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Showing content with the highest reputation on 2017-06-23 in all areas

  1. Hi all ! Not sure I should create a thread for such a little thing... In the script below, you'll find a function which creates heightmaps, an alternative to diamonds square method. Smoothing is integrated in the function, and is scale based, not uniformly applied on all tiles. Maybe this could profit to someone. More of it, you can reapply the function on parts of the map (with different parameters of course). In landscape-3, a rough mountain is surrounded with softier terrain. Don't tell me painting and starting placement are really poor. Yeah, I know... I haven't yet fully scavenged FeXor great work, but I will soon ! aFractalDemo.zip
    5 points
  2. If you want this game, you should back it No publisher will ever pick up a niche game like this. Support anyhow, if the project doesn't reach the target you get a full refund. Wanting it but holding off and seeing them fail is human self forfilling proficy
    2 points
  3. Forgot to say that i made a fishing animation for the fishing boat.
    2 points
  4. Hey guys and gals, The following project looks interesting and could use your support in backing them. They are making a survival town builder but they focus on the start of citybuilding. You start as nomads and try to evolve your people into a culture. I backed it, I'm curious for the result. LInk below: https://www.kickstarter.com/projects/uncasualgames/ancient-cities/
    1 point
  5. That he has got some units he likes in other games and he wants to recreate them in 0 A.D. =) Which is fine if it's just generic units, but if it's e.g. specific characters it's not really something we can support. Acolyte sounds like the former though I'll move this to the proper forum, if there is any reason at a later date to have it in the CoM forums just let me know and I will move it back
    1 point
  6. i don't liked the idea of the ghost ships spawning arrows from the root, so with the people inside the ships. they use the original ranged animations, and i've made two animations more for right and left side crew. in this order they will attack or defend (simulated, this don't affect at all damage or defense) A D B C A D B C A D B C A and B use the ranged animation. C and D use the shield raised animation. Note: that was the snekkja ship i've made, here you can see the difference of the ships
    1 point
  7. Justus, I use your MOD all of the time. I would be willing to help you out with bugs. I have found a couple in the recent github updates you have posted. I use the latest SVN to play your MOD. In theb_mechanical_siege_oxbeles_packed.xml you use <Pack> <Entity>units/atheb_mechanical_siege_oxybeles_unpacked</Entity> <Time>10000</Time> <State>packed</State> </Pack> this should be "theb", not "atheb" Also, in mainmenu.xml: <objects> <script file="gui/common/music.js"/> <script file="gui/common/functions_global_object.js"/> <script file="gui/common/functions_utility_error.js"/> <script file="gui/pregame/mainmenu.js"/> <script directory="gui/pregame/backgrounds/"/> "gui/common/functions_utility_error.js" was removed in 19781. AI fails because it is missing the function for gameState.getPhaseEntityRequirements(this.phasing).length) in binaries/data/mods/public/simulation/ai/petra/headquarters.js. This is a separate file under binaries/data/mods/public/simulation/ai/petra/phaseRequirements.js listed in D654 This file is missing. This is from github 6/20/17 files.
    1 point
  8. I personally dislike having women trained at houses. It's too easy to spam them given their low train time and cost. The fact is that a successful raid should permanently cripple your opponent; they can get back into the game by booming, but a building they will build regardless of whether they expect to have their eco raided is a bad choice regardless.
    1 point
  9. Don't think so, at least on most platforms. SDL could detect DPI, but there were few issues on some platforms/OS AFAIK.
    1 point
  10. Good point. We support 4k, but a user have to set the GUI scale, I think we need an automatic DPI detection to calculate the GUI scale. It'd be really nice, IMO.
    1 point
  11. Isn't stupid if you add new layer, no only limited to denied or disabling.
    1 point
  12. @sphyrth Rofl after I watched the video and also wows TSD.
    1 point
  13. Axes would be a peculiar choice for the era for troops en masse. There are cases for particular cultures; the Persians did employ axe-men, but before considering how counters could function, it remains important to have a proper historical basis for how they would function. It then becomes a matter complementing history with gameplay to best marry the two. Marcus Aurelius was a capable emperor, but the Roman Republic depicted in the game had no emperors, making Aurelius anachronistic. Similarly, with Israel, depicting the kingdom during the time of David is also inappropriate since the timeframe of the game is from 500 B.C. to 1 B.C. The Hasmoneans would be a plausible choice for that, but currently the team has no plans to include any more civilisations into the game given the number of assets necessary for that. If anything was to be added at all, the simplest would be to add in more Hellenic ones such as Syracuse, Thebes, Epirus, or even Pergamum (Epirus isn't strictly totally Greek, but the unit roster would be pretty awesome.). Most people find there to be too many Greek nations depicted already despite the possibilities of creating distinctions for them so I doubt that they could be put into the official game. There is the possibility of mods though....
    1 point
  14. Hey @Strannik nice to be hearing from you I was wondering if at some point you could video record your animating process and put it on YouTube. No need to comment or anything. Just plain video
    1 point
  15. Not to push the mod too big, but if it progresses one civ at a time, it should be okay. May I suggest a nice list of 6 civs in the end: Han China Mostly done Zapotecs Mostly done Kushites Design stage Thracians A decent building texture already made, lots of unit textures and props already available Xiongnu Nomadic, gives the Han Chinese an archnemesis civ Scythians Nomadic like the Xiongnu, but helps bridge the East and West in Eurasia Maybe a lucky 7th civ? Arawak Gives a South American culture to the mod.
    1 point
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