial). Mercado. Sauna (edificio especial). (Faltan dos edificios ; "Castro lusitano "(edificio especial) y la "Maravilla" que aún están en proceso .También se tienen que tener en cuenta , la empalizada , el huerto y la torre de avanzada , comunes en todas las facciones haciendo un total de 23 edificios para la facción lusitana) -No todas las texturas son las adecuadas pero las nuevas serán similares , aún así ,pueden interactuar con esta facción en proceso en el "Mod Lusitano" (desarrollado con la colaboración principal de @Lopess y otros compañeros y compañeras) , para más información o apoyo no duden en mirar el foro,"For a New faction; Lusitanian". Disculpen las molestias*
    2 points
  3. Concepts for CC. In the present topic I am going to show some concepts, using several illustrations of various illustrations and Roman architecture of provinces, to be specific towns, villages And buildings with a low architecture and level of urban development. In this so that we can determine what some buildings of some stages will look like in the future.
    1 point
  4. Decals are supposed to be rendered only in bounds you set in xml. And outside of those bounds shouldn't be rendered. To avoid rendering it uses alpha channel of the texture on its borders (and all current decal textures are transparent on their borders). So to fix the issue you need to add a transparent border to your texture.
    1 point
  5. Lorica Segmentata was not yet used in Alesia.
    1 point
  6. Should be able to just say get back to work for them to resume their routes with their res.
    1 point
  7. the Rome that appears in the game is middle republican Rome. Between the Punic wars and the reform of Gaius Marius. You are asking for imperial Romen units.
    1 point
  8. Legions were composer of multiple unit types. Among them Velites, Hastati and triarii. So all these types of legionaries are in the game.
    1 point
  9. Star Trek profanity spotted in the lobby:
    1 point
  10. Ah, I see, that's ok. Keep up the good work!
    1 point
  11. yeah my mistake, I didn't what you guys were saying the first time
    1 point
  12. I put the "like" here, because I really very much appreciate what all developers/ contributors do for 0 A.D. You rock - and deserve holidays/ staycation/ or just a break (besides the usual real life) as everybody. So relax and stay well!
    1 point
  13. They do Agoge works only on champions btw
    1 point
  14. Se ven muy bien, cuando lo vas a tener listo?
    1 point
  15. Maybe he could have a "Persian war" campaign for the next campaign.
    1 point
  16. In fact it was not planned for this stage of game development.
    1 point
  17. I recommend a trading system like Paradox's Imperator of Rome. You bring resources from other map territories and add to them taxes.
    1 point
  18. I already played the last version of the mod for a few hours, a work in development but already very playable, here are some observations. 1 I believe that by the nature of development the world map is not yet complete, but I do believe that at least the ocean and inaccessible areas should have a color to stand out from the background. 2 Province could generate resource after conquered (money) with different values depending on their importance. 3 Provinces evolve with time, both in terms of the wealth generated and in terms of acculturation. 4 Technologies can be created for the hero on which he spends his money or/and experience to unlock them. 5 A general of cool stuff: special structures by province, empty states, construction of more heroes by civ, fleets and naval combat maps/combat between heroes' troops (kind of unlikely). I know how much this is complicated and laborious to be implemented, especially in a project with the nature of a mod maintained by one person, so nothing here is a chore, alias I hope in a few months with more knowledge in .js I even can help with any of these ideas or others that are accepted.
    1 point
  19. Additionally it would be nice to have more coherent borders for territories. This is purely arbitrary preference, but I would find a map done in the style of Ptolemy's description of the world to be a fun idea. This is obviously not the original, but it would be a fun representation.
    1 point
  20. I put off modding for a while at least until A25 is released. But I can give you some pointers if you like. You can customize radius texture and thickness in aura JSON. Like this. I just configured the influence of each building using addInfluence. Check the code here. Basically addInfluence tells AI to build a structure in relative distance of other structure with specified classes. You're going to need something that use manpower. I take it that both Manpower and Population represent the amount of people residing in the city, albeit in different way. Manpower seems to represent realistic city population, while the Population represent RTS game population. So if the map has 300 population limit, at lategame you may have a Metropolis with 25,000 manpower, but only have 300 units. What are the rest 24,700 people doing then? I suggest you put the manpower to work. Here are some ideas I had: Make structures cost manpower as well, a lot of them, as structure employees. Introduce negative effects of unemployment, give negative trickle for certain percentage of unemployed manpower. Give manpower upkeep. E.g. one manpower consume one food per 5 second, so the more manpower, the more food you have to provide. Or perhaps just create technologies that reduce batch production time in structure with specific class, make it cost manpower, and make it automatically researched (set autoresearch to True).
    1 point
  21. I like your mod...love the music too... ...I have been playing like for 5 months now, and decide to make a scenario too.. At first, It was design for 8 players, but issues with the population, and the game freezing, forced me to make it for 5 players instead, with the other factions becoming buffer states...As you, I am also working on a scenario base on the map of Europe and the Mediterranean Sea. I have named O AD Empires at War... Hopefully it will be published soon.. here is how is looking so far.
    1 point
  22. i´m making a new version of "banner" map.
    1 point
  23. Hey everyone, With the game in Commit Freeze, it's extremely unlikely that there will be incompatible changes, so if you had not kept up with SVN, you can definitely look into porting your mods to A25 now. We've maintained a wiki page listing some of the major changes affecting modders this time around: PortA24ToA25. Note that there have been major changes to notably UnitAI & to the GUI gameSetup. Depending on what your mod did, you might find it easier to start from the A25 files instead of trying to update your older files. Let us know if you run into difficulties.
    1 point
  24. 0 A.D. needs a Klingon Warrior cheat unit, complete with bat'leth.
    1 point
  25. you might as well make a Star wars mod
    0 points
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