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Showing content with the highest reputation on 2017-01-02 in all areas

  1. I wanted to improve macedonian helmets a bit, as I found they were quite old. Hope you'll like them. I attached the files below. For the pilos helmet I'll probably make those variations later Modified bronze texture Files.7z
    3 points
  2. With new models all looks like beautiful. Enrique is a genius. stan never stop feed my love with this game.
    2 points
  3. Agree with SDM here. The eagle should be the main feature of the emblem instead of taking only roughly 25% of the emblem here.
    2 points
  4. @stanislas69 I feel like some of them are a little too tight right now. The two variations of the lower left (I guess it's the same mesh but with minimal texture tone change) isn't resting propperly on the head. The visor ends mid-forehead where the references you posted the visor ends at eyebrow level or even lower. I also would like to see references for the rest of the variations you have there. If we improve them let's get details correct.
    2 points
  5. Consider that A22 is probably 2 months away, one can guess that the cavalry anims will be done by then too.
    2 points
  6. 2 points
  7. I tell you, your mod is a good laboratory to do experiments.
    2 points
  8. I think there's room to increase the size of the eagle, based on how it looks on the GUI. Also, what is the original copyrighted image based on? If it's an ancient artifact, it cannot be protected by copyright. Just giving out info just in case it isn't widely known.
    2 points
  9. Sorry av93 but I'm off-touch with the current plans about it. Units and animations are in SVN now. Please use the following thread to report any bugs/errors with them:
    2 points
  10. 1 point
  11. About Ken Wood, Jason Bishop and Stuart, a mod team becomes a developer team first leaders, the main vision of game, early idea, about the creation of Pyrogenesis, the contact with mythos ruler , Heaven game relationship recruiting modders, first years of 0 AD. @feneur can you give old material interviews , about little biography of early founders. the history of Ken Wood is very interesting, I read some of their opinion and had very strong vision where the game would be or was. the people have in main a group of guys , modders that decided start a game but nobody know why are more that 15 years of development. I want tell the history in my 0AD blog.
    1 point
  12. Please use this thread to report any issues with the new unit meshes and animations commited recently. It was a big commit so it may have some stuff that needs fixing.
    1 point
  13. First of all let me say one thing I've noticed very often, that is the possibility to cross the objects and even shields, for example, you do not know how many times I've seen a drive through a tree or another unit, it happened to see the units that have completely crossed the goods of the merchants, especially Roman and ellenico.E not only in fact, I'm not just talking about various objects and easily without significant ... but also shields ... I happened to see us all and towards the inland. Example ..ad: spears, swords, etc. not to mention the arrows that should be part of parades or otherwise blocked by the shield, but shows no signs of arrows embedded or other weapons ... more realism ... I do not tell you is like 2 ROME TW but the basics perlomeno.Buone holidays and best wishes to all.
    1 point
  14. I'll probably make the rope a little bigger, and I have to fix an animation bug due to the bow orientation.
    1 point
  15. I think the best amount of flags to capture would be the smallest prime bigger than number of players. E.g. 2 players -> 3 flags, 3 or 4 players -> 5 flags, 5 players -> 7 flags, etc. To make game a bit more interesting, the second smallest prime number could be used. The flags could be placed manually or automatically. Manual placement provides an easy way to deal with complex maps. Automatic placement allows to play on any map or to generate random maps. Mannual placement is easy -- author places sufficient number of flags on map and that's it. Automatic placement is a bit more complicated as we need to deal with two aspects: uniform flag placement and fair strategical dispositions. The automatic flag placement algorithm: Build Voronoi diagram using walking distances between players. Use edges of the map as additional "player", so the each player's region will end half way to edge of the map. This will provide additional edges in the diagram Find points V in the Voronoi diagram, where more than two regions meet. Find points P which are in middle between neighbour points V (in middle of boundaries between the regions). Place desired number of flags on points V and P, which are nearest to center of the map. I have not tested this, but I think it should provide reasonable and mostly fair flag placement. At least on maps without significant terrain features, like a river between players with a single bridge. But it should be possible to deal with these features as well.
    1 point
  16. Eradication, Extermination, Massacre, Obliteration... just a few alternative words from the Thesaurus. I like the OP terms to be in vanilla, so there's a few can use if you don't want Genocide.
    1 point
  17. I am not sure about the technical aspects, but the capture point could vary depending on the game as long they are clearly marked on map as VPs and share the same characteristics. I guess flags are easier to place, but mercenary camps and other buildings could be interesting and fun. Same as above Remember those VPs should be equally distributed over the map, unless the map itself gives an advantage to a team over another. If the most viable solution is to edit all maps (as you stated in your other post), or at least a set of maps to test the game mode I am ready to edit them the best I can (maybe I'll need some guidance for the first one, but lets do it). It's a game mode/victory condition I proposed, so I guess I should take responsibility for it. It has lot of sense, bear in mind even number of flags makes 'faster' games and odd numbers of flags make the game prone to turtling, at least in Company of Heroes. Maybe, there could be odd number of flags if Victory Points can only be captured by having them on your own territory, this may elevate decision making and raise the utility of extra civic centers. I'm glad you guys liked the idea
    1 point
  18. 0 A.D. detects collisions by testing for intersections of simple (square / circular) two-dimensional hitboxes. As seen int simulation/data/pathfinder.xml, we only have three different choices for the radius: 0.8 for infantry and cavalry, 4 for rams and 12 for ships. Since the length and width of the obstruction are identical, this won't work well for non-circular / non-square models like ships. Visual models overlapping can be addressed by increasing the size of the obstruction of the particular unit. But that causes more annoying pathfinding situations where the unit can't pass forest or straits. In case where units are blocked by other movable units, those could be pushed away (for example infantry could evade rams). Due to the current performance being already too bad to keep up with the attempted ingame time ("performancelag") when too many obstructions exist, adding more complex shapes is not accomplishable without major rewrites.
    1 point
  19. Actual descriptions are more tame and don't mention child.
    1 point
  20. Loki1950, quotations are often used around single words to demonstrate a loose use of the word. If you read my initial post in this thread, it is pretty clear that I don't intend for actual mining of metal from the ocean. Using the word "mine" to describe harvesting/gathering from water based resources works because the function in game is directly analogous to mining ore deposits on land. A unit that has the ability to "mine" goes to the node, works at a certain rate that can be modified via techs, bonuses, auras, then automatically returns to a drop off point and metal is deposited. Since the only difference is language, putting the term mine in quotations references their similarity while also indicating that the term isn't quite right, as one can see from the previous sentence where I did use the word harvest, but without quotations.
    1 point
  21. How about a common base texture for bronze. Something like this, then add details on top of these.
    1 point
  22. 2 months... are you sure? probably 3 (A22)
    1 point
  23. Basically no collision detection as that is what most physics libraries provide adding it to the engine would mean a complete redesign and re-coding about an other two years work really not trivial. Enjoy the Choice
    1 point
  24. I think the bronze should be smooth. Helmets are highly prize by the men and when go into battle they are clean and polished. Also if make a helmet with a visor, such as Attic style or Thracian style or Chalcidian style, go ahead and use geometry for the visor. Also when model helmets, model from good references, not just imagination. Good luck guy. I like you.
    1 point
  25. look that Centurion. I love that lorica scamata.
    1 point
  26. This was unforeseen behavior, but why not? The more hero the better.
    1 point
  27. https://www.flickr.com/photos/antiquitiesproject/4787570933
    1 point
  28. Sorry even we current technological people do not really do that and the technology for it did not exist in till the early 18th century apart from salvaging ships even then only on shorelines no deep diving. Enjoy the Choice
    1 point
  29. 1 point
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