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Showing content with the highest reputation on 2022-01-09 in all areas

  1. Here it is: https://hyiltiz.github.io/0ad-unit-analysis/ It shows 3 tables: - a table for all template units that shows the specs of a generic unit, e.g. a Cav Archer; - a table for Civ specific changes from the generic template unit; - a table for unit availability for all generic template units for each of the Civs Let me know if you have any specific ideas for improvements, preferably at #0ad-dev but I might check back here too. PRs are very welcome too! Story I wanted to work on something like this, and @Stan pointed out to me in #0ad that there is already a script in the repo at ./source/tools/templatesanalyzer/unitTables.py. Unfortunately, the script hasn't been updated substantly since 2014 and the script simply threw an error when I tried to run on the latest version of the game (A26, more specifically, the trunk r26182). I forked the directory so I can keep my commits small and with a specific theme to facilitate merge and auditing, as well as to publish it in Github so anyone can view it online without having to deal with SVN, HTML, JS, Python etc. As such, note that the majority of the program logic, design and program is NOT my own; it is based on previous work of fatherbush, Itms, scythetwir, wraitii and others(?). I will be trying to getting this merged into 0ad main repo soon. The idea of Mixins (like unit tags, e.g. hoplites who can use Phalanx formation) were introduced since this script was originally written, and currently I have not found a good way to represent them as part of the table, except just listing these Mixin tags as a list in a separate column. But that would be barely useful, so Mixin types are omitted at the moment.
    5 points
  2. Link Github mod https://github.com/wltonlopes/mayas_protoclassic
    5 points
  3. Most 3d models have already been made lack some size adjustments and beyond bake map.OA. All the names and translations have already been done and the names of the heroes. The xml files are in final process. Textures need to be redone.
    4 points
  4. Terminal Preclassic or Protoclassic period (ca. 100 b.c.–a.d. 300). A very important period for the Mayans in which many occurred. This project is still in the beginning modeled by @Duileoga and finish/exported by me. Anyone who wants to contribute, get in touch with us. Anyone who wants to use civ in their mods is welcome. I believe that after finishing it fit Delenda Est and all other similar mods well.
    2 points
  5. Hi everyone just came to say hi, and to share some Pictures of the Empires At war Rise of Rome 0AD Scenario that I have been working on for almost a year... Just have some talks with Lopess, a Brazilian moder, I meet at this forum. to join forces and make this scenario a Solid 0 AD Game scenario for all you guys to enjoy and play, or modified as you like, with the Roman Republic as the main protagonist, and it's chronological history of conquest and expansion across the whole Mediterranean Sea and Central Europe. Here, I'm sharing some pictures with some remarks, so you all can get an Idea of how it is coming so far. Share your ideas and opinions, all criticism, good or bad are welcome, specially suggestions...and thanks for sharing. Remarks are in Spanish, so to those That don't speak Spanish, I'm sorry guys... But that is the language I used to communicate with Lopess who speak Portuguese, too...and I send pictures to him first and now I'm sharing them here...but you guys get the idea... Peace and prosperity be with you all. Thanks for sharing, guys.
    1 point
  6. I'm fairly sure what changed is that the tech is now recognised as being the same, and so explicitly doesn't stack. My recommendation would indeed be to just use modifiers directly. You can check how it's done in e.g. binaries/data/mods/public/simulation/helpers/InitGame.js
    1 point
  7. The Celts wore the sword on the right side. Like the Romans. The Iberians and the Celtiberians wore the sword on the left generally, like the Greeks.
    1 point
  8. As long as there are good references. Though, there is some chatter that there are too many texture variants already, harming actor recognition (and graphics memory). Some more hero textures would certainly be welcome though, I'm sure.
    1 point
  9. We could make something new for them too
    1 point
  10. It's so easy to verify this, I'm shocked that neither of you bothered to look into it. This is the mixin: han_china\simulation\templates\mixins\civ\han.xml <?xml version="1.0" encoding="utf-8"?> <Entity> <Builder merge=""> <Entities datatype="tokens"> structures/{civ}/imperial_court structures/{civ}/imperial_ministry structures/{civ}/great_tower structures/{civ}/laozigate -structures/wallset_palisade structures/{civ}/wallset_earth </Entities> </Builder> <Identity> <Civ>han</Civ> </Identity> </Entity> It was a way to add the other structures to their build list with less duplication. I did not make this mixin. I bypass all of that in DE with 1 simple master build list (I have no idea why the main game doesn't do this, but *shrug*).
    1 point
  11. Should the unit textures be reduced to 256x256?
    1 point
  12. The syntax <Entity parent="civ/han|template_unit_infantry_melee_spearman"> is valid. In that case civ/han is a mixin, in other terms it's a partial template. We have to understand why we added it in the first place before removing it. Maybe the person who added it wanted Han units to have common properties.
    1 point
  13. Some screens from the current build: https://github.com/stereotipo/millenniumad
    1 point
  14. For the Romans they definitely are using it during the Punic Wars, Polybius mentioned it explicitly. But for the Iberians and Celtiberians, according to the articles above, the evidence for breastplates seems to stop both in the archaeological records and artistic depictions at the beginning of the 3rd c. BC.
    1 point
  15. I was a fan of @ffm2 's visibility mod because it was tiny and to the point. Yours and @Langbart's add many cool things but I feel it would be better to split unrelated features in separate mods. Anyway, I took your cotton candy fruits and trees (used version 4, changed dead palms for skinny pines, added steppe biome) and used boongui's chicks and player colors (don't like the giant roaches, I wanted bigger chickens, like baby eles, but using other .dae's gives errors) whynot.zip
    1 point
  16. Mission 10 is now converted to a25 as well -- The Sacking of Thebes. You get to sack the city of Thebes which rebelled against Macedonian rule. But first, you must destroy its farms and storehouses, secure the blessing of the nearby temples and ideally, find siege equipment to help break through the city's defenses. As you make progress, reinforcements will arrive to help you with the task. If anyone wants to contribute to the design of the city itself, please let me know. There is definitely room for improvement (you'd just need to keep roughly the same number of towers and fortresses).
    1 point
  17. Wrong. Alexander the great has an attack bonus against heroes. The game doesn't lack additional forms of attack boni, it's fine
    0 points
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