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Showing content with the highest reputation on 2021-11-24 in Posts
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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
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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
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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 much3 points
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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-war3 points
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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
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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 material2 points
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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
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https://trac.wildfiregames.com/wiki/Design_Document#PlayableCivilizations will be useful for you.2 points
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- 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.txt2 points
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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
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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
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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
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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
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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
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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
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@Radiotraining for me the easiest is to create it in illustrator (vectors first) SVG maybe.1 point
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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
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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
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Definitely not hahaha, in this case and in Portuguese "expansiva" = expansive, I don't understand why this translation was done like that.1 point
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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
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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
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they all depend on a template parent. i'll show you how to find out.1 point
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is the advantage that there is someone else with my kind of expertise in the project.1 point
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@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
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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
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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
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Well Ideally you could complete this section https://trac.wildfiregames.com/#Formodders1 point
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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
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Well as @Locynaeh told me last week we need moar documentation :P1 point
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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
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Anyone avaliable to test some of these for this counter chart? I'll tell more information when we do it1 point
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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
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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
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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 recognizable1 point
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- - - - - 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
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Ah that does make sense, however, it is sometimes possible for an enemy to change formations and swivel the pikes to the best spot. If they are surrounded, the best one would be box because it puts the pikes all along the outside perimeter of the box.1 point
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I had some success recently where I sent spear and javelin cavalry around right into all the ranged units. I'm going to try that more. What if the problem is that our army composition is just too nub?1 point