Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2016-05-19 in all areas

  1. Left to Right: 1.) Old Millennium AD mail texture 2.) Current Millennium AD mail texture 3.) Briton champion mail texture 4.) Nobiax's (deviantArt) 5.) New one I did earlier, looks very similar to Nobiax's (Created via graphic software, method: painting/creating a single ring then placing multiplce overlapping rings in a dark background, similar method that I used for #2) I'm not sure if I used the .tga file from Nobiax correctly.. (I just need to resize it to 1/4 of a 256x256, to have a nice scale, then assemble several pieces to fill the whole chainmail space right?) Which ones should we use? I'm planning to add variants like, darker ones, plus, a.) Chainmail with no sleeves b.) One without the chainmail on the shoulders, those shoulder mail on top of the body mail (I don't know what those things are called)
    3 points
  2. Battering ram cycles too quickly in-game for this animation
    3 points
  3. What, you didn't notice? haha Don't mind that thing in blender, there's an odd size discrepancy that isn't affected by display scale, strangely. It's actually the same size as it was before.
    2 points
  4. Note that Google also has a switch to search for "images labeled for reuse with modification", which gives mostly CC-BY-SA licensed images (though you need to check the original page to see the exact license, and get the correct credits). See https://www.google.be/search?tbm=isch&q=gorilla&tbs=imgo:1&gws_rd=cr&ei=w4k9V-jTBoOZaKrnqGA#q=gorilla&tbs=imgo:1,sur:fmc&tbm=isch&imgrc=_ as example.
    2 points
  5. I should show the back too huh I should show the back too huh
    2 points
  6. *Galactic empire's imperial march plays in the background
    2 points
  7. Hi, I get this: WARNING: JavaScript warning: simulation/components/Auras.js line 48 reference to undefined property this.template._string ERROR: JavaScript error: simulation/components/Auras.js line 48 TypeError: this.template._string is undefined Auras.prototype.GetAuraNames@simulation/components/Auras.js:48:2 Auras.prototype.Init@simulation/components/Auras.js:14:6 LoadPlayerSettings@simulation/helpers/Player.js:50:8 WARNING: CCmpRangeManager: No owners in query for entity 11 WARNING: CCmpRangeManager: No owners in query for entity 920 WARNING: CCmpRangeManager: No owners in query for entity 921 WARNING: CCmpRangeManager: No owners in query for entity 922 WARNING: CCmpRangeManager: No owners in query for entity 923 WARNING: CCmpRangeManager: No owners in query for entity 925 WARNING: CCmpRangeManager: No owners in query for entity 926 WARNING: CCmpRangeManager: No owners in query for entity 927 WARNING: CCmpRangeManager: No owners in query for entity 928 WARNING: CCmpRangeManager: No owners in query for entity 929 WARNING: CCmpRangeManager: No owners in query for entity 930 WARNING: CCmpRangeManager: No owners in query for entity 931 WARNING: CCmpRangeManager: No owners in query for entity 932 WARNING: CCmpRangeManager: No owners in query for entity 933 WARNING: CCmpRangeManager: No owners in query for entity 934 WARNING: CCmpRangeManager: No owners in query for entity 935 WARNING: CCmpRangeManager: No owners in query for entity 936 WARNING: CCmpRangeManager: No owners in query for entity 937 WARNING: CCmpRangeManager: No owners in query for entity 938 Plus another 1000 errors and warnings. I know this is problem with mod, not regular game, because it only happen with my mod. Any thought? (I have not edited Auras.js)
    1 point
  8. Should something like the theme from Doctor who be more relevant? Nice work regardless
    1 point
  9. Split into its own topic as per Lion's suggestion.
    1 point
  10. For what it's worth, I think "attack damage reduction", "gathering speed/efficiency reduction" is perhaps more precise as penalty may be mistranslated for its other definitions. In any case, debates of exact wording doesn't really belong in a balancing topic.
    1 point
  11. It's that pop-up that needs new code as it means a floating canvas(plane for text) and an overlay would just be confusing. Enjoy the Choice
    1 point
  12. I added some warnings to that piece of code, as it wasn't fail-safe indeed. Now it should warn what template is the issue: http://trac.wildfiregames.com/changeset/18199 You probably have a tech with an empty requirements object. This isn't a good idea as there are requirements defined (so the code for checking requirements will run), but it will find none. It's better to just delete the requirements altogether.
    1 point
  13. Ok, I didn't pay attention to that, since it's one of the first open source project I contribute. Is it allowed to use photoshop in a not really clear way? if not I'll have to switch to Gimp.
    1 point
  14. Leyto, much to our regret, I have to inform you that those are copyrighted image sources that can't be used in textures in 0AD. We only can use images that are licensed under CC-BY-SA 3.0 or less restrictive licenses. I know it's tricky, but it's the only way if we want to ship the game without getting into legal issues. wikimedia commons is a good source to search for textures with this kind of licenses. Also sites like texturemate.com episcura.com and any site that you can safely know the license under the image is published to be able to know if it can be used or not. Also if you use any CC-BY-SA 3.0 images, please let us know to credit the author
    1 point
  15. Does it happen when loading the map? If so, you can add some basic debugging. Add the following code just before the bug happens (so before the current line 48 of Auras.js): if (!this.template._string) warn(this.entity); Then you should see what entity id is causing the problem, so you can open the map XML, search for that entity id, see what template it has, and fix the template. EDIT: or you could also open Atlas, and place units/entities with auras by trial and error until the warning is spit.
    1 point
  16. I want to suggest some new combat and gameplay mechanics (I'm not sure if I had suggested these two before, but I posted something about the wounded-walk animation on the new unit mesh thread several days ago) 1.) Critical hit and Stumbling X% chance for a unit to perform critical hit, charge attack doubles the chance for a critical hit. Units that are hit by a critical attack will stumble and won't be able to attack for a couple of seconds, until they can stand up again (Stumbling animation needed) -Cavalry units can also stumble infantry units (Infantry units in a tight formation like testudo, phalanx and shield wall had lower chance to stumble) -These can be seen in Total war series' fight scenes, where the battles look more alive because of the causal stumbling of units. 2.) Wounded walk The walk animation of units with lower than 25% hp will switch to a wounded walk animation, unit speed also decreases by 50-75% - Wounded unit rescuing will be harder - Retreating becomes more crucial and can cause higher fatalities. -The only RTS that I remember using this mechanics was Battle Realms. I hope you guys find this suggestion interesting, it can add flavor to 0AD's combat system.
    1 point
  17. Yeah I was trying to get some idea from this convert attack mod @ https://github.com/0ADMods/convert_attack ... what I was trying to do was make an infantry convertible to enemy @ training time but non attackable. I am pretty sure I will be able to get the behavior I want w/ some special configuration of the attributes that are already available.
    1 point
  18. Hey @jonbaer, I was thinking in this direction : ) Thank you for clarifying it for me. It seems many of the very important archaeological discoveries about the Thracians are made in the last 10-15 years. After one night of documentaries on the subject I am even more amazed from this civilization. For example: First info about them - 5500 B.C. Oldest golden and silver items found in the world. First metal dishes, plates and tools. Best mining with mines up to 2000 people and 500 meters deep. Precise stone structures where cut stones 60 tones heavy can be found. The stone city Perperikon - built and cut entirely into a rock. Dolmens and Stonehenge like structures. Invention and first use of baked bricks. Heavily rely on evolved farming with seed cultures which can not be found in the Europe's wild life and are import from Asia. One of the six places in the world where animal breeding will emerge independently. Hunting with hunting dogs. Established merchant routes and wide diplomacy. They import copper bars with ships on 2000 km route from Cyprus island. Single type advanced ship fit all needs. See what Omir say in "Iliad" about the ally of the Trojans - thracian king Rhesus: "Rhesus, son of Eioneus, is their royal leader. He has the tallest, finest horses I ever saw, whiter than snow and fast as the wind. His chariot is finely worked in gold and silver, and he brought his gold armour with him, huge and wondrous to look on. It is armour fit for a deathless god, not a mere mortal. So, take me to your swift ship, or bind me as tight as you wish and leave me here, then you can quickly prove whether I tell true or no.’" And much more : ) I can see already how perfectly Thracians will fit the Game. The modern, influential and diplomatic thracian king Sevt III the Immortal with his Sevtopolis and his mound twice the size of the one of Philip II of Macedon is 400 B.C. Spartacus is 71 B.C. so we will come with something good : )
    1 point
  19. You can set the difficult, is the gear icon in the match setup.
    1 point
  20. Yesterday I went through the art repo and found some celt chainmail textures that were 256 and even 512, I'll try to post them here in case they can be useful for you. If in the picture you're asking about the helmets, it's a known must-fix caused by the new heads being smaller (will be taken care). Regarding the accuracy of those chainmails, I can't say much about it, but I can provide you with a high detail texture for it. These textures are 100% free to use, CC0. The last one is a high-res chainmail. http://nobiax.deviantart.com/art/Commission-Medieval-textures-406572548
    1 point
  21. Rather than simply making spies or thieves invisible - wouldn't it be much cooler if the spies could disguise themselves as enemy civilian-soldiers? Maybe something like http://wiki.teamliquid.net/starcraft2/Changeling_(Legacy_of_the_Void) . It could work like this: the player produces the spy and sends him towards the enemy. When the spy sees an enemy civ-soldier, it automatically changes allegiance to the enemy and takes on the appearance of the enemy soldier, so it is actually an enemy unit now, able to blend in by e.g. gathering resources. The spy remembers its former allegiance however, so the player who produced the spy can also give it orders and see what it sees. As soon as the spy changes allegiance, its stamina starts to decrease, and when the stamina reaches 0 (after several minutes) the spy changes back to a spy and will be targeted by enemy units. The enemy player could also select the spy and delete it, if he notices. If the spy escapes, he has to wait until his stamina reaches full before he can go undercover again. Thieves could work the same way except that they have a tiny vision range while converted to the enemy (spies should have a large vision range), and when thieves return resources to an enemy dropsite, they actually decrease the amount of that resource for the enemy. Before a thief's stamina runs out, he should be able to steal several times his cost in resources if the enemy player doesn't notice. There could also be "assassins" which work like spies, except that after having been undercover for a while (stamina below a threshold), the player who produced the assassin can order it to attack an enemy unit with a melee attack. If the melee attack connects, the enemy unit instantly dies and the spy is unmasked (stamina set to 0). Assassins should be pretty expensive, like 200 metal 200 food, to counterbalance the fact that they can kill heroes.
    1 point
  22. 1 point
×
×
  • Create New...