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Showing content with the highest reputation on 2023-12-14 in all areas

  1. Ive had some tennable, easy and highly effective solutions for forever, even wrote out much of the post few months back but couldnt have been asked to finish. If enough people are interested id be more willing/motivated to finish it, since im off 0ad for a while and idk when ill feel like getting back in, could be a good time to post. If this post gets 15 positive Emote things, ill do it.
    3 points
  2. It's time to present a blender project I've been working on lately, which is a set of buildings that make up a roman castrum. Contubernium (Barracks) The contubernium consisted of 10 units of 8 soldiers and one centurio, I had to cut it down to 6 stalls, so that it wouldn't be way too long. Horreum (warehouse/storehouse) Horrea were special warehouse to hold mostly grain. The floor was elevated to keep it dry. The walls needed to be strong to withstand the pressure from the filling. Principia (Main Building) The Principia was the main building, were the administration was situated and the standards (Aedes) and valuables (Aerarium) were kept. The big basilica was used for gatherings of the troops. Gate (Porta) Walls (short with stairs, medium, long, curved) It's a work in progress, so still some things are missing, especially (normal, spec) texture improvements and more props. Climbing plants like ivy would look good on it. Some parts still look a bit empty, especially the roof parts. The Gate animation is still missing. Possible buildings to add could be: Praetorium Porta praetoria (Bigger and fancier gate) Wall towers Calvary barracks I'm gonna add references later. I know that for now there might not be much use for it, maybe for some mod or scenario. To make it constructable ingame a js wallplacer helper would be helpful. Anyway, it was fun and I learned some more blender and gimp stuff I guess. Let me know what you think:) castrum-0.27.0.zip
    1 point
  3. hello fellow 0 A.D players. today I started the open beta testings stage for realism mod (Alpha 27). if anyone is interested in participating in testing the new features and reporting bugs feel free to download the mod from github repo and giving us feedbacks. main intentions of this mod is: increasing realism. reducing micromanagement by increasing units' autonomy. giving more advantages for players that can do good tactics. for now, I need more tests for the separate horse and rider entities. try it through ordering any unit to turret any horse (even if owned by gaia or enemies) and report any unwanted behavior. it also has hunger and thirst mechanisms which needs few tweaks but usable with no problem for human entities. the resources mechanism now changed. instead of being able to put the resources in a very far storehouse and immediately use them to build some building, the builders will need to carry the needed resources to build (which requires the resources or storehouse be closer for faster building). todo: adding workshops for delayed converting of a resource to another (like using forgery to convert metal to swords).
    1 point
  4. === Once, some new 0ad player created a map called "map-rheinland". It was supposed to play around a river in old Germania. He tried to imagine how such rivers might have been like, long ago. He had no experience in the game and no idea of the balance whatsoever, so he simply decided to place ore in the mountains and rocks in the swamps and rivers. It was published soon. Since the original map became unloadable with vanilla, a multiplayer / skirmish map is being created from scratch. The main thread, which you are reading now, has been edited and renamed. This could someday become a map pack. I am not sure yet. === While there is further development, i provide the mod in this thread, so it can be used until existing problems are fixed. Also, please consider that it is recommended to use Alpha 27 with Vulkan Backend for good performance / stability. Maps can be huge and contain many resources. For me it works fine with Vulkan on mid-end system. The A27 version of the map... requires Delanda Est, which does not apply to the old A26 map. For some reason, after i had opened the map in Atlas - with DE activated -, the game cannot find any objects when loading it with vanilla 0ad. I try to find out why that happens and will provide the fix. While that is so, the Skirmish version of the map is supposed to work on Vanilla (although, as mentioned, it does not, right now). But for now, it should not be played anyway. I was focussing more on the DE scenario (see below), so that the Skirmish remains kind of unfinished. TBD. The A27 file can be found at the end of this post. Delanda Est Patch On top of that, you can then use the Delanda-Est patch if you like to. It contains a Scenario (1p vs 4 AI) aswell as balancing changes for DE that are designed for this very map. So please remember to turn it off when you play another map - else it will likely disrupt the balance of the original mod. The old file... If you want to play the vanilla map, you can still get the old A26 modfile on mod.io (ingame mod menu) - but it only has 3 player slots, it is not balanced and the terrain and forests are much more generic and dull. Also be aware that there may be changes in the file structure - renaming for example. Need to get a better overview of the map Sources for creation (for myself; can contain german articles. Feel free to share knowledge about how the terrain might have looked like at the time): "Geschichte des Waldes in Mitteleuropa" - Wikipedia (has translations) "Wie breit war der Rhein früher" - the-duesseldorfer.de "Der Rhein in römischer Zeit" - neuss.de "Maps reveal the historical path of the rhine" - uu.nl "Publius Cornelius Tacitus described "Free Germania" (Germania magna) in the 1st century as "terra aut silvis horrida aut paludibus foeda" – a land, covered by horrid forests or loathsome bogs. Tacitus' Mediterranean homeland at that time had already been a cultural landscape for centuries, its forests cleared for fields, orchards and towns, to say nothing of the use of wood for home fires and maritime construction." - Wikipedia Current Map: Old image: ================================================= FILES map-rheinland.pyromod REQUIRES 0ad A27 AND Delanda Est (for now) map-rheinland-v02-patch-delanda-est.pyromod REQUIRES 0ad A27 AND map-rheinland.pyromod AND Delanda Est =================================================
    1 point
  5. I loaded this up in Atlas and the only error messages I'm getting are these: WARNING: [ParamNode] Could not remove token 'Siege' from node 'List'; not present in list nor inherited (possible typo?) WARNING: [ParamNode] Could not remove token 'Elephant' from node 'List'; not present in list nor inherited (possible typo?) So, there's an issue with Delenda Est where there are classes removed from a list somewhere. Might be with ships. I'll look into it.
    1 point
  6. Han crossbowman https://github.com/TheShadowOfHassen/0-ad-history-encyclopedia-mod/pull/86
    1 point
  7. From my experience, yes, and they do it very awkwardly, especially in combat. My take is that inside the same formation "branch" those movements should be smoother and not imperil the formation's coherence. Changing from one formation "branch" to the other should be done outside combat (in the preparation phase) and if done too late, should indeed bring catastrophe to the army doing that, as was historically the case. But movements from one formation to another one in the same "branch" is exactly what the soldiers were trained to do in combat, so should not expose them too much to enemy action.
    1 point
  8. this thread is the one meant for feedbacks and updates
    1 point
  9. https://code.wildfiregames.com/D4964 This works for ships and buildings at the moment (latest revision). Just use the existing 'autorallypoint' hotkey to specify the degarrison point. You won't need to use this hotkey if the building doesn't have arrows.
    1 point
  10. I'm at work right now. I can maybe do a deep dive tonight.
    1 point
  11. Several battles actually
    1 point
  12. It is an interesting thought to have these different formation trees. Tightening a square formation should go relatively fast. Changing from a square to a line should not. But - is this not the case already? The units have to always walk the distance to their new formation. Anyway - formations have already been discussed on the forums before. Is there a planned time / version when this may be addressed? There are certainly multiple layers of impact to the formations topic, not only how fast they can be changed. Imo, having a "formation patch" / "tactics patch" does make as much sense as having a naval overhaul patch. Or having an "atlas + campaign mechanics" patch (drifting a bit OT here) But if so, it would most likely take quite some time (year+) until this would actually become a priority at hand.
    1 point
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