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Showing content with the highest reputation on 2023-11-23 in all areas
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The exceptionally rich chamber grave of Gommern (Sachsen-Anhalt), from the late 3rd century CE. Grave goods include Roman tableware and military belt, gold jewelry, bow, other weaponry, and an embroidered round shield (boss made from a Roman drinking vessel) The nobleman was buried on Suebian territory, but a clay vessel shows connections to the Chatti tribe in the west. He was probably in war against Rome and/or in Roman military service for some time, and later became an important chieftain or local king. It is also suspected he received diplomatic gifts from the Romans. The grave also contained a board game, speaking for the strategic mind of the buried man. Depicted are the playing stones and metal fittings of the apparently foldable board, which is now decayed.3 points
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I see now, thank you for the hint.. in the A26, we have the following: Is what I was looking for2 points
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Hello everyone, It is with great sadness and a little relief that I am announcing my retirement as project leader of both 0 A.D.: Empires Ascendant and Wildfire Games. It has been an awesome 12 years and 8 months, with its ups and downs. Making it to the team will remain one of my greatest achievements ever. After 6 years of 3D art struggles, getting the chance to join the team was unexpected (and, to this day one of my proudest moments), and two years later to be offered the leader job came even more as a surprise. It has been an incredible opportunity to be the leader of such a project. I would not have met half of the awesome people I met if it were not for it, and I would certainly have not have had the opportunities to go to the places I went if it were not for it. I don’t know half of you half as well as I should like; and I like less than half of you half as well as you deserve. Being able to spread the word about the game around the world has been an honor, and I hope the game will continue to shine at events. Recently, I had less and less energy and motivation to give to 0 A.D. The delay followed by the cancelling of A27 was no exception; I simply could not give the same energy I gave for the previous ones. The lobby became a source of permanent mental load and anxiety, first because of it is lack of moderation, then because of it started becoming moderated, and now because mods splat the community even more and the cheating is rampant. And it went downhill from there, as I started the longest break I ever took from 0 A.D. Those of you that know me know I was not really far, but I was simply not there. On the development side, I cannot seem to find any fun anymore. Everything feels more like duty than an actual desire, which can only work for so long until it breaks. The learning curve is just simply not worth the burnouts anymore. There are so many things I wanted to add to 0 A.D to showcase the true potential of the engine, as it is just immense, look at all the mods have done, look at all the thing people learnt about history, programming, art, bugs.. But I don't feel I can carry that vision anymore. I believe it is time for a change. I am therefore, effective immediately, quitting my functions as programmer, artist, video editor, documentation manager, translator, human resources, moderator, social media manager, public relations, system administrator, mod signer and modder, (all my mods can be considered archived until further notice). It is the only way for me to ever move on. I cannot just keep doing one thing for 0 A.D., unless I get a clean break I will continue feeling everything not covered by someone is on my shoulders, and it is a weight too big for a single person. I would like to thank everyone that made some or the whole journey with me, I will miss you all very much. I hope we shall meet again. I would also like to thank all the players that took action in the balancing department it has not been an easy task. I do not have ideas for the person who can or will replace me, nor do I know whether I should be replaced by a single person. I will leave it for the remaining people to decide what kind of leadership model they want to go for from now on. As for what I'll do next I do not know yet, but I've been working on Godot tools to import 0 A.D. assets and it's been fun, so I might continue that. I'm still working with Activ' Design this year as well. tldr; So long and thank you for the fish. May Wildfire Games and 0 A.D: Empires Ascendant live a long and healthy life after I am gone. Best regards, Stan1 point
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Ah yes. In SVN, tech requirements are moved to their own component. Just move this out of Identity: <Requirements> <Techs datatype="tokens">phase_village</Techs> </Requirements>1 point
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Perhaps: <Requirements> <Techs datatype="tokens">-phase_town phase_village</Techs> </Requirements> Remove the old requirement too. May work1 point
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Themistocles This time I made sure to talk about both of the bonuses he has in the game, that's why the text got so long. https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/75 What about Xenophon? There are game files for him as a hero, but he is not implemented in the game. Should I write a text about him?1 point
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Which version of the game are you using? Post-processing stage might be too late for you do cel shading. Because ideally it requires normal and light information. So adjusting model and terrain shaders might give a better result (though it's more complex than post-processing). Also keep in mind that we now support Vulkan, it means GLSL shaders won't work there, they require precompilation (if you'd like to support Vulkan backend ping me).1 point
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MOD DOWNLOAD https://ufile.io/mv3nr0dg look up where to put the file or go to your 0ad directory (on linux you'd go to your homefolder and then .local/share/0ad/mods) and then extract and you should have a file named "johnnymod" and a text file with my information, than go into the main menu in 0ad and go click on settings and then mod manager and than enable the mod then you should be able to create a match and play on the map, make sure if you want to play on the map with anyone that they also have the mod installed MAP DESCRIPTION the civic centers are very close and the players must fight over metal, there is a cute chinese village across the river (each players have their own crossing), theres a volcano and a lot of decoration and details around the map the amount of food and resources on each players side is almost completely even, the map should be fairly balanced SEE ME IN THE GAME LOBBY my in game names are "__IHATEWILDFIREGAMES" and "DerekTaylor" im also have learned how to work with the engines systems and import and create custom models and entitys, so i have already started creating a lot of maps with custom models - expect more soon1 point
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It was probably obvious that I've not been around there parts in awhile, and thanks to people posting news here in my absence... probably obvious that Hyrule Conquest sort of fizzled out and more or less was stopped. After taking a break for a few months I'm considering making an effort to try and continue sometime in the next few weeks. In addition to the reasons mentioned in other posts (Burn out and fatigue, being dragged away by Star Fox Event Horizon), there have been other reasons that contributed to Hyrule Conquest fizzling out over the last several years: namely that I've not had any person skilled in creating components dedicate the time needed to finish the remaining features of this mod. While Exodarion and Askarus have done wonders in the past, both have more or less moved on to other ventures and I've been left with massive missing features that were planned still waiting to be done. If anyone here has the skill to implement any of the following features, please do not hesitate to contact me: - Multiple unit types in a single Battalion: I suspect this is probably not too difficult, but at the moment our Battalion system can only include one type of unit per battalion. We need to be able to have multiple unit types in a single battalion for things like banner carriers, healers, and captains. In addition, I'd really like the ability to manually train things like Banner Carriers and Captains that appear with the battalion rather than from another building. Alternative, being able to "attach" something like a captain to a selected Battalion would work. - Replenishing Battalions: I would like to implement a feature where Battalions slowly replenish lost troops under certain specified conditions in their templates (Anytime, Within Territory, etc) - Enable Swimming Animations: A feature I have long requested since as far back as 2017, units being able to automatically switch to a set of swimming animations when they move from land into water. I have numerous units that at the moment just walk on or underwater instead of properly swimming as they should. It looks terrible and after over a half a decade I'd love to finally have this feature implemented. I imagine they'd just need some kind of "swimming" variation for the normal animation sets, something like "swim_run, swim_walk, swim_attack_melee, swim_attack_ranged" etc. - Glow Shader: Another feature I have been practically begging for since as far back as 2017. I have seen various implementations of this in screenshots but it has to this day never been released. There are many ghostly units and creatures known for their glow effects that are missing them and they look terrible in the game at the moment. - MP4 Support: A very low priority feature but one I would still be interested in. There are a variety of pre rendered cinematics I have made for the game and there is currently no way to play such videos during the game itself. We had worked on a very sloppy alternate solution, where a youtube video just pops up in the middle of gameplay but obviously this is extremely unprofessional and looks bad. Honestly any video format would probably be nice, just MP4 seems really common and takes up little space and has been easily implemented into other open source engines I currently use. - Someone that can fix everything 0AD updates break: By far one of the biggest hurdles Hyrule Conquest has faced over the last several years and has contributed to killing motivation is nearly every feature we've added breaking with a new version release of 0AD and setting us back in time for months, sometime almost a year. Someone who can help with this in the future would be fantastic. If I cannot get these features implemented then I'm sad to say that Hyrule Conquest will never be completed, at least not to the objectives that it was trying to achieve since I started in 2017.1 point
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