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Showing content with the highest reputation on 2023-01-29 in all areas

  1. 4v4 match sent to me by @facts , im honestly not the best at commenting on these super chaotic 4v4s, it's rly 0AD Newbie Rush's wheelhouse lol, he's able to provide a level of analysis of the overall arc of the match in a way that tends to escape me at times, (i miss his vids soooo much!) so u might not see too many more 4v4 vids after this one, (also bc lag) but i rly hope i managed to keep the commentary at least somewhat interesting hahahaha team 1 edoput (1495) Firestarter13 (1377) Genos777 (1135) C19H28O2 (1336) team 2 plus_ultra (1418) Spartan299 (1375) facts (1419) kalpeamies (1022) commands.txt
    2 points
  2. there's something you may find useful in default.cfg under gui.session.notification you can change phase = completed to phase = all . You get notification immediately your ally starts advancing to another phase so you can keep in touch. Normally you get notified when your ally has advanced. But changing phase = all will notify you once ally starts advancing to different phase, and after. Been using for a while now so i know when to advance to another stage so i don't stay behind . Its not advisable to edit the default.cfg directly , you can make a local settings files (local.cfg) instead. Hope it's helpful
    2 points
  3. Currently we have at least two major problems: many different materials (different only by uniform value aren't different) and many draw calls (because of complex variations). I also plan to release Technical Art Guide but not sure when I'll have time to finish it. No, I mean industry standard PBR approaches.
    2 points
  4. Hi Everyone, After discussion from @BreakfastBurrito_007 and others in the suggestions for a27 topic, I made a mod to test out some of these potential additions to the game. Plenty seemed interested. UPDATED MOD for a26 feel free to try it: UnitSpecUpgrades.zip Some things to take note of when checking out the mod: They come from the production buildings, not forge. Not all civs receive every possible upgrade. Civs get 4 to 8 of these. They do not effect mercenaries or heroes. They do effect champions. I only used the clenched_fist.png icon, so I will need icons in the future. Community mod link: https://gitlab.com/real_tabasco_sauce/0-a-d-community-mod-unit-specific-upgrades/-/compare/main...unit_upgrades?from_project_id=36954588&straight=false
    1 point
  5. Another vote for allowing the placement of tech icons. Imagine if the unit-specific upgrades were positioned directly below the relevant unit icon.
    1 point
  6. I think it is a shame that the Spartan tririeme is named after their bitter rival. I propose to rename it from Trieres Athenaia to Corinthian Trireme as a nod to Sparta not having a strong navy and depending on their Corinthian allies for their navy during the Peloponnesian War.
    1 point
  7. I just remembered that there is a pretty critical AI problem with soldiers on walls. Namely, melee soldiers who are aggroed by them will continuously walk toward them, unable to reach them, and die. Melee units ought to never attempt to attack units mounted on walls. Probably best for them to ignore wall-mounted units if they have either an order or other targets are available, or flee if there are no alternate targets and no orders given.
    1 point
  8. y user.cfg and default.cfg are 2 different files all together
    1 point
  9. @sternstaub I am there, so while it's not an official you can still use it to get in touch We can't bridge it for GDPR reasons. We can't request consent for people to have their data exfiltrated to a third party. Same reason why the discord matrix irc bridge was discontinued
    1 point
  10. The main feedback I got from hesitant players was that these upgrades are complicated. So, in an effort to simplify the overall system of upgrades proposed, the upgrades now affect mercenaries as well. In addition, projectile velocity modifications have been removed since this information is not very accessible to the player and its kind of obscure. I plan on proposing these upgrades again for trial in the community mod for a27, but this will likely not be for a while. I received a suggestion to allow all civs to access all the upgrades if they have the corresponding units. advantages: simplify the system further community mod playtesters would have access to more of the available upgrades at any given time. more content in general disadvantages: possibly OP units (ex. infantry sword upgrades + iber champ swords + speed hero = very fast fellas) too many upgrades in the GUI (clutter)
    1 point
  11. Thanks for the report! I added it here so its easier to keep track of it https://github.com/0ADMods/millenniumad/issues/81
    1 point
  12. Indeed, he does have about 20 multiple accounts. Cronilius, el_gallo_desplamando etc from which he harvest ratings to his main account.
    1 point
  13. I did this pretty fast, could be an error or two. https://code.wildfiregames.com/D4914 @Freagarach They all look great, but there is a slight bit of clipping for britons, which has a very narrow garrison space.
    1 point
  14. 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
  15. 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
    1 point
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