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Showing content with the highest reputation on 2016-07-22 in all areas

  1. @sphyrth well it's true they are and we lost a few people along the way (@agentx if you hear me), but it gives new abilities to people, see @niektb who was recently recognized as a team artist And also we find bugs more often cause we are fiddling with the code ^^
    2 points
  2. This topic is started to discuss the civilization of the Norse and how it is going to be implemented in the game. Here will also be the final proposal. Description: The Norse of old were a north Germanic people who hailed from Scandinavia. During the early Middle Ages their regions expanded to Russia, England, Iceland and Greenland. They traveled to as far as Asia to the New World nearly 500 years before Columbus. Though feared for their fighting skills, they were also skilled traders and sailors. By the end of the Viking Age, which lasted from 793-1066 AD, their raids on the mainland faded, nonetheless they have left their mark on European culture and history. Gameplay: Norse don't have strong defences. Instead they (should) rely on keeping the initiative, expand fast and get hold of crucial resource spots (which is possible because they can build houses anywhere on the map). The house has a small ranged attack and can be built anywhere on the map, however they're a lot more expensive than normal houses. The citizen soldiers have a small speedbonus but are slow gatherers. Also the Norse lack cavalry. They have a couple of hybrid buildings (farmstead is merged with corral and Civic Center is merged with the fortress) and their navy is very versatile (see the line-up below for the bonuses they have) Unit Roster: Warrior (swordsman/axeman): http://wildfiregames.com/forum/index.php?showtopic=17918&page=4#entry280934 Spearman: http://wildfiregames.com/forum/index.php?showtopic=17918&p=281348 Hunter (Bowman): http://wildfiregames.com/forum/index.php?showtopic=17918&p=282347 Huskarl: http://wildfiregames.com/forum/index.php?showtopic=17918&p=282683 Berserker: http://wildfiregames.com/forum/index.php?showtopic=17918&p=282863 Navy: http://wildfiregames.com/forum/index.php?showtopic=18521&p=289163 Fishing ship. Knarr: Merchant, Mobile dropsite Karvi: combination but weaker warship / less trading income. Snekkja: Warship. Loot bonusing aura Drekar: Elite warship, Loot bonusing aura, Mobile dropsite, trains units Buildings: Longhouse (improved version of the house): http://wildfiregames.com/forum/index.php?showtopic=17918&p=283022 http://wildfiregames.com/forum/index.php?showtopic=17918&p=303012 Jarl's Hold (combination of CC and Fortress): http://wildfiregames.com/forum/index.php?showtopic=17918&p=288683 Farmstead (merged with corral): http://wildfiregames.com/forum/index.php?showtopic=17918&p=295275 Tavern (Barrack merged with Tavern, where you also can train Berserkers): http://wildfiregames.com/forum/index.php?showtopic=17918&p=291431 (left building in the concept) Dock: http://wildfiregames.com/forum/index.php?showtopic=17918&p=291806 Farmfield Palisades (Improved, stronger versions of the standard palisade) (since Vikings don't have stone walls) Outpost Wooden Tower Storehouse: http://wildfiregames.com/forum/index.php?showtopic=17918&p=309077 Market Temple: http://wildfiregames.com/forum/index.php?showtopic=17918&p=298492 Unique technologies: Clinker construction (Improves naval speed)
    1 point
  3. Maybe best archive this thread and repace it with a new one containing up-to-date instructions?
    1 point
  4. Just saw it went up the Revision Log. I like how it sounded like Facebook's old notification sound without ripping it off.
    1 point
  5. @sphyrth I think that'd be dumb, else a few mods that still exist today would be dead, because unplayable and unmaintaneable ^^
    1 point
  6. In the council of modders at least, when we make a release we follow the process. So do you mean do it at the same time of the releases ? I think that mods should be downloadble from the main game, not necesserally bundled with it.
    1 point
  7. I am currently trying to figure out a solution for #4076, there would be too much to do on Sibyllae Vox too after each new release if I can't/don't update frequently. Appart from errors with new/removed tags in templates, it would sad to miss some art enhancements with new models or sounds for example. Before posting a proposal on the ticket, I'm trying to figure out how to do, to find what could work and what won't and discover some side effects. http://creativekara.fr/doku.php?id=0adsv:merge#extend_a_template_from_an_other_mod By the way an other obstacle for mods is (at least for me) is the lack of players and probably the "hard" thing of finding and installing a mod (for a non technician nor involved member). Just as a idea on the fly, could it be possible for certain mods to follow the release process (feature freeze, commit freeze, release) to include a working version of some active mods right in the main data (I'm thinking about mainly Delenda Est, Ponies Ascendant, Millenium A.D. and Sibyllae Vox, sorry if I miss someone, I haven't checked every one)? I know it would require some big work for modders to follow the schedule and for team members for validation, keeping track of who is ready and tracking packaging in a period that is already time-stressing for the whole team.
    1 point
  8. The list of latest contributors... @andy5995 @Sandarac I'm not sure... If are another.
    1 point
  9. Should be fixed by @mimo in r18541
    1 point
  10. I downloaded the uncompiled files for linux, downloaded all the dependencies listed : HERE, and managed to get it to work. If anyone else is using the Kali 2.0 distribution and wants to run 0ad, as of July 18th, 2016, the package that comes with the standard repos will not work. Instead download the game from Debian Jesse distribution site HERE, then follow the instructions on the first link I gave in this post. Thanks.
    1 point
  11. Just a question: if I have a piece of music/ a track I have made myself, can I suggest this to the game? if so, where?
    1 point
  12. Hey guys! I'm back with an update to the body of the model. Changed the texture too. Didn't do the animations yet, I think I'll do them later. Here's the new model:https://skfb.ly/QsJI By the way, I just noticed the stretchings on the forehead, and also neck again , I'll have to fix those.
    1 point
  13. I can understand it's hard work when you're making a mod that doesn't only add features (like adding a new civ), but also modifies features. Certainly modifying templates currently means that you have to copy a lot of data over, and keep the things you want unchanged synched with the main game. I hope we can find some solution for #4076 soonish, which would certainly help maintainability of mods by reducing the amount of data that has to be copied from the start. So I agree that modders need to know what they're getting into, but it's only thanks to modders that we know what's still lacking in our game wrt moddability. So we really appreciate your effort and the effort of other modders. PS. if a single commit sets you back an hour or more, it's likely someone on our side also worked an hour or more on related data changes. Ofc, our team is a bit bigger, so I agree it's harder for modders.
    1 point
  14. *Galactic empire's imperial march plays in the background
    1 point
  15. @Enrique what do you think of wackyserious' textures ? Here is some other stuff for differentiation taken from this topic last is from @wackyserious You can find higher resolution of celt textures there art_source\trunk\art\textures\skins\skeletal\old
    1 point
  16. What is about including some ítems from acropolis Roquepertuse for Gauls wonder? It would be like a Great Sanctuary
    1 point
  17. And also, just because someone else might be getting away with something doesn't mean that it should/could be done The rights holders might not be aware of those projects for that matter, so taking them as examples is probably not a good idea anyway.
    1 point
  18. Oh, I started working on this one back when this thread came up, but I didn't finish it because I started working on higher priority things. I reused several assets from Pureon's awesome persian buildings. It needs the human-headed-winged-bulls in the back gate and eyecandy everywhere. I'll upload the blendfile if someone wants to finish it.
    1 point
  19. of course it's possible, it would just be a lot of work. The game is very friendly to modders, you should download a public SVN copy and try modifying it.
    1 point
  20. There you go , though i hope my friends still has the models. HDD died =/
    1 point
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