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Showing content with the highest reputation on 2021-12-08 in all areas

  1. Excuse my ignorance, but how could the effects used on grass be applied for leisure?, once I tried it with particles but it was disastrous. I'm doing some for a personal future mod, I hope that some things that I create that are useful for Stella Artis will be used too. Here's a biped robot that I'm struggling to create a decent animation. Peek 08-12-2021 09-02.mp4
    3 points
  2. I tried these same settings but I instead got multiple units overlapping. See for more context
    2 points
  3. it is a feature, introduced in the latest alpha, referred to as "unit pushing". It makes movement of groups of units much smoother overall. You can turn it off in the pathfinder XML by setting 'Radius' to 0, or on individual unit templates by setting <DisablePushing>true</DisablePushing> in the UnitMotion component parameters.
    2 points
  4. The trailers are very interesting. I also like the look of Homeworld or Iron Harvest the most. Notice how they have a quite realistic scale between the environment / trees and the buildings/ units. And just the ground textures and grass.. or the flame thrower effects.. o_o
    2 points
  5. A couple of considerations from Homeworld gameplay @Lion.Kanzen sound design will be extremely decisive! From what I see it really creates some 40% of game immersion - also there're quite a lot of visual effects (laser, explosion, missile trajectories..) that would be cool to simulate. But I have no idea if it's technically possible on pyrogenesis. @Stan` what do you think? I'm not that much into flashy effects, but they surely have quite an importance for a futuristic timeline - really, really love the style!! It perfectly combines realism with future elements. Maybe something that would fit well also with 0AD general style. I was initially thinking about the exaggerate proportions of StarCraft, but maybe a more realistic approach may be more the correct way
    2 points
  6. Would you be interested in designing efficient build orders to take the following challenge? (1) Use Spartans on a small mainland map (subalphine biome) with low starting resources. (2) Don't take any extra berry beside the starting berry (but you can take extra hunt). (3) The maximum woman population is 50. With the above setting and requirements, please try your best to reach 100 pop in the fastest time. The 100 units need to be on the map (units in the queue don't count). You may make the pop exactly 100; once the 100th unit comes out, you may stop and record the time. Please post your time and your replays here. Leaderboard (standard setting with no team bonus; only players with replays uploaded are listed) 1. 7:01 Player of 0 AD (weirdjoke) 2: 7:10 Feldfeld 3. 7:20 Philip the Swaggerless 4. 7:27 ValihrAnt 5. 7:30 ISlan 6. 7:40 Freagarach 7. 7:42 Grapjast 8. 7:45 cl2488 9. 7:58 Vrayer 10. 8:08 Letswaveabook 11: 8:15 alre Additional note: 7:16 Player of 0 AD (weirdjoke) (using multiple team bonuses, a revealed map and a hero to help kill the hunt).
    1 point
  7. Actually <DisablePushing>true</DisablePushing> Seems to work for me, whether it's in template_unit or a specific template. And it make sense, I just misread the code.
    1 point
  8. You mena the units overlap as if they had no collision at all? Have you tried using the template setting (DisablePushing) ?
    1 point
  9. The way I see it, we have 3 main components: the actual 'reference' VCS the development tool. That's currently Phabricator, which is somewhat git/svn agnostic, unlike say gitlab or GitHub, but like some other alternatives. the CI/CD pipeline, currently Jenkins.` The VCS question is only relevant when it is determined by our development tool, which should IMO be the focus. Phabricator works appropriately but has been somewhat of a pain to maintain, and I think we should exclude any tool that leads to more headaches in that space. I do believe the 'reference' VCS should be somewhat independently hosted and backed-up, so we don't risk losing the code or independence there. However, I also think the 'work' VCS could be something separate and we just run synchronisation scripts. For what it matters, if we could have a single tool abstracting gitlab PRs, GitHub PRs, phabricators diffs & so on, I would be very happy. Exporting data from that system should be possible but I also believe that's mostly a free space everywhere. My ranking of the issues noted by bb in the second post + 1 personal take
    1 point
  10. I would like to suggest a more practical version of this challenge with a more meaningful goal that actually helps you to improve you eco performance: The player who completes all of these tasks in the shortest time wins, no matter what build order you use: 1. Have 150 soldier units: can be infantry, cavalry, champions or merc. The other 50 can be women or siege. 2. Research all military upgrades to at least tier 2. Eco upgrade is not taken into account for this contest, but you ought to have some. 3. Get a hero and at least 1 piece of siege weapon or elephant trained. 4. City phase (ofc) and 200pop. Additional rules: Use standard TG settings: 300 starting res, 200 pop, Mainland. No regicide or team bonus or nomad! No taking extra berries or hunting anything other than chicken. Delete your cav when it finishes the chickens. You can make as many women as you want in early game but you have to delete them to make space for your soldiers and siege. Some civs will be faster than others for sure (e.g. Ptols and Athen), so this contest is not to prove that player A is better than player B; it is a place to share good build orders for every civ. Just pick your own favourite civs to boom with. I will only compare 2 players using the same civ or economically similar civs. No requirement on what buildings you build. Don't get rushed while doing it I will make your final armies fight each other in Atlas map editor and post recordings.
    1 point
  11. As this is a map it might be better if you add them as gaia to your map for now, but if you really want to learn how to create basic civs it only takes less than an hour to learn very basic things. About github I recommend you to create an account and create a repository there, it's easy and it's not something totally aimed at programmers/developers in the area of technology. I know cases of writers, content creators, writing activities that use github. Furthermore, github is a good platform to save your project as a backup, preventing any damage to your computer from ending up with everything.
    1 point
  12. Have you tried the DEL key? For some you might have to do alt select + DEL.
    1 point
  13. I mean not effect but the X model. The popular and old trick for grass to use 2 quads (or more sometimes) perpendicular to each other.
    1 point
  14. Create a mod on github and add me to help you out, I can do the initial heavy lifting, and the necessary details and replacements you'll make will be easier based on what's already been done.
    1 point
  15. Pirates = maybe this is the closest? https://github.com/0ADMods/illyrians Germanic mod = use millenium nordic ad equal as used in DelendaEst. The other civs you would have to do with existing gear.
    1 point
  16. Physically strong thanks to ancestral training. To this they developed natural diets from all over the Galaxy. They practice martial arts and hand-to-hand combat. They use the power of their mind, robots, and life-energy weapons. Some individuals are able to unlock an ability that gives them more mental and physical power. Turning them into super soldiers. They have the weakness of becoming weak and losing muscle if they are born with defects or are lyciated. They are pragmatic and stoic. They are a warrior race dedicated to wisdom. They tend to fight amongst their tribes and races. They were created by the Ancient Sentinels. They are in harmony with resources. They feed on small, unintelligent creatures. Their society is ruled by a council of sages, the masters of the Protosophy. the basic unit is the Ekdromant.
    1 point
  17. I call my Protoss as Pragsophoss. Zerg= Czenoids. Terrans = Hunumans
    1 point
  18. https://starcraft.fandom.com/wiki/Protoss Naked Alien (Bio-Cyborg) Concept art. Inspiration I am going to take aesthetic and conceptual ideas from Robotech (as it is known in the western world)-Super Dimensional Cavalry Southern Cross
    1 point
  19. Nice! Thanks for the answer! Yeah, I said "laser" just generically, I don't have specific ideas either what we could precisely need.. but looking a bit on those gameplays there're quite a lot of lines and trajectories that create the effect of a battle with different types of weapons, so it was just to check out the limits or potentials of the engine
    1 point
  20. Hey everyone!! Im currently working with a team on a mod project for Empire Earth called "Empire Earth Reborn". The mod is focused on doing a complete overhaul (better everything). You might ask me now why do you want the beta and alpha players? - Because they might have the old builds of the game, those versions have things that got removed on the release such as units, buildings, etc... Till now i have found 0 people, I failed to contact them because all the ways to enter in contact are from earlier 2000, so the mails and etc.. are dead. If you know somebody or if you are a old tester please let me know, this is very important for the Empire Earth community. Epic is too Small a Word!!
    1 point
  21. Hey, You can check our project on: Github: https://github.com/EE-modders Discord: https://discord.com/invite/BjUXbFB My Youtube Page: https://www.youtube.com/channel/UCKGisTq9KpomxCpbVTuF8nA "It has all our Remastered Music, other music projects are being worked on"
    1 point
  22. There is an important caveat: splitted repos should be in sync via some relation mechanism. Someone doubts?
    1 point
  23. Height values should be easy to extract from this: https://springfiles.springrts.com/?type=2&filter=e49a0948ad242a7ac858657d4a380d07
    1 point
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