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Showing content with the highest reputation on 2014-04-30 in all areas

  1. Thinking about this, then something like the Scythians would only have a limited range of buildings. I'd say it would make sense for them to be able to build buildings in any territory (like the Roman Camp and Siege walls). They would not have stone buildings. Everything would be wooden. Can probably take inspiration for the civil center from Attila's palace, which was a rectangular 1-story structure with 2 outbuildings and a palisade in a Gothic/Sarmatian style. However, you'd probably be best off balancing it between packable and unpackable buildings to represent the semi-sedentary lifestyle of the Scythian people. A plausible building list: Civil Center (Can Pack) House (It would be better to have a "Scythian Tent" unit) (Can Pack) Resource Building (Can Pack) Palisade (Cannot Pack) Fortress (Cannot Pack) Farm (Cannot Pack) Food Deposit Building (Can Pack) Barracks (Can Pack) Could probably create a "Wagon" unit specifically for their buildings. I have images of Sarmatian Wagons I can post.
    3 points
  2. Screeny!!! Can someone confirm that there are too many pigs in the field? schwarzwald3004.zip
    3 points
  3. I've made a tutorial about using hotkeys. It's the first time I made a video, so obviously the video quality is going to be bad, and I will have to improve my video making skills over time. I forgot the most important hotkey actually, ".", which detects units that are not working. Here is another video I made about resource management:
    3 points
  4. Ok here are the request final signature of our members. based in Millennium signatures formats and WFG Forums design color palette. In the Top our named as organization of members on the bottom our roles as Developer.
    2 points
  5. You can edit it directly in your public mod (for release versions, you first have to unzip the public mod though), then it's here: http://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/structures/rome_barracks.xml (follow the path from "public" on). By modifying the public mod, you do make your version incompatible with other versions (which will make multiplayer games impossible), and the changes will also be overwritten by new versions from our side. If you want to avoid that, you can make a new mod, next to "public", and only put that barracks XML in there, with the same relative path. When you load the game using the mod (pyrogenesis -mod=modName), then it will overwrite the public barracks file with your version. But when you load the game without the mod, then you will still be able to play normal multiplayer games.
    2 points
  6. Yep, you're getting the general idea of how we see nomad factions playing. I would say they could have an "ox cart" similar to the current Mauryan Worker Elephant, that steppes factions can use for a universal dropsite. And perhaps steppes factions don't have "territory" like the other factions do, or otherwise use territory and borders differently than other factions do.
    2 points
  7. As others have said, you can add them to the Roman barracks' XML file using any text editor. The Thorakites and Thureophoros units can be recruited from the "Royal Stoa" building. Just place that in Atlas in a scenario and you can train those units from it. An easy example would be to run the Macedonians sandbox demo scenario.
    2 points
  8. Anyway if you could find reference for all the buildings you could post it in the mods section. Anyway if you could find reference for all the buildings you could post it in the mods section.
    2 points
  9. Follow this after opening your file in blender: SHIFT+A Select Mesh -> Add Circle. T (Toolshelf) scroll down in the left toolshelf we just opened with T. There you can set the amount of vertices/edges, radius, ... Yet another nice tip. Thx Lord. Trinketos, just type SPACEBAR backface culling Usually this is blender's silverbullet. A silverbullet in a silverbullet, literally spoken.
    2 points
  10. Indeed. Let's put a wagon there with some jugglers and our rendered knight (with your textures) there. Then we have a nice setting. Also Robin Hood now should be test platform for Hybrid Hannibal AI. And Robin Hood could fit into the scenery too.
    1 point
  11. Yeah, the Game starting mode is called Migration in 0AD. The faction nomad style of gameplay is different.
    1 point
  12. The display options are minimized in that menu when you first open it, you have to scroll down near the bottom and expand it. Backface culling should be under that.
    1 point
  13. Yeah posted these in eyecandy tread. http://www.wildfiregames.com/forum/index.php?showtopic=16959&p=284529 And there was the first time we discuss that. http://www.wildfiregames.com/forum/index.php?showtopic=17219&hl=scythians
    1 point
  14. Yes, I saw. You're the first!
    1 point
  15. That's what I was thinking, that borders worked differently. The corral would HAVE to work for the Scythians because all Steppe people relied on sheep for their livelihood. Here are some Scythian/Sarmatian toys of actual Carts found in the Crimea: These models of Pecheng Tents are similar to carts that Sarmatian and Hunnic families lived in: War carts attached to horses were 2 wheeled though, like Chariots but different. They were used to carry wood for rafts it is known. They could have a non-mobile unit called the Kurgan, which all steppe peoples used to bury their dead. I'd imagine it would have some sort of special purpose. Temple maybe?
    1 point
  16. You need modify the building file to change between all pre Marian sword infantry for the legionaries , that is the most simple. Roman barrack
    1 point
  17. If it has a template you can add it to a building under production queue. Not really hard.
    1 point
  18. *You'll lose all local changes.* Happens to me too. Sounds quite similar^^
    1 point
  19. I think Mythos stated that there will be no dismounting in 0 A.D so maybe you can do It by creating a mod
    1 point
  20. Follow this after opening your file in blender: SHIFT+A Select Mesh -> Add Circle. T (Toolshelf) scroll down in the left toolshelf we just opened with T. There you can set the amount of vertices/edges, radius, ... Yet another nice tip. Thx Lord. Trinketos, just type SPACEBAR I do not see the option: backface culling
    1 point
  21. Just make sure the King isn't fat and speedy like in AoEII =P
    1 point
  22. distribution of pre-Roman peoples coincide with current linguistic areas areas: From west to east: . 1 proto-Celtic people -> Portuguese-Galician and Astur-Leonese. . 2 Celtiberian People -> Spanish. . 3 Basque Tribes -.> Basconço. . 4 Iberians People -> Catalan and Aragonese.
    1 point
  23. Grateful Lion.Kanzen! More some aspects: reconstitution of the vessel would have been used in the settlement of Kallaikia Ireland.
    1 point
  24. So, I have generated 3 Black Forest scenarios. My comments are below: 1. Is there any way you could make the water deeper, and more active? It looks very plain, without waves and such (I don't know if this is because of the main engine itself, or the way RMS is painting the map). 2. The greens are a bit monotonous. Like Stan's suggestion, maybe you could have the RMS paint different shades of greens, with some patches of dirt and non-grass in between? 3. Could you make a splattering of other rock types too?
    1 point
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