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Showing content with the highest reputation on 2021-11-17 in all areas

  1. 4 points
  2. I played a couple of matches and wow! well done everyone!! they feel quite organic and complete and also lot of fun to play! I also think they would fit nicely in the main game and provide an interesting variation from the roast of civs commonly used! I agree on the feedback about the roofs: that orange dominance is a bit too pronounced and it would benefit of a general desaturation and more noise to feel more realistic.. all the rest is quite good! nice, nice!
    3 points
  3. Okay guys, I'll finally ask: would you like some assistance with graphic design on these collateral stuff? I was a bit hesitant to commit to longer term tasks, but also would be nice to help out @mysticjim which is already doing a great job together with his life changes .. I think that a little team could be more effective to assist each others out and cover some social presence in other channels! What do you think?
    3 points
  4. The men carrying the log need to be more muscular. If you have a cylinder with a diameter of 80 cm and a length of 3.5m, with a density of 510 kg/m^3, that is 900 kg. 4 normal men can't use that as a ram, you need to be extremely strong. The art looks good though.
    3 points
  5. Buenos días o tardes; (good morning or afternoon) -Actuales avances en los lusitanos ,en proceso; (Current advances in the Lusitanians ,in process) Espero que os gusten; (I hope you like them;) @Lopess, @Stan` , @Lion.Kanzen , @wowgetoffyourcellphone , @Yekaterina , @soloooy0 , @Genava55 , @Dizaka , @Carltonus , @Trinketos , @fabio @Alexandermb @av93 @Radiotraining @alre @Dasaavawar @Ardworix , @Phalanx , @Ultimate Aurelian @Loki1950 @maroder @Belisarius17 @Mr.lie @Mosé @GunChleoc @whocares @Sundiata, @DarcReaver @feneur @Itms @intipablo @wackyserious @balduin @Radagast. @iNcog , @Thorfinn the Shallow Minded @Mythos_Ruler y @sanderd17 . No olvidéis probar el mod para dar críticas o sugerencias (Do not forget to try the mod and to give yours criticism or suggestions) Disculpen las molestias* (Sorry for the inconvenience *)
    3 points
  6. I tried to create the Troy horse in lowpoly, but I can't create a decent texture with blender and krita (also because I am not very skilled in blender); you can modify it as you like if it serves the game, otherwise it was an exercise for me. Troy.blend
    2 points
  7. Just throwing an idea... Gameplay issue: Early/Mid-game aggression not favored by the concept of citizen-soldiers. Citizen-soldiers being about as good at collecting resources as women, the difference between booming and building army is significative only during the period in which fields are settled and the wood produced is allocated to fields construction rather than soldiers production. As a consequence, once a player has settled his food production, there is no real trade-off between booming and building an army since both strategy are about the same. Among the main suggestions that have been suggested: - Offer different set of strategies favored by tech: defensive, economic, aggressive - Adjust gathering stat/loot to change incentives - Differentiate more workers from soldiers Idea: Combine some of the ideas suggested and add specialized economic units (on top of the existing set of units) : "farmer, woodcutter or miner". A specialized economic unit is a unit with: low military capacity (similar to a women); high cost (similar to a swordman in terms of resources cost and training time); high productivity in his speciality (similar to a women with p3 upgrades in his specialty domain, similar to a woman with no upgrade in other domain); high loot (similar to a swordman) ; do not benefit from economic upgrades. The aim of the specialized worker units would be to give to a player the opportunity to actually choose between booming or building an army in early/mid game, without affecting the overall economic balance with other units in late game. With respect to a women boom, the specialized economic unit boom is more risky since: - they cost more to produce and replace; - the opportunity cost of denying them access to their workplace is higher; - they will be tracked more carefully by the enemy since loosing a soldier to kill a specialized unit is not a bad tradeoff; They should be useful to take mid game economic advantage (if not punished) or develop more specific strategies by developing one sector of the economy extensively. They might also favor CS all-in on players using mixed of economic specialized units and CS in mid-game and therefore reward more scouting at the same time. Related discussions: - booming = turtling - Strategies choice - Balancing Gatherers - Interaction and early gameplay
    2 points
  8. all this sounds too complicate. I'll play the part of @Player of 0AD this time: don't change anything (except for slaves, slaves mining makes sense). in 0 AD is quite difficult to raid wood, and I guess it's ok, you have the rest of the economy to raid. If you destroy all your enemy's woodcutters, that's a major battle. In 0 AD forests have a strategic importance as places where armies are stationed chopping trees.
    2 points
  9. If you need another one, let me know, I'm in the mood to make posters.
    2 points
  10. Delenda Est is now available from the AUR (package for Arch/Manjaro users)
    2 points
  11. https://news.xbox.com/en-us/2021/11/17/age-of-empires-iv-content-roadmap/ No waypoins?(yet).
    2 points
  12. Use it to reset what units are being attacked, by my units, so units don't get pulled. Some people micro so much that it is necessary to do. (Edit: Interestingly, I was told this was the "attack nearest unit command" (it works this way based on level of aggression set) instead of "halt/stop." That is, I've been using it as the "attack nearest units command" to prevent my units from zeroing in on a specific unit and chasing/being pulled to die without killing anything. I double hit the command too ... which probably costs me time but just a habit.)
    2 points
  13. I use it once in a while to keep a ram preventing to roll to a building (for example to repair it, when I put the ram also on stance). The button can be also very helpful in fights, but I usually use the attack move instead. Sad thing is that the attack move seems to be bugged, often it fails and my units march into their death. So I should get used to use H more often.
    2 points
  14. Currently anything that isn't on the ground should not be a prop.
    2 points
  15. - "es normal que sua pizzas tengan cabellos?" - "no, generalmente tienen caballos" My God that one!!
    2 points
  16. Offtop(There is also evidence of javelineers with incendiary arrows also from the year 900 -1100 I believe that the tactic was common but it was not something of note or something reserved for the lower social classes). Tomorrow I will return to Xiongnu mobile fortress. we have a lot of props to take advantage of.
    2 points
  17. More like a mobile Roman siege camp, but in terms of defensive firepower, much stronger. The Han simply copied the Xiongnu tactics, they had almost no cavalry in the beginning, but used more advance technology. Mentioned on the Han thread, 400.000 horse mounted Xiongnu against only 10.000 cavalry units in whole Han China. Infantry and hundreds of thousands different types of crossbows on Han side.
    2 points
  18. https://en.wikipedia.org/wiki/Wagon_fort
    1 point
  19. I'd rather slaves be specialized for wood. Mines aren't that important to eco. While wood is very important. Make it a tradeoff decision like how fields are mostly women. That way wood could be raided after minute 6.
    1 point
  20. 1 point
  21. I at first liked this idea, but the problem is that you can't go back. This is why I was in favor of adding the option to train rank 2 or 3 at a higher cost. If we were to make units such as these, I would be concerned with having 1-use units. A main problem could be the situation where it is efficient to make one unit for a specific purpose and then delete it right after. I like the idea of workers, I feel they should have increased gather rates for stone metal and wood, but be slower than CS for food gathering. I think a good cost for that unit would be 75 food, 25 wood, 1 pop. @faction02 I am intrigued by your idea for the specializations, but I have some questions. What is the reasoning behind making the units specialized by resource type? I feel it could be a good thing to make it harder to switch eco plans so quickly. Would the unit have a lower gather rate for non-specialty resources? Also, would these units come from cc or perhaps train them (fertility festival style) from farmsteads/storehouses? Another question I have is would the "metal miner" have a slower metal gathering rate than a CS when fully upgraded? If people tend toward slaves, I feel they should be for mining mostly (metal and stone), with same mining rate as CS, but cost a bit more food than women (60).
    1 point
  22. It's like @m7600 said. Ugi's is like a popular brand here in buenos aires. Many customers "joke complain" in social networks waiting their bizzarre answers. It has manu places in the city and It's a popular place between middle-low and low classes workers bc of their cheap prices. Most of this places have a cleaning service once a day or sometimes the same ppl that cook the pizza must clean the place for a very small salary so I can understand his lack of motivation to "wear the t-shirt of the company" (like we often say here, as an idiom?). So the place is always kinda dirty, the cheese is mostly oil and flour and probably u even get a napkin to clean your hands
    1 point
  23. Some of these, like high priest and slave, would actually be great additions. Also, want to add that instead of making these eco units better at gathering, we could alternatively make them cheaper
    1 point
  24. @user1 I harrassed my opponent and control whole game. Then emapis leaved, came back and leave again without resigning. Ranked game 1v1 (16-11-2021) Lobby: dzizus Offender: emapis commands.txt
    1 point
  25. 1 point
  26. I believe that there is no mechanic for this at the moment in the game, I believe that currently it is easier to train a set of 6 carts that go together, and when the fortress is assembled it becomes fixed in place.
    1 point
  27. I was thinking, that if wagons are props, it could be assembled quite unusual. For example not constructed, but indeed like 6 wagons produced and added until complete. The wagon fort could become steadily stronger with more wagons added.
    1 point
  28. yeah, but also I would add is not easy as it sounds to create a new set of civilizations. Each one requires a lot of work and a lot of tweaking afterwards to make sure that the standards of the game keep being this high. Take the recent project of Lusitans and see how much work it has been put into: Also the Han Chinese had been delayed for a couple of releases until they were just right, so the balance is always between diversity and trying not to break the game with something completely out of place .. just saying!
    1 point
  29. Yes. It was removed on purpose some alphas ago.
    1 point
  30. What is a prop-point? A prop-point is a specific point in a 3D space (basically a coordinate) with a specific name which is used to reference that specific spot within 0AD actors (structures' models, units, animals, even props) What are they used for? They're used to spawn an actor within another actor. Basically you load another model/unit/structure/prop of the game inside the model where the prop-point is. Examples: - In a structure, you can use a prop-point to have a fountain which is already in the game and place it within that structure. - In units, you can use prop-points to have different gear in different places like the head for helmets, in the hands for shields/weapons etc - In animals, you can use prop-points to spawn effects like dust in their feet when they're running or blood when they die. - In props, you can use it for randomization of the prop, like a helmet which can use different styles of feathers spawned at the prop-point location. Which are the benefits? There are many. Just saying that you can reference any existing prop/model in the game directly in a place within your model is quite powerful already. - Powerful recursive system - Easy set-up - Randomization capabilities - Memory saving (you don't need to store again the data of a model that is already in the game) How can I create them? In Blender3D: In blender these prop-points are made with "empties". An empty is just a point in space which stores the coordinates where it's located within the scene. No materials, no geometry, no lighting data. Just location and rotation. To create an empty in your model, just open the "add menu" with shift+space in the viewport and select "Empty" there will be a list with different empties types, but these are all the same, just different types of representations of it. Select your preferred type (the standard is "Plain Axes") and an empty will be created in the location of the 3D cursor. IMPORTANT NOTES: -It is obligatory that the name of these empties start with: "prop- " or "prop_ " -Examples: prop-fountain , prop-helmet, prop_flag-AND it is also obligatory that the empties are parented to the geometry of your model. To parent the empties to your model, (in object mode) select all your empties first, then your model and use the hotkey CTRL+P and they'll be parented to the geometry.-Finally, when exporting, select all your empties first, and you model last, and export as usual.How can I reference a prop-point inside an .xml actor? Props are defined in the .xml normally after the mesh has been defined. Here's an example of the persian stables, where the horses are propped by prop-points. Note that minheight and maxheight are OPTIONAL parameters used for anchoring the prop-point to the ground. Prop parameters: actor= the actor .xml that we want to spawn in that prop-point attachpoint= the name of the empty/prop-point that we created in the mesh WITHOUT the "prop-" or "prop_" prefix minheight/maxheight= These are optional parameters to determine the anchoring to the ground, the max and minimum height the prop will have when conforming to terrain. <?xml version="1.0" encoding="utf-8"?><actor version="1"> <castshadow/> <group> <variant frequency="100" name="Stables"> <mesh>structural/pers_stables.dae</mesh> <props> <prop actor="props/structures/decals/dirt_4x4.xml" attachpoint="root"/> <prop actor="props/structures/decals/celt_sb1_mud.xml" attachpoint="root"/> <prop actor="props/structures/persians/stable_horse_a.xml" attachpoint="horsea" minheight="-20" maxheight="1.7"/> <prop actor="props/structures/persians/stable_horse_b.xml" attachpoint="horseb" minheight="-20" maxheight="1.7"/> <prop actor="props/structures/persians/stable_horse_c.xml" attachpoint="horsec" minheight="-20" maxheight="1.7"/> </props> <textures> <texture file="structural/pers_struct.png" name="baseTex"/> [...]Prop-points in armatures When creating prop-points for meshes that are animated (in other words, when they have an armature/skeleton) the prop-points are created with bones. These bones doesn't need to have a vertexgroup in the mesh, but they're required to have a name with the prefix "prop-" or "prop_" just the same as when using empties.These bones also need to have a parent bone, which will inherit it's movement (location and rotation)Animating these bones would not have any effect when the animation is imported into the game.When defining prop-points on animated meshes, nothing changes. It is the same procedure as normal prop-points. Other useful tutorials in this forum: Import/export assets from Blender to 0AD and baking AOHow to export animations from Blender to 0ADLowpoly modelling tipsHow to create textures with Blender3DIt would be nice if Stan could post also some guidelines to create these prop-points called dummies in 3DSMAX in this thread too
    1 point
  31. Might be alright to put a carriage underneath with wheels (like in Braveheart).
    1 point
  32. Ah, the reason I mentioned it was because in the US Taco Bell is a meme for being ok tasting but lethal in the bathroom the next day.
    1 point
  33. Here are some example drawings, but don't ask what dynasty or period they are, its all bit unclear from sources. https://en.wikipedia.org/wiki/History_of_crossbows https://en.wikipedia.org/wiki/Chinese_siege_weapons There is already this present , so It think this kind of thing, maybe slightly bigger with longer bow arms mounted on a wagon, or tower, wall etc
    1 point
  34. I'm going to try the mod, see if my pc supports it, a hard drive died 1 month ago T.T, I think I'm going back to multi in a long time T.T
    1 point
  35. Very beautiful artwork, so nice.
    1 point
  36. they look darn cool!! Congrats everyone!! going to try out the mod!! Thanks for mentioning me! Is very cool to see the project develop!
    1 point
  37. También espero que les gusten a ; (I hope you like them too) @mysticjim @m7600 , @LordGood @artoo @chrstgtr , @LetswaveaBook @nani @vladislavbelov , @wraitii @Gurken Khan , @Freagarach @jurgi123 @implodedok y @Jeru Disculpen las molestias* (Sorry for the inconvenience *)
    1 point
  38. Son bien trolls los que administran la red social.
    1 point
  39. ofc it is the spot In general I like more empanadas than pizza but nothing can beat the stuffed fugazzeta they make.
    1 point
  40. I have thought of the idea of an 0AD Alpha 25 tournament with prize money recently. Personally, I really enjoyed the series of games in the 2018 Championship, especially the final games between borg- and feldfeld. Even if it is likely that borg-, Vali and feld will win the top places in the tournament, it is still interesting to hold the tournament to let many players to push their skills and show the excitement of 0AD games. It is particularly fascinating to see the top players trying their best to push their skills to a new height. Also, most of the players just play the mainland maps. A tournament that involves a wide variety of maps can encourage them to expand their skills on different maps. The money prize would be a good incentive to raise the skill level of the games. I think finding $1000 for the prize money is doable. As long as we allow sufficient time to advertise the tournament, it should attract quite some good players to participate. Below is a proposal that I write for the tournament. You can have a look and give some feedback. If many players support the idea, we can proceed. --------------------------- 0 AD Alpha 25 Championship Tournament with ~$1000 money prize Champion $500 Runner-up $250 3rd place $150 4th place $100 5th place $80 6th place $60 7-10th place $40 To make it a decent-level tournament, you need to fulfill either one of the requirements below to enter the tournament: (1) Rating > 1400 (2) If you rating is <1400 or you have no rating, you may post one game here, in which you defeat two very hard AI. Then you can enter the tournament. ALL of the matches will be posted in the 0 AD forum. And we seek to broadcast the matches on the rounds of 8, semifinal and final on Youtube to let people know the excellence of 0 AD. So, please take the tournament seriously. This is a double-elimination tournament, in which every player is eliminated only after losing two rounds (each around is best of 5 or 7 games). All players will start in the winner bracket and do 1 v 1 matches. The winners will proceed, and the losers will go to the loser bracket. A player is eliminated after losing in the loser bracket. The winners of the two brackets will meet in the grand final for the championship. For each around, the two players should make time with each other to finish the matches by themselves (please finish them in one week, so that we can finish the whole tournament in two months). The winner needs to report the results and post the replays here. This tournament requires the players to know multiple civilizations and different maps. Below are the rules of the matches: (1) For each round of matches, the two players will play 1 v 1 matches in the format of best of 5 in the round of 32 and 16. The matches will be the best of 7 in the around 8, the semifinal and the final. (2) In each round of matches, each player cannot use the same civilization twice. (For example, if A uses the Ptolemies in one game, A cannot use the Ptolemies again in other games.) (3) The grand final will be best-of-7-game matches between the winner of the winner brackets (WW) and the winner of the loser bracket (WL). If WW wins, WW is the champion. If WL wins, they will conduct an additional round of best of 7 games, in which the winner is the champion. (A player is eliminated only after being defeated twice; so, WL needs to beat WW twice to knock out WW). (4) All the games will be played on standard 1 v 1 setting (small maps, 300 pop, low resources, no relics, random biome, unrevealed and unexplored maps, etc). For each around of matches, the maps will be: Game 1: Balanced mainland Game 2: Lake Game 3: African plain Game 4: Islands (naval map) Game 5: Unknown land Game 6: Rivers Game 7: Continents We reserve the right to modify the rules before the tournament starts. If you have any suggestions that may improve the tournament, please feel free to leave your comments. We will wait until there are 32 players to start the tournament. The anticipated starting time is Feb 2022. If there are more than 32 players, we will host preliminary matches among the low-rating players to select the strong ones to enter the around of 32. After the 32 players are determined, we will select 8 top players to be the seeds and position them in the eight major branches of the bracket, and randomize the position of the other players. We hope to arrange it in a way that the strong players will meet later in the tournament. If we don’t have 32 players before Feb 2022, the tournament may be canceled. So, please help promote and advertise this tournament. Can you help the tournament? We eagerly welcome sponsors and volunteers to help this tournament. Below is what you can help: I. Finance a. Can you donate money (e.g. $20, $50, etc) to the tournament prize money? b. Can you help us to find sponsors? c. Do you know how to efficiently collect money from donators and send prize money to the players? II. Before the tournament – Website, advertisement and promotion a. Website: We would like to make a website for the tournament, in which the results are reported and the Youtube video of the matches are shown. Can you help make the website? b. Advertisement video: Can you help us make an advertisement video clip (about 1 minute long) for the tournament? c. Youtube: If you are a Youtuber, can you post an advertisement video of the tournament in your channel? d. Warm-up matches: We want to promote the tournament with some high-level warm-up matches for the tournament (top players play each other on the various selected maps of the tournament). Can you play some exciting matches and post them here? We will select some to be posted on Youtube and the tournament website. III. During the tournament Youtubers, can you broadcast the matches and invite top players to make commentary? IV. During or after the tournament a. Can you help design and make the certificates? b. Can you help summarize the tournament and post some review videos on Youtube? c. Can you help contact some news agents (e.g. game magazines and websites, BBC news, ABC, NBC news, etc) to let the world know the tournament? We want as many people as possible to know the tournament.
    1 point
  41. Buenos días o tardes; -Nuevo diseño del "Puerto Auxiliar Púnico"o "factoría Púnica"; Comparación con el anterior modelo (que era mucho más grande); -Se que el anterior modelo de puerto es muy grande y que a lo mejor no encaja con un puerto convencional de una facción jugable ,pero podría incluirse en algún mapa como "Costa fenicia" u otro mapa de esa temática (en la que hubo presencia fenicia o púnica) y que se pueda reclutar mercenarios/auxiliares fenicios o cartagineses tanto unidades marítimas como terrestres. Le puse cariño y tiempo al modelo y me da pena que puede que no sirva para nada. -Nueva Estructura, "Galería de Tiro"(Archery Range); -Por recomendaciones de @wowgetoffyourcellphone. Disculpen las molestias*
    1 point
  42. Buenos días/tardes o noches; -Estoy remodelando los edificios según las recomendaciones de @wowgetoffyourcellphone; Nuevo "Granero Lusitano"; (Comparación); -Quité los muros y añadí algún elemento agrícola. Nuevo "Establo Lusitano" (comparación); -Lo intenté hacer más convencional(Le hace falta añadir los caballos). -Ahora estoy remodelando el "Puerto Púnico"( para hacerlo la mitad de grande y también más convencional),además de la Maravilla lusitana y estoy creando una "Galería de tiro lusitana"(its a Archery Range). -Eso es porque básicamente ya terminé con las texturas de las unidades. Disculpen las molestias*
    1 point
  43. -Para las unidades "Auxiliares vettonas" había pensado en 3 tipos; 1. Infantería vettona mercenaria( com lanza); -------------------------(Scortamareva Secias) 2.Infantería vettona mercenaria (con venablos);-----------------------(iovanan Secias) 3.Jinete mercenario Vettón(com laza);---------------------------------(Epones Secias) -Los escudos vettones serían más grandes que la de los lusitanos (que usaban caetras"escudos pequeños") y los auxiliares vettones tendrían dos tipos de escudos , unos redondos y grandes para la caballería y guerrilleros (con venablos) y otros ovalados y alargados para los lanceros . -Si tienen más interés en investigar , busquen el "Centro de interpretación de la Cultura Vettona" Disculpen las molestias*
    1 point
  44. Well everyone here at the capitole is a Free Software and Free Art Enthusiast.
    1 point
  45. http://bau.nu/Historisk illustration Historische Illustration History illustration/vikingetid wikingerzeit viking-age.html
    1 point
  46. Hello everybody, Today I present you an 0 AD tournament from the German youtuber CigarO. It is a German tournament, there fore I write rest in German. Um sich bei dem Turnier anzumelden muss man dem Discord Server beitreten[https://discord.gg/sHW6KnD] und im Channel 0AD-Turnieranmeldung folgendes ausfüllen: Name/Nickname im Spiel: XX Spielerfahrung in 0.A.D.: XX Mikrofon vorhanden?: XX Iternetverbindung: XX Startpunkt: unbekannt Teilnehmer:10 mfg Ougaming
    1 point
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