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Showing content with the highest reputation on 2023-01-27 in all areas

  1. This is a touchy subject at the moment, but I have a suggestion (in addition to player mute) that might help. In the settings, one can select "only buddies" are allowed to join a game late to spectate. There could be another player status called "blocked" which both mutes the player for you in the lobby but also forbids them from joining games you host.
    3 points
  2. It started out as a project of mine, although in the end they did not end up using my assets. The main menu of my mod https://github.com/0adMods/stella_artis Here is a screenshot of their mod.
    3 points
  3. I've tried my luck with the pantheon and this is what it looks like: I think it's quite ok for the start. It's my first project so it'll probably still have some flaws I'd be happy if some people could give me a feedback, I'll attach the blender files so maybe someone can also give me some technical advices. For everyone who wants to try it in Atlas, you can just copy the folder to your mods folder:) About textures... I think the mesh could have less triangles, maybe dissolve some faces and so on, but what I kind of struggled with are the textures. First I tried it with the texture of the existing pantheon and added a roof of rome_struct.png. Then I was thinking about creating a new texture file just for this building, but my texturing skills are too limited. In the end I ended up using four of the existing textures that I found already in the game. That's why in the end the mesh is sliced up in so weird props:D Anyway, it somehow worked, but still I got some unclean parts of texture on the mesh. The one on the left is the original one, the one the middle new mesh with old texture: So for the future, what would be the best workflow for texturing? First unwrap everything and make a perfect UV map, then paint a texture? Or use an existing texture and scale the UV islands according to it? How important is it to save disk space by using existing textures? Thanks a lot in advance! Pantheon.zip
    3 points
  4. an additional row of soldiers looks great on walls: This was just a quick test, so I only did it for the Athens long wall, but I think it would work for all the other walls too. https://code.wildfiregames.com/D4914
    3 points
  5. im baaaaaack!! sorry for the bad audio, i have about 9 more vids w bad audio coming up before it starts to get good xD but the good news is there's a whole lot in the queue for you all, my friends <3 enjoy commands.txt
    2 points
  6. That was implemented by Norse Harold but the patch didn't make it before Feature Freeze.
    1 point
  7. I think some kind of lobby message would really help expose more of the community to the mod, perhaps a short intro to the mod and a list of the top 1-5 most popular changes would make people interested enough to get it. It could be an automated message when players join the lobby.
    1 point
  8. In theory yes but ideally you'd reduce the number by making compromises and using a texture set as much as possible. I mean the round roof has all its faces and some subdivisions in the cylindrical part. Can probably remove some. You need to split the part that needs to be round from the rest using the Y key. You can import other existing models to compare
    1 point
  9. I would think the only difference would be players might want to put units up there more frequently, making the feature more used. The units on the walls already are stronger with more armor and vision range. I predict the only type of player that would play with more units because of this would be someone trying to build some kind of mega city, with a lot of units up in the walls. I think a flat attack range increase of 5 or 10 meters could be interesting, much more impactful for skirms which are usually not garrisoned. I would say between doubling garrison space, decreasing build time, decreasing wall turret costs, and adding a range bonus to garrisoned troops, we have a lot of options on the table for potential improvements. I will think of an appropriate and balanced combination and we could try it out in the CM.
    1 point
  10. I'm working with a school in rennes for a Sci-fi mod. They are making some progress yeah, but no planet mapping.
    1 point
  11. On the model 12k tris is way too high. Maybe 4k-6k would be acceptable. Congrats on removing the unseen faces, it's usually where stuff goes wrong. You forgot to remove those from the inner roof though... Your building is way too round with faces, you should use smooth shading instead. There might be a way to get away with less faces on the front porch.
    1 point
  12. IMO a defensive AI should realy build walls if the terrain allows it. If no top player's do build walls, walls should be made stronger (or siege and ellephants weaker). Walls are a part of the game.
    1 point
  13. Hello! Former 0AD player and making an RTS game! Cheers to the community! Never Surrender!
    1 point
  14. apparently people have downloaded that rating quite a bit (Or one person just wanted it very many times ) and no one complained much about it. So one could think again about moving some of the lower rated maps into a separate mod to clean up the maps and to show only the best ones to the user?
    1 point
  15. Here is my personal "prettiness" rating of the skirmish maps: skirmish_maps_rating.csv 1: Eyecandy (keep) 2: Still nice but some textures could be updated (keep) 3: Need some work, mostly on the texture side (maybe keep) 4: misc, similar to 3 (maybe keep) 5: Does not look nice or has a random map that is equally good (would't mind removal) 6: Definitive remove (Basically the trigger map) * Edit: forgot the Naval Maps, but they are all category 3 Summary: even if we keep only the maps from category 1 and 2 we still have 37 left, which is _plenty_ one general question: What exactly is the difference between the skirmish and the scenario maps? Because I see no reason not to combine those two.
    1 point
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