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Showing content with the highest reputation on 2017-05-14 in all areas

  1. Check it out, how bout dah.
    3 points
  2. 3 points
  3. So after long time of halting the work we are back and we will continue producing stuff.
    3 points
  4. Changelog Uploaded ptol_isp_b and ptol_isp_a textures in the first post Removed Athenian alpha shield patterns (I will upload the revised textures soon) Ptolemaic Dynasty - Egyptian Native Pikemen
    3 points
  5. Congratulations. There are a couple dozen people playing online in the A21 lobby currently. Try some of the mods? Argue on the forums about game balancing? Share your secrets for success against the AI? Explore any maps you haven't played on? Up to you. And welcome to the community.
    2 points
  6. Hello @4rak and welcome to the forums. Due to some performance issues with the pathfinder, and the fact it doesn't use more than one core, when many units are moving, game starts to "lag" because the computation become intensive. Unfortunately, there is not much you can do. Some of the devs are working hard to fix this, but this is not something you can fix in one day.
    2 points
  7. Nice! I think for elite variations of the ptol_pikeman you can just add the "boots" texture to the Advanced versions and add more prominent shoulder pads.
    2 points
  8. Wonder: Weiyang Palace. Perfect suggestion from @Lion.Kanzen. Would make nice challenge for a modelier. Not sure I'll start it as it is a big task, but I don't know Fix helmets and other props for new head meshes. Done. Animations for the crossbowmen and their crossbows. Same as 1) Redesign for the Blacksmith. It is way too big. I'm going to make a new one it's on its way. Done. Minor redesign of the Market. It's kind of big. The tarps could use some kind of nice player color design on them. Not sure about this. A model for the Civic Center without the two side towers. I'd like to add a defensive tech to the Han cc that adds the towers to the structure. This should be rather easy. Done. Maybe make that gate thing their glory statue instead of the Buddha. A Páifāng? Sacred Gate? Please advise.
    2 points
  9. If you need anything else, let me know. pouch_big.7z
    2 points
  10. @wackyserious it should be good to go. Haven't had time to test it. Attach it to the "sheath_L" prop point. Feel free to edit the texture. pouch.7z
    2 points
  11. The objective is to enhance or add new textures to the hellenic units. Skeletal/body mesh textures Shield textures ATHENIANS The Athenian Epilektoi DIADOCHI The Hellenistic Thureophoroi The Ptolemaic Royal Agema The Ptolemaic Machimoi
    1 point
  12. Do you maybe have a higher resolution preview too? (so I don't need to download the map in order to give it a better look )
    1 point
  13. How about using those bixies (like the two near the Civ Center entrance) as cult statues? Maybe with a re-texture to make those bixies golden (or anything) instead of stone...
    1 point
  14. É o IP do computador que serve como hospedeiro/servidor.
    1 point
  15. No we do not have an animator, but i have some basic experience. Yes the mod will be free lol
    1 point
  16. Dude thanks for the updates! Market: I think it's generally okay, I just think the tarps are really bland and a lost opportunity for player color or a cool "Chinese" pattern. That's mostly a texture issue for me. Cult Statue: A suggestion from Mod DB was to use a stylized Chinese dragon instead of Buddha. Anyone have thoughts on that? Would be pretty cool. A golden or stone dragon on a pedestal, with flowers, smoke, etc.
    1 point
  17. Since there's only 8 players max, it's pretty quick to just try every combination of teams and see which is best. Here's the latest ratings list. Thanks to mapkoc for sending his replays as well. Other changes: I have included single player games, and excluded survival of the fittest. (Pizza was already excluded in previous rankings). I have also taken into account when each game was played, to allow for players getting better over the duration of a21. I've updated the first post in this thread with a full explanation of the process.
    1 point
  18. Got the Han to work in DE. I need to make up some technologies, but for the most part everything is working as intended after a lot of adjustments and stuff. Maybe make that gate thing their glory statue instead of the Buddha. A Páifāng? Sacred Gate? Please advise. Some things that would be great to fix, add, or change, all my opinion. Wonder: Weiyang Palace. Perfect suggestion from @Lion.Kanzen. Would make nice challenge for a modelier. Fix helmets and other props for new head meshes. 1 more hero. 1 more champion if the chariot is okay as a champion. If not, need 2 champions. Animations for the crossbowmen and their crossbows. Redesign for the Blacksmith. It is way too big. Minor redesign of the Market. It's kind of big. The tarps could use some kind of nice player color design on them. I'll move the archer infantry and archer cavalry to the mercenary camp, while keeping the crossbow units in the barracks. Maybe some way to allow the walls to connect to the Fortress. I'll experiment a little with this. A model for the Civic Center without the two side towers. I'd like to add a defensive tech to the Han cc that adds the towers to the structure. This should be rather easy. Ideas for the Blacksmith and Temple tech trees. These should probably be largely custom/different from the "Western" tech trees already in the mod.
    1 point
  19. The Machimoi - preview I really enjoyed working on these textures. I learned a lot during the research phase.
    1 point
  20. The alpha symbol orientation is noted. Current WIP on Greek psiloi infanty and Thracian peltasts unit textures.
    1 point
  21. Sooooooooooo it took me 1h30 to read all this topic! I'll give my humble opinion on some of the points discussed: 1) I tried Delenda Est (did 5 games) and I really love it. It has a deeper strategic dimension with all the choices for the upgrades, the fact that you can build storehouse/farmstead/farms outside of your territory (do you take the risk to send women to that juicy fruits in the middle of the map? That’s the kind of questions you want to ask yourself once playing an RTS) 2) About battalions: a. The “problem” of the pop cap is a fake problem but I’m not going to go back to this matter b. I played BFME2 in very high competition (I played on clanwars.cc, my clan reached top 10 almost every month for a year and I was top 10 a few months in a row individually, at that time the best clan was JR for those who remembers) Well let me tell you one thing, battalion doesn’t remove micro management, competitive games were all about micro-management while keeping your farms up and running. A lot of harass from the beginning etc.. Of course watching Slayer_Boxer on starcraft micro-managing his marines individually perfectly was awesome but maybe it’s one of the reason you have so many players who actually watch the game more than they play (because they cannot reach that awesomeness) c. Beating very hard IA has nothing to do with all of this. d. Is it very hard to implement? I’d love to try it on 0AD actually, it would end this discussion quickly 3) About citizen soldiers a. That’s one of the reason I love so much 0AD but we can improve it obviously b. I think the main problem is what Darc said, you are actually loosing resources when attacking. But what if women gathered all ressrouces faster (how much faster need to be decided) than citizen soldiers? That way you can boom with women but be vulnerable to a citizen-soldier rush (and the citizen soldier rush would lose against a mix of women / citizen-soldier early game with a few wood towers) and then we have the rush > boom > turtle > rush base. 4) I love the general concept of strong core, weak country side. In terms of strategy it’s very nice, and it is realistic. And the fact that you can actually choose that your second settlement with be your core if you focus buildings on it is very nice too. 5) Not sure about the slave, I think citizen, soldier-gatherers, champions and heroes are enough for a good gameplay. 6) I already told wow privately, I do not like 4 phases. I didn’t like it on age of empires too. I like having three phases on the vanilla game (the problem at the moment is that phase 2 became useless due to the fact that you can’t harass anything before reaching phase 3 (with a few exceptions of course) and you can actually see this in multiplayer game where everybody just makes 4 towers phase 1 then upgrade those phase 2 to go directly to phase 3 (so basically skip phase2)). I think having phase 1 to build your economy, phase 2 for trading/expanding/military (Should be the longest phase imo) and phase 3 for late game stuff is good. Anyway this is a very exciting topic!
    1 point
  22. Yes the process is near.
    1 point
  23. Hello Vasikle! and welcome! Good luck with your mod! sounds really interesting! Feel free to use this blendfile with the latest meshes and armature with the new animations that are currently on SVN so you can use them in your mod. http://trac.wildfiregames.com/changeset/19137 Cheers!
    1 point
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