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Showing content with the highest reputation on 2021-11-24 in all areas

  1. Buenos días o tardes; -Nuevo símbolo de facción (escudo) ; -Los colores son a sugerencia de @wowgetoffyourcellphone, naranja y negro , aunque no sé si era a esto a lo que se refería wowgeto... ( o si tendría que invertir los colores). (Es una remodelación de la anterior , pero no será la definitiva ) -Mezclé diferentes símbolos de escudos y otros elementos artísticos galaico-lusitanos , lusitanos y castreños, dándole un aspecto muy distinguido de los escudos que usarían las unidades. A lo mejor quito la parte metálica , pongo más ornamentación o quito algunos elementos... ¿Ustedes qué opinan? @Lopess, @Stan` @Lion.Kanzen @Ultimate Aurelian @Trinketos @Carltonus @soloooy0 @artoo @maroder @Radiotraining @wowgetoffyourcellphone @Dizaka @nani @m7600 @Belisarius17 @Genava55 @Mr.lie @ribez @Dasaavawar Disculpen las molestias*
    5 points
  2. Posdata; -Las balsas lusitanas de pesca y de guerra que hice es una mezcla de una " A borna" una embarcación de la costa Atlántica de la Península ibérica (de la edad del hierro) y una mezcla con diferentes referencias a navíos (o embarcaciones o balsas )que se encuentran en recintos arqueológicos por las zonas del interior de Beira (Portugal) ,Extremadura (España) y Castilla y León (España).Y también incluí algún elemento descrito por algún historiador de la antigüedad, como el romano "Plinio"; (Referencia de Plinio) (Referencia base para la ;Balsa de guerra lusitana) (Referencia base para la ; Balsa pesquera lusitana) (Balsas de ramas entrecruzadas o unidas con brea u otra mezcla y recubiertas de cuero) Disculpen las molestias*
    4 points
  3. Working on this mod, so far I managed to make something similar to what @Lion.Kanzenwas explaining. I introduced a new civ (Rus) and a new building with special functions based on my initial idea/concept at the beginning here: Stan gave some suggestions in this thread on how to develop the concept from the templates available: So here you go! A new 3d model that can be built in neutral territory and, as you can see from the pictures, act as a market (and also as a dropsite!). It's all playable here : https://github.com/stereotipo/millenniumad If you're interested I can keep you updated on future progress! I didn't exactly know how the Council of Modders operated, but now I think it will be good to share more of new material here in the forum, so it can benefit also of the supervision and feedback of more experienced people! I just hope I'll not bother too much
    3 points
  4. Version 2.0 is out - check the first post for more info and the download link
    3 points
  5. Hi, I'll use this thread to introduce myself: I'm Sean, from Heidelberg, Germany. (And my Nick stands for my first name, followed by the initials of my second names :P. - CJ). I'm just installing 0 AD right now. The reason I'm here is because I'd like to see better cooperation between different Libre / Open Source Games (RTS games to get started with). But more on that in a different thread + Subforum . P.S. Me and two other guys made the following game some time ago (died pretty quick though ) : https://www.indiedb.com/games/engines-of-war
    3 points
  6. Experience is the best teacher. At the time I bought by 4K monitor (VA32UQ) I was unaware of G-SYNC and FreeSync. I also did not have any games installed either. But stuff eventually gets added. After getting X-Plane, I had a rude awaking. And just recently, 0AD added to that awakening as you need to know what monitors work with which games. (Also the graphic card itself needs to be considered, the Linux NVIDIA driver did not originally come with Vulkan installed, but it was installed with a subsequent update.) My 4K monitor (VA32UQ) was not on the approved list. Thanks, very much for providing a sounding board and for your research into the issue so that a solution was found. Last night, played a game for approximately two hours with no problems. As a reminder, for anyone else who may be following this thread, disabling FreeSync on the monitor appears to have resolved the black screen problem.
    2 points
  7. yeah..! I know about it and I'm aware! As I said, those are the only 2 elements that have been consciously sourced outside, knowing that I would have changed them eventually. But, admittedly, I forgot this detail at the moment of sharing the github link. My bad!! All the rest, including faction symbols, is material either free, from 0ad or created entirely by me. I'll welcome suggestions for the textures. I read the disclosure and they can be used for game assets. But maybe you have a couple of other trusted websites where to find material
    2 points
  8. don't forget to use material compatible only with the legal rights of millenium A:d. Basically they are CC 3.0 by SA and CC0. do not use material without permission from third parties. https://creativecommons.org/licenses/by-sa/3.0/
    2 points
  9. https://trac.wildfiregames.com/wiki/Design_Document#PlayableCivilizations will be useful for you.
    2 points
  10. - Quick update: I moved some of the discussions around concepts and production on a separate Discord channel to not pollute too much this forum with inside debates and too much of technical conversations, but I'll try to offer an updated view of the progress also in the forum. Currently I have to thanks @Andronikos Medina for the historical background and @Dasaavawarfor participating with feedback and ideas! - Together we came up with an initial review of the current meta of the game (Gameplay_sketch) And, from that, we distilled a plan of present and future features that would be possible to implement: https://docs.google.com/spreadsheets/d/1gEokmKtmHw_1vQwC2tTUMvgxO_ttm3Z_Xq1GBUeMKT8/edit#gid=2057863749 (it's meant to be a general blueprint, some things may be further reviewed in terms of gameplay balance) - The main focus would be on the current roast of civs: Byzantine, Umayyads, Carolingians, Anglo-Saxons, Norse + a new faction: Rus. Some things have to be completely updated (Umayyads buildings set, thanks also to @Lopess support!) and some things may be refreshed following a organization of civs into 3 main categories: "Empire civs", "Medium civs" and "Tribal/Nomadic civs", to help manage the balance of each of them. Something that @Dasaavawarhad already conceptualized in this thread: https://wildfiregames.com/forum/topic/58002-civ-differentiation-playstyles/?do=findComment&comment=460284 - Currently we've decided to focus on refreshing the Byzantines, the most complete and central civ of this mod, thanks to @Andronikos Medina particular interest and expertise around this civilization and historical period. We decided for the introduction of an administrative building (Bouleterion, based on the monastery of Nea Moni) that could: 1. Mark the imperial status of this civilization 2. Offer a blueprint to update current buildings/texture pack somewhere in the future 3. Experiment new techs that could be adapted to the following civs and revive the gameplay that hasn't been updated since a23-24 After this first step we would have maybe reached enough maturity and expertise to tackle maybe a new civ like the Rus' and hopefully provide a new, fresh update to Millenium AD. but we're still at the very beginning of the adventure! Gameplay_Sketch.txt
    2 points
  11. 2 points
  12. ok thanks, now I get what you mean Yeah I did that deliberately, since the logo takes up too much space otherwise. But yes maybe I will increase the margin in the next iteration or decrease the logo size. mh yes, maybe I will revert back the the last round design or a rectangular one. I just have a hard time with the logo. It's at the same time round an also not centered due to the text.
    2 points
  13. mmmh I think is more those hard, straight angles of the notch in the top that host the logo that have a different "vibe" (or design language), compared than the rest. It's a detail I would agree with. Maybe a further improvement would be to have it round, so it can host the logo more softly, or maybe a square, without those angles. The logo could be a little bit smaller to fit more armoniously with the rest. These are really small details if you want to reach a 100%. The overall look is an amazing 98% nevertheless!! And I hope it will be implemented into the game, is very refreshing to see!
    2 points
  14. the minimum area of the logo should be this, the red square. why? in graphic design logos have margins, officially 0 A.D. does not. You can see that the margin at the top with the "0" is very low, at the bottom you have the same problem and more serious and the final dot (.) also has that problem. just increase the central element.
    2 points
  15. Do you also propose that we wait several days for units to walk across a map to meet the enemy? Or better, that we wait 18+ years to raise a solider? Games are extrapolations. The unit measurements might as well not be denoted in real life units. Sometimes you just have to roll with what is obviously not real life.
    2 points
  16. Buenos días o tardes; -Edificios remodelados; (embarcadero lusitano) -El anterior modelos también era un arenal con rocas y un muelle ,pero acompañado de balsas que resultaron ser de la "Cornisa Cantábrica" y de las tribus cántabras y vasconas ,además de tener un navío y decoraciones fenicias, a partir de ahora , el navío mercante fenicio auxiliar solo se podrá reclutar en la factoría púnica y la intención es diferenciar ambos puertos al máximo empezando por las unidades que se reclutan; 1)Embarcadero lusitano; Balsa pesquera lusitana y Balsa de guerra lusitana. 2)Factoría púnica; Navío mercante fenicio y Birreme Cartaginés. -El nuevo modelo tiene el mismo esquema de arenal, rocas y muelle pero con balsas de la cultura castreña y la Costa Atlántica. Se podrán diferenciar las balsas del embarcadero de las balsas(unidad), por que las unidades tendrán marineros a bordo además de víveres o armas mientras las balsas del puerto están vacías y recolocadas irregularmente. (maravilla) -A petición de @wowgetoffyourcellphone, ¿Qué le parece ahora? -El nuevo modelo es más bajito y más pequeño además de menos color gris y más decoraciones. La montaña está en el centro , de ella emanan arroyos que llenan los "Estanque de purificación" de igual forma , la montaña (sagrada) tiene acopladas "Cámaras de incubatio"(como entradas de piedra).Al otro lado de la montaña hay "Estatuas reverenciales" dedicadas al dios Endovélicos(ya que este santuario le está dedicado a él) acompañada de un fuego "purificatorio" y tanto al lado de las cámaras de incubatio como junto a las estatuas hay "Ofrendas" de alimentos y unas cabañas (a falta de templos).Junto a las estatuas hay "Altares de sacrificios humanos" ,mientras que en el "Santuario" son sacrificios animales( no encontré que los lusitanos hicieran sacrificios humanos a gran escala ,por eso los puse en la maravilla , porque solo se puede construir 1 a la vez , mientras que ellos si que sacrificaban muchos animales y por eso el Santuario-Templo que se puede construir varias veces tiene sacrificios animales)Por último , tienen todos los lugares sagrados lusitanos , flora abundante(pero no demasiada). -Nuevos edificios; (arsenal o Taller de asedio) (torre defensiva) -Nueva unidad (naval) (balsa de guerra lusitana .Junto a una balsa pesquera) -Llevarían entre 3-5 marineros a diferencia de la balsa pesquera que solo llevaría 1 y la balsa de guerra se reclutarían en el Embarcadero lusitano. Serían balsas de guerra que se pueden reclutar en fase 1 ,serían más baratas y rápidas que un "Barco de guerra púnico auxiliar"(que es reclutado en la factoría púnica) , pero serían balsas de guerra con menos puntos de ataque y resistencia .Las partes en blanco cambiarían de color según la facción. Referencias; Disculpen las molestias*
    2 points
  17. Thank you @Norse_Harold for the thorough debugging and thank you Thales for bringing it to our attention. @Langbart maybe something could be added to the FAQ?
    1 point
  18. Great, sounds good. Follow-ups like this are much appreciated.
    1 point
  19. carolingians.pdf I'm seeing that you're going to redesign a lot of things so let's start with the emblems. The only complaint I have is that the Byzantine was already quite historical. @Radiotraining
    1 point
  20. This is how they are made, you can see the materials. as you can see, a realistic adaptation is being made, in a conceptual way. "these colors, with these materials plus these aesthetic details."
    1 point
  21. ah yeah! I have it! Sorry, I shared only the small png that I used as assets (idk, I saw the original emblems were only 128px and I did the same) the original are a bit bigger: 600px I can attach a couple of .psd files, if necessary emblem_russya.psd emblem_byze.psd emblem_norse.psd
    1 point
  22. Didn't notice the notifications sorry, so
    1 point
  23. our official mods are under the same rules of the game, this does not include Delenda Est.
    1 point
  24. ooooh yesss!! this is very useful indeed!! thanks so much, I was missing this!!
    1 point
  25. You should already be familiar with this. 0 AD\binaries\data\mods\public\simulation\templates\structures the buildings are in the structures folder. folders are by initial faction names throughout the game. the names are not complete. instead of persians the folder is pers the first four letters of the name. For example, the Apadana building is a special building, each faction has a minimum of 2. the entity parent is template_structure_special. (notice xml extension is omitted in the name). that means that most of the entity code belongs to that file. this is the directory: \0 AD\binaries\data\mods\public\simulation\templates it all depends on what building you want to create.
    1 point
  26. Hi, thanks for the report! Can you provide us with a replay of that match, please? And was there anything written in the interestinglog.html? (See https://trac.wildfiregames.com/wiki/GameDataPaths.)
    1 point
  27. they all depend on a template parent. i'll show you how to find out.
    1 point
  28. is the advantage that there is someone else with my kind of expertise in the project.
    1 point
  29. I see Humans in StarCraft more as adaptable to different scenarios, their technology was below Protons, for example. I like the medieval and decadent view of humans in WarHammer 40k they are not heroes or villains, they are halfway through technology. Something that we can consider is that our species is very expansiva and adapts to different environments using technology, something I would like to call the discourse and that currently we can see a trend of the fusion of technology in our bodies as well as the possibility of genetic changes controlled in our bodies. If we are going to strangle this in the distant future, I can imagine super soldiers (men and women) on battlefields on distant planets and satellites. Perhaps the growing distance between human colonies prevents direct communication between them, making them independent governments across the universe, but they all nurture an ideal of union between humans when we are attacked by alien beings (of course, when this does not prevent conflicts between humans continue to exist). (I hope google translate isn't getting in the way.) Something I have on my computer lacks texture and refinement.
    1 point
  30. @Radiotraining this post will help you. if you don't know how to do something, just look at the templates, I know it's hard for an artist to make templates. it is pure code, any modder will explain you how to add new things to your template. the first thing you should know is that there are 2 types of files. those that define the art and those that define the simulation of the object.
    1 point
  31. I will leave as a confirmed image that for current date, that we only have the templates (XML files). Does this mean that we still do not have conceptual designs for the buildings?
    1 point
  32. Well Ideally you could complete this section https://trac.wildfiregames.com/#Formodders
    1 point
  33. Likewise, it serves to explain the soft counters.
    1 point
  34. The player exit when he was loosing. Lobby: Eternal Blizzard Offender: DalieLama Thank you. commands.txt
    1 point
  35. I think a good start would be to create a sub forum for Stella Arts with 3 topics each for your faction -Human -(Protoss)? and the -( Zerg)?. I suggest a 4 faction/civ/race development being initially focused on two and later on + two factions. (We can add a pseudo "Xel'Naga", I think it could have a totally unique gameplay, few extremely strong units, having only one cc/temple like structure and its updates and updates being done on each unit individually.)
    1 point
  36. Hey, I stumbled over this thread a couple days ago (checking up on the bigger Libre / Open Source RTS projects), and funnily, this post here got me checking out "BAR" - when actually my background is from the SpringRTS engine :P. I'll introduce myself in separate thread!
    1 point
  37. @Radiotraining let's design something based on this as promotional art.
    1 point
  38. yep, I'll take data from VIllage Phase and put them into a field like this: Skirmishers, Spear/Pike-men Slinger Archer Skirma Calv Speak Calv Archer Calv
    1 point
  39. We have to ask, because a lot of bug reports are imprecise and we need to know what the users are seeing. e.g your whole desktop could go black, or the window could be visible, etc My bad should have checked, should be called userreport_hwdetect.txt it's https://trac.wildfiregames.com/wiki/GameDataPaths The file is generated when you launch the game
    1 point
  40. Not when the people doing the walking are 4 meters tall and can build up a whole civilization from a single building in the space of half an hour! Games like this intrinsically operate on Paul Bunyon logic, which as arbitrary as it seems does actually follow a consistent set of rules. The only thing that is illogical is certain people coming in and demanding engine design choices to conform to their personal understanding of real world physics, without thinking about how that would affect other game systems. You are in the wrong here my friend, but you are welcome to make a mod that changes the walk speed to whatever you want it to be and see how the game plays.
    1 point
  41. This is the same **** that makes people keep changing the projectile gravity to 9.81! The distance units in the game are not meters! They are their own thing with no consistent relation to real world distances. The numbers have to be fudged for anything feel right or make sense in gameplay. Yes, units walk insanely fast, projectile ranges are absurdly short, most buildings are comically tiny, and in the real world it takes months to plant a farm.
    1 point
  42. This is a good approach. In fact, if I were to "redesign" the mod, then I would narrow the focus a lot. Focus it around the Byzantines, like how the base game's center is the Romans. So, your civs would be the Byzantines, Umayyads, Bulgars, and maybe 1 more civ. (I'm just spit balling here, Avars perhaps; I'm not well-versed in the year 1000 AD). I'd have 2 branches of the mod: standard and experimental. The standard version of the mod is the base-game compatible version. The experimental version would do things like add a Religion system, Religious Relics, Jihad, Economics, etc. The experimental version would have the standard version as a dependency. So, you'd put all of your focus on the standard version, and then any experimental stuff you want to try is a smaller side mod.
    1 point
  43. @wowgetoffyourcellphone Right. The reason I said archies are the worst is that by themselves they usually get wrecked. In addition, In the case of ranged units + pikes, it would be better to use skirms or slings than archers simply for higher damage.
    1 point
  44. @BreakfastBurrito_007 Yes the iber boom and champ spam is formidable. In my post I was actually talking about using cav to attack ranged infantry units that are behind pikes. I like that with the way the blacksmith is now its not too expensive to incorporate cavalry into your army.
    1 point
  45. Tabs are 1 click. Drop-down is 2. Might make a difference to streamers/casters.
    1 point
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