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Showing content with the highest reputation on 2021-11-17 in all areas
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4 points
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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
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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
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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
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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
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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.blend2 points
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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 gameplay2 points
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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
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Delenda Est is now available from the AUR (package for Arch/Manjaro users)2 points
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https://news.xbox.com/en-us/2021/11/17/age-of-empires-iv-content-roadmap/ No waypoins?(yet).2 points
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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
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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
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- "es normal que sua pizzas tengan cabellos?" - "no, generalmente tienen caballos" My God that one!!2 points
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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
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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
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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
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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 hands1 point
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Currently garisonning set a variant called garrisoned in the actor file. That's how we display the garrison flags. We currently don't support multiple states of garrisoning, but yeah it could be coded.1 point
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I destroyed all his structure and won but the rating didn't happen. Lobby: Eternal_Blizzard Offender: Thomas13012m commands.txt1 point
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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 too1 point
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Might be alright to put a carriage underneath with wheels (like in Braveheart).1 point
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1 point
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Our models are superior. Even the ones with the trunk carrying.1 point
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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
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Sorry yes, here are the specific points : the roof textures (straw) look ok from far away, but when you zoom it they lack details. Something with more detail and or a normal texture would be nice. Generally I guess all textures would profit from some normal maps to give them a more realistic look. Also at the moment the buildings use two different kind of roof textures: the old iberian one (e.g. arsenal) and the new one. I guess it would be better if that would be consistent. I don't particularly like how the stone texture on the temple and wonder looks. A bit too stretched. The sauna and the corral use water objects that are just a blue color. Should probably use the player_water material like the wonder. The ground texture of the wonder is much too coarse. The ground texture of the castro should be a proper texture. Looks like that is only one color. _____________________________________________ And another thing I just noticed: The castro uses unique palisades. It should just use the palisades that are already in the game (iirc how its done for the building of the britons).1 point
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"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
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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
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ofc it is the spot In general I like more empanadas than pizza but nothing can beat the stuffed fugazzeta they make.1 point
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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
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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
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-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
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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
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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 Ougaming1 point
