Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2022-02-17 in all areas

  1. What I had so far. I'm somewhat tied to her being hooked nosed, and the inbreeding might have gave her slight ugliness that can be hidden well enough with stylized bust, but I also realized that, she looks quite haggish here lol. Especially her jawlines which I havent touch well. I'll keep working on it, primarily trying to make her younger looking, but still had those unique atributes. I should've check this thread sooner and just use those 3d models that I'd liked as a base, since those are pretty much my ideal image of her. Incoporated some of that 3D render above into the ref and I think I'm on the right track and doesnt have to start anew, so this is the base. I just went with something basic of that Isis headress since that pic also had the ref on how to draw the shine. Thanks for the support so far.
    3 points
  2. Not enough ram? Build more siege workshops and create more ram
    3 points
  3. Some players have become bored of playing just Mainland after spending years on this one map, so I decided to rank other available maps in terms of how suitable they are for 4v4 TGs, hopefully we can bring a few new maps and playstyles to the lobby. I made a public spreadsheet that anyone can edit, so feel free to put your opinions down! This is a screenshot of my table as it is now, containing a few of my favourite maps: The scoring system is as follows: 2 = Absolutely perfect in this aspect 1 = Very good but not absolutely ideal 0 = meh -1 = bad, but we can get around it somehow -2 = Unplayable, eliminates this map from the list Explanation of each criteria: Spawn: Is there enough space to build? Are all players equidistant from their enemies or are some players in dangerous spots meanwhile others are very safe? Are there many obstructions? Is there hostile gaia? CAN IBER WALLS GENERATE CORRECTLY? Woodline: high score for large and dense woodlines that you can gather efficiently from; 1 for small but dense woodline or large but loose; 0 for small and loose but enough wood within territory to go P2; -1 for single trees or small patches or needing to extend to get trees and 0 for not enough wood for even P2. Other resources: hunt, berries, metal, stone. Is the map severely missing stone or metal? Are the berries or hunts near the cc? No ships: 2 for not needing ships at all, 0 means you can reach the enemy without a ship but only through chokepoints or difficult paths; -1 means you have to use ship to transport but most fights happen on land (british channel); -2 is all naval with only small islands (e.g islands). Balance - does 1 team get more of something than the others? Are all players getting roughly the same access to resources or are some people being left out? Turtle - does it encourage turtling strategy at choke points or are you given the opportunity to rush or push early? Lag / bug - is there any significant code bugs with the map? Does it cause a lot of lag? All of the conditions are assumed to be 4v4 on medium sized maps, temperate biome. So the next time you host a game, you know what other maps you can play apart from Mainland.
    2 points
  4. Not because of running out of RAM at least. A 32 bit Windows process can only use up to 3.5GB because we added a special flag (default is 2GB) As of now, no. You need to recompile every single library, (FCollada, NVTT, Boost, MiniUnpnc, LibXML...) to be 64 bits.
    2 points
  5. Ok but there are existing "raw power" bonuses: Iber, Sparta, Rome, Ptol. All of these provide general buffs which are significant enough to consider when deciding a team's civs. Would you change these? In any case these bonuses still don't work for me: Brits, Carthage, Athenians
    2 points
  6. Are you sure it's latest SVN, your build says it was three days ago. Some fixes have been comitted since then. EDIT: My bad, fixed in the last commit https://code.wildfiregames.com/rP26402
    1 point
  7. For, optional in the game settings
    1 point
  8. @user1 auxilientmoon lost 1v1 to Cousin and did not resign commands.txtmetadata.json
    1 point
  9. that for the normal game is fine. we should have a larger scale for campaigns or scenarios.
    1 point
  10. Another update! # Changelog:> MAP: - Adjustments to the northern French coast - Belgium/Germany/Netherlands coastline was adjusted to look more realistic - More flora and fauna in Germania region - More treasures in Germania region WesternMediterranean_var2.zip
    1 point
  11. That seems risky, being near a beast and a cliff at the same time.
    1 point
  12. That was really weird to read. girly fashion magazine.
    1 point
  13. this has to be generated there's no way an actual human wrote this XD.
    1 point
  14. I will wait.. Soon I will see if I return to the Mayans.
    1 point
  15. I was thinking they could use their own look. Something like this:
    1 point
  16. since A20 there is the Flood map It would be nice if something could be implemented from this post
    1 point
  17. I have noticed that the elephant-worker get stuck if you try to garrison it when it is just outside the civic center corner. It seems it can't get inside through the corner, nor it can decide to go right or left and it become necessary to move it slightly on one side of the building to garrison it. I have tried to reproduce the issue with various combinations of big units (rams and other elephants)/buildings (fortress, siege workshop, elephants stable), the same doesn't seem to happen.
    1 point
  18. Well given how popular mods are that increase visibility I'm not sure it would be well received. The engine has some current limitation which make torches glow hard to implement for now but maybe in the future. Some people also spoke against it on the forums because it fell unrealistic
    1 point
  19. Thracians and Illyrians, were already created in mods a long time ago, the Thracians in particular have several resources in the current game I think it's enough to know which units are needed and add them.
    1 point
  20. We have direct download on mod.io, on github it's for alpha 26https://github.com/wltonlopes/Mayas_preclassic, but the last updates must have broken it, I want to implement some new models of units, but I have to create better textures for the units.
    1 point
  21. It has nothing about architecture of the engine. The answer is: We don't build 64bit game for Windows yet, like we do for other platforms.
    1 point
  22. Up to 16 are now converted to a25 and tested. Some extra coding was needed as now siege weapons are no longer capturable. Therefore, in cases where you're supposed to capture one, just kill it and an identical type will spawn under your control Following at scenes from "Macedonia 16 - A Bridge Too Far", chronicling Alexander's (failed) attempt to conquer Tyre by building a bridge and marching his army over.
    1 point
  23. https://code.wildfiregames.com/D4437
    1 point
  24. Updates to V8.0: Chickens are now blue peacocks - easy to see and click on meanwhile not so ghastly looking Grapes and olives are also pink now Fixed some tree bugs that were present in v7.0, especially Aegean-anatolian maps and Lorraine plain. @LetswaveaBook @BreakfastBurrito_007 please try this version out and tell me if you are ok with how chickens, dogs and trees look like. The mod is the most significant on temperate, Indian, Sahara and Nubia biomes. On these maps you can see exactly what's under the canopy so that your storehouse position is the most efficient. It also reduces lag by removing props from trees so I really recommend using it even though it looks a bit ugly.
    1 point
  25. Hi all! I'm currently in the process of reorganizing the the unit actors and unit textures in the development (SVN) repo. Please bear with me if you're an SVN player. The rest of the changes will take perhaps the rest of this week. It'll be worth it, as the reorganization helps the art team moving forward and makes it easier to maintain assets. And as I'm going through everything I'm improving textures, actors, and adding some new things here and there. So content wise, everything will look nicer to the end user. Lastly, I'm deleting old lower resolution lower quality textures and unused textures (trust me, in the end you won't miss them). This will reduce graphics memory load. So, sit tight. My project shouldn't last much longer.
    1 point
  26. I have made a new version of the map. (Considering suggestions by @Palaxin) This version will not rewrite the previous version and will be separate in map selection screen. # Changelog: > MAP: - New player added in the area of present-day Czech Republic, instead of Gaia CC and units - Texture adjustments - More land in Brittania and Venice areas - Strait of Gibraltar is now passable for big ships - More flora and fauna, Germanic forests became more dangerous to explore. - Treasures added in some places - Other minor changes > PLAYERS: - Romans received a plenty of treasures near their CC to improve their starting position - Gauls also got a buff in the form of food bins and wood planks WesternMediterranean_var2.zip
    1 point
  27. I was thinking that since the ticket #6043 (https://trac.wildfiregames.com/ticket/6043) proposes a the possibility of viewing 3d models, there could be an option in the model viewer for taking automatic portraits of each unit (including ships). And maybe the option of changing the color of its back. That would be really helpful when automatizing the design of portraits. That would save you a lot of time.
    1 point
  28. If anyone is still interested in this, I have made a playable map(as a skirmish map though) for Alpha 25 using demo map and information from a sketch by @Palaxin WesternMediterranean.zip
    1 point
  29. Wait I just saw on the document that it's 25.000 triangles, not 2.500... And there I was optimising like a mad man for a tenth of the budget Well, it will be the smoothness running wonder.
    1 point
  30. OMG finally a good reference for theban fireraiser:
    1 point
  31. Hello everyone, how are you! The reason for this post is to ask you what you would think of the implementation of a dynamic lighting system in 24-minute loops (one minute being equivalent to one hour) in which the lighting changes little by little, darkening and lightening the lighting of the game depending on whether it is day or night. It would be necessary to implement night textures for the buildings, with torches for example. I think this would be great for 0 A.D. and it would significantly increase the strategy of the game since you may be more interested in attacking at night when there is less light, sacrificing a little the speed of your boom. ^^ What do you think? Good day
    0 points
×
×
  • Create New...