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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. Great, sounds good. Follow-ups like this are much appreciated.
    1 point
  18. My point is that the sources of artistic inspirations that we use are all based on and created from mosaics of nobles and aristocrats. In this case @Radiotraining did a splendid job of adapting it as "a" possible option open to refinement. Speaking from my historical experience giving shape to all of this is exciting if we try and explore the various ways in which we could execute them, all the progress that was made in Discord is subject to being shaped and interpreted and nothing should be taken literally.
    1 point
  19. @Radiotraining for me the easiest is to create it in illustrator (vectors first) SVG maybe.
    1 point
  20. 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
  21. we forgot you were new. The first thing is that at least our faction symbols and music and textures are under that standard, we don't want to have legal problems. @Stan`
    1 point
  22. ooooh yesss!! this is very useful indeed!! thanks so much, I was missing this!!
    1 point
  23. always in these lords one faction takes over the world and the united nations and unites the humans. sometimes it is inside the planet, sometimes when they have already explored mars. in the case of SC the lore are prisoner ships that crashed in another world. https://starcraft.fandom.com/wiki/Terran if that is the case, the earth must have looked like Europe in the Renaissance age. there are probably many factions from the united nations to entrepreneurs with space projects. Unlike Sc, I would not be so positive about the history and I would focus the exploration many centuries later. half a millennium later?
    1 point
  24. Definitely not hahaha, in this case and in Portuguese "expansiva" = expansive, I don't understand why this translation was done like that.
    1 point
  25. I don't know if it was google translate, but I love the definition of our species as "very Spanish" That makes me think, for some lore, that we may take inspiration from the colonization of America to represent both humans and native populations of other planets Maybe this could be the basis for a "X" civilization of highly developed human fused with cyborg elements that have gone rogue and separated from the more - vanilla - terran civilization. It could be an interesting element of conflict. YEAAAAH!! Looking pretty cool!!
    1 point
  26. Camels (probably archers too) can kill elephants by standing at their maximum shooting distance. Specifically, the elephants will not charge the camel when camel remains out of range but continues shooting an elephant. Just saw this happen in a game with @Player of 0AD with his camels when watching a replay. Tested in a single player game and this is the case.
    1 point
  27. 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
  28. Although I enjoy the period that 0 A.D. already is in, I have in mind some other eras. What I thought of most was to bring the Gentleman's Warfare from the 17 to 1800s into 0 A.D. and also the Late Middle Ages. Actually, maybe this should be a mod, or to give you a very radical idea, a new game. Yes, I know what you are thinking. The grandeur and austerity of this topic makes implementation to me seem impossible. But I liked the idea and would like to hear some ideas about this. What do you think?
    1 point
  29. I don't think this would fit well with this mod, at most some sort of giant automatic greenhouse that generates food, of course if it's a resource. We can limit the number of structures equal to those already present in the mod by creating by stan, regarding the gameplay it seems that the current goal would be something close to starCraft, to be honest this is the part I like least, but okay maybe I'll create a mod in parallel using the mod but with some differences (something like a Dawn of War with base build and battles that can be upgraded).
    1 point
  30. btw.. today in some threads I've seen they mentioned BAR .. I think it could be a pretty cool inspiration for hi-tech/futuristic stuff https://www.beyondallreason.info/
    1 point
  31. Likewise, it serves to explain the soft counters.
    1 point
  32. The player exit when he was loosing. Lobby: Eternal Blizzard Offender: DalieLama Thank you. commands.txt
    1 point
  33. Well as @Locynaeh told me last week we need moar documentation :P
    1 point
  34. Nah, the animals' stances in this alpha are messed up.
    1 point
  35. Anyone avaliable to test some of these for this counter chart? I'll tell more information when we do it
    1 point
  36. 1 point
  37. That is merely because you're used to our current speeds. Look at my army of boxes (with Hercule in the lead).
    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. Very nice! I'm following this interesting conversation! ^^
    1 point
  40. 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
  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. AAAAAaaaahh!! There you go!! I was suspecting something like that..! but I didn't know the location of such instructions! Thanks so much!! ^^ You probably opened me a new world now! ahaha EDIT: nope. I learned something new, but still not working :| very strange! I'm not doing anything apparently different than any other civ/building and the only actual different thing is the name of the building. So, once I added it also in the <builder> list it should have been recognizable
    1 point
  43. I followed the recipe! Very useful to understand the various functions, thanks so much! But I stumped into a problem: the building doesn't appear in the gui at all when I click a villager. I guess I'm missing a step somewhere, but I can't understand what's wrong: My process has been to take the template of a commercial dock, change the name into (in this case) "template_structure_economic_tradingpost", adjust some of the attributes and then place it into the template folder. I then created a structure called: trading_post.xml in the civilization structure folder with a parent to the previous template. Now, setting aside the specific attributes inside those files, I feel like I'm probably missing something. Maybe the game doesn't recognize different names aside from the classic building structure and they must be specified somewhere? Maybe is there some incoherence in <class> or <category> that could cause the issue? What could be the case, usually? Yes, there's an "icon.png" attached, so is not like is invisible in the GUI for that reason. I don't know.. Sorry for bothering. Is actually the second time that I'm trying to make a "special" building and I have the same problem, so it would be actually useful to understand what's the root cause. (I'll keep looking around tho!)
    1 point
  44. - - - - - small update : - - - - - - Hello people! This whole thread started a bit random and a bit for fun, but it's been a great opportunity to experiment with the modding tools of 0ad and bring together some cool talents in the forum on a shared project. Hopefully this could be also an opportunity to update this mod and bring some new interesting assets and feature to the whole 0ad project! So thanks to everyone that has helped so far and showed interest in the idea! Since there seems to be some participation, to make things easier I thought to open a small little Discord channel to keep the communication tidy and easy for everyone: https://discord.gg/jjGjFhcw so maybe is possible to discuss some details and ideas without clogging too much the forum with only a particular topic. So for everyone: feel free to participate! Also, I think it would be useful to check out for the council of modders: @Lion.Kanzen @Lopess @Stan` @wowgetoffyourcellphone or anyone who makes sure that the quality of 0ad keeps being high. Feel free to chime in! The forum is still the main venue, but maybe this channel could allow to discuss some minutiae or simply organizational aspects that wouldn't be deserving of a thread here. Hope I'm making the right thing, in case let me know!
    1 point
  45. @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
  46. @Philip the Swaggerless I actually watched the game where you countered mass (40+) iber fire cav with your own CS Persian cavlalry. I am very impressed you managed this, and I have not seen someone else do it before or since. I think a key factor is that your enemy ignored warnings (previous engagements) to make more spearcav in his cavalry composition and eventually you trapped him and he lost all the champs. It is my observation that Iber is the "easiest" cavalry civilization because of a fast boom, -15% unit cost hero, and powerful and survivable champions. However, there are other civilizations like Persians and Gauls that have better heroes to accompany their cavalry (Kurush and Vercingetorix), so iber cav will be very dominant unless another player is able to make their own well-upgraded CS cavalry with maybe a few champions. Also, Persians have hyrcanian cavalry which could be able to raid iber farmers which are usually protected by wall. (hyrcanian cav can be doing 3+ crush per 1 second to buildings) so they can bust the wall pretty easily and idle the farmers, which can help stop firecav spam.
    1 point
  47. Tabs are 1 click. Drop-down is 2. Might make a difference to streamers/casters.
    1 point
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