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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. The code can be found here: xpartamupp/elo.py / xpartamupp/echelon.py I used extendsclass.com/python.html to calculate it. # take inputs rating = float(input("Your Rating: ")) #If there is no rating, use 1200 opponent_rating = float(input("Opponent Rating: ")) #If no games being played use 0 games_played = float(input("Your Total Games: ")) if rating < -2199 or opponent_rating < -2199: raise ValueError('Too small rating given: rating: %i, opponent rating: %i' %(rating, opponent_rating)) RESULT_WIN = 1 RESULT_LOSS = -1 ELO_SURE_WIN_DIFFERENCE = 600 ELO_K_FACTOR_CONSTANT_RATING = 2200 VOLATILITY_CONSTANT = 20 ANTI_INFLATION = 0.015 rating_k_factor = 50.0 * (min(rating, ELO_K_FACTOR_CONSTANT_RATING) / ELO_K_FACTOR_CONSTANT_RATING + 1.0) / 2.0 player_volatility = (min(max(0, games_played+1), VOLATILITY_CONSTANT) / VOLATILITY_CONSTANT + 0.25) / 1.25 volatility = rating_k_factor * player_volatility rating_difference = opponent_rating - rating rating_adjustment_win = (rating_difference + RESULT_WIN * ELO_SURE_WIN_DIFFERENCE) / volatility - ANTI_INFLATION rating_adjustment_lost = (rating_difference + RESULT_LOSS * ELO_SURE_WIN_DIFFERENCE) / volatility - ANTI_INFLATION points_you_gain = (round(max(0.0, rating_adjustment_win))) points_you_lose = (round(min(0.0, rating_adjustment_lost))) new_rating_win = rating + points_you_gain new_rating_lose = rating + points_you_lose print('Current rating: %i\nPoints you would gain: %i (%i)\nPoints you would lose: %i (%i)' %(rating, points_you_gain, new_rating_win, points_you_lose, new_rating_lose)) Example: seeh vs Langbart Seeh rating = 1059 Langbart rating = 1434 Seeh total games = 116 Points you would gain: 26 (1085) Points you would lose: -6 (1053) Example: seeh vs valihrant Seeh rating = 1059 valihrant rating = 2340 Seeh total games = 116 Points you would gain: 51 (1110) Points you would lose: 0 (1059) It would be a good addition if these numbers were displayed in the lobby profile when you select a person from the playerlist. I will try to work this into the mod.
    2 points
  19. 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
  20. http://rtw.heavengames.com/albums/ArtAssault/AA_tower.jpg It is the normal siege tower from RTW 1. The difference is that it is open like the Mayan siege tower. is quite similar except for the scale. and some details. The characteristics will be detachable. Its projectiles will be incendiary.
    1 point
  21. Would there be ideas how to gather horses for cav units? Each cav unit costs 1 horse. Garrison a horse in the corral with a trickle? Add simply horses as starting animals? each civ has a different starting horse trickle in the corral? Horse loot for enemy corral and stables? could be expanded to any other war animal used, elephants, camels... Any ideas? Horses can be traded, technically 2 subclasses, war and work horse. This would make such a cool campaign or scenario against the Xiongnu. This is not in the master branch, just testing ideas.
    1 point
  22. 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
  23. 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
  24. @user1 Player left game without resign, when I took his tower and he spoted my army. Lobby: dzizus Offender: cosimo92XD commands.txt
    1 point
  25. 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
  26. @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
  27. 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
  28. I destroyed all his structure and won but the rating didn't happen. Lobby: Eternal_Blizzard Offender: Thomas13012m commands.txt
    1 point
  29. 1 point
  30. Might be alright to put a carriage underneath with wheels (like in Braveheart).
    1 point
  31. Our models are superior. Even the ones with the trunk carrying.
    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. Lopess' concept. Would someone add something else to it?
    1 point
  35. "The female citizens don't seem to have anything indicating the player color. This may be confusing I guess." Good notes, regarding unit textures, we are hoping to finalize all textures and after that unit colors will be implemented. "Why is there a castro and a fortress? Is that not the same?" In this case it will be a special structure, Duileoga can give you more information.
    1 point
  36. I also like the buildings, very nice work few remarks: I think the textures could be improved they look a bit to "unreal". Something is wrong in the mesh of the wonder -> gives an strange effect when looking at it from the top. I got the following error: ERROR: Failed to find matching prop point called "projectile" in model "art/meshes/structural/lusi_piedras_short.dae" for actor "structures/lusitanians/wall_tower_stones.xml255" Why is there a castro and a fortress? Is that not the same? If you compare the scale of the vases on the wonder and in front of a normal house, there is a big difference in size. I think it would look better if the size of the props would be more uniform. Also the size of the buildings compared to each other could maybe be improved. The female citizens don't seem to have anything indicating the player color. This may be confusing I guess. and also this "dependencies": ["0ad => 0.0.26"] should be "dependencies": ["0ad >= 0.0.26"]]. But overall, really nice work, keep it up!
    1 point
  37. Very beautiful artwork, so nice.
    1 point
  38. 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
  39. 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
  40. Buenos días o tardes; (Good morning or afternoon) -Actuales avances en la facción lusitana , en proceso; (Current advances in the Lusitanians 'in process') Disculpen las molestias* (Sorry for the inconvenience*)
    1 point
  41. Son bien trolls los que administran la red social.
    1 point
  42. 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
  43. Posdata; La información la saque de los castros vettones de ; Castro de Ulaca. Castro de El Raso. Castro La Osera. Castro Las Cogotas. Castro de Yecla. Castro Las Merchanas. (Entre los principales) Disculpen las molestias*
    1 point
  44. Hola , buenos día o tardes; -Aquí les presento las texturas para los escudos de las unidades campeonas lusitanas; Noble/aristocrata; (infantería)----------------------------------- (Arimo) Emboscador; (infantería)----------------------------------------- (iabarannta) Bandolero(unidad con dos jinetes);-------------------------------(Epones Arimos) Púnico (Héroe jinete) ;--------------------------------------------(Apimano) Cauceno (Héroe jinete);-------------------------------------------(Kaikainos) (Viriato-Héroe con modelo en jinete y en infantería- tiene su propio escudo) Texturas; (Las referencias ya las subí antes, basadas en estatuas de guerreros y pruebas arqueológicas) Disculpen las molestias*
    1 point
  45. 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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