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  1. Here is my proposal for the iber_stables. Btw, I'm shamelessly using this post to offer my skills as an official team artist. [sketchfab]a2fbcd9661a5452ca18015991f7df5d3[/sketchfab] Iberian Stables by StanislasDolcini on Sketchfab iber_stables1.zip
    6 points
  2. Gastraphetes Started to work on the gastraphetes request asked by @Nescio Progress
    2 points
  3. I'm sure you guys know the drill by now
    2 points
  4. The time frame chosen for the game was/is 500 before, 500 after, "0 A.D.", so most of what you suggest is still possible. It was only to try and lower the work-load a bit that it was decided to split the game up into two different parts, not that e.g. Imperial Rome was deemed uninteresting As for the exact time when something was created I believe there has been some liberty taken with that already, but I would guess that leaving the Colosseum for the next part is a better choice
    2 points
  5. On topic Todo: Barracks fixes and general footprint fixes, eventual theater replacement
    2 points
  6. @Sundiata the gate of all nations has been made by Enrique and only needs a few props. Search the art forum for it.
    2 points
  7. We're already dealing with a laundry list of 37 buildings. I am doing work for the base game, let me be clear. Any benefit to modders is coincidental aside from Terra Magna, but don't mistake that for contempt, you've all proven to be quite snappy when it comes to experimenting and implementing alternative features. I'm only modelling these between job applications. If things fall off it means good things for me, and I don't want to dump a huge list of tasks on the art department.
    2 points
  8. I was thinking it would serve as both a prereq building for ranged cavalry and towers, an archer tech building, and a training building for foot archers (slingers and javelinists too) That would warrant building multiple so it is visually apparent to scouts what units a town is geared to respond with if attacked.
    2 points
  9. From an abstract point of view, Infantry factory Lvl 1, Vehicle factory Lvl1 Infantry factory Lvl2, Vehicle factory Lvl2 is a good schema. edit: (by lvl1: I mean standard units, by lvl2: I mean super units, in a non 0ad related way) Stables and barracks fits well. But as you point out the range doesn't fit very well (for ranged cavalry). I don't know where you would train those ones. Btw Range is for archers or all ranged units? edit: I didn't see wow n-5 post Advanced buildings for champion units. Yes! I (We) trust you! anyway alpha (while it's consistent with the global thing and maintainable). Agree. (The Stoa thing is inaccurate and messy :/) They wasn't added for that. (It was the converse in fact) r18024 for stoa thing r18055 for fanatics
    2 points
  10. I would defer cavalry stables to phase 2, but I don't want different civs to have different paths to the same units. That's what makes balancing hell. The effectiveness and availability of different options once all the prerequisites are met are what are going to set these civs apart. In that spirit, it may be wise to add champion buildings. I never liked how certain civs got he ability to train champions from their barracks. Should that champion building stay the fortress? maybe. who knows. this could also indirectly buff mercenaries if we decide not to have them follow these prereqs, have a civ spend a lot more money for the full experienced sleeve of troop types I would like for stables and archery ranges to be prerequisites for ranged and cavalry champions respectively though. Requiring both a stable and range for ranged cavalry should put a good dent in the current camel-cavalry archer rush epidemic we have here now. This opens up a lot of options, I will do my best to capitalize on them as I move along, but I'm going to do so from a level playing field. That means making sure everyone has everything. phase 2 champions seemed a bit messy to me, I think the stoa and town champions were added to counteract the earlier prevailing naked fanatic rushes, but i dont know
    2 points
  11. I definitely think the Gate of All Nations should be the Persian Wonder. We'll keep the Hanging Gardens of Babylon for either Atlas purposes or some kind of "capture the monument" gametype. http://www.persepoli...all_nations.htm Stairs: Front Gate: Back Gate:
    1 point
  12. Used the @stanislas69 Boeotion helmet
    1 point
  13. Don't worry, we are here to make it the more history accurate as the game engine/models/textures allows us
    1 point
  14. @LordGood Quick fix for loose geometry. Face selection mode hide everything (H), switch to vertex mode, press (A) select everything, and then you can delete everything cause they are edges and vertices without faces. About Materials I totally forgot I merged pieces.
    1 point
  15. every playable faction is getting all 3. No shortcuts.
    1 point
  16. Spartan, Iberian, and Persian ranges. This is going to be the dump thread for the new building artwork.
    1 point
  17. I have an idea something similar to AoE 3 where revolutions become into other countries, like Englishs into a US Americans. The faction can have this proof of concept can be Seleucids into another Sub faction. Like Pontus, or Pergamon.
    1 point
  18. (if it can motivate you, you can read "Le laboureur et ses enfants" ;-))
    1 point
  19. That's the point where we need some noise filter to get message. (and I add more noise with the current message ;-))
    1 point
  20. is what I wrote directly above that list Different people have different opinions (personally I don't want an archery range, for example). I'm not saying all of those listed have to be buildable in “0 A.D. Empires Ascendant”, however, creating and including them (unused) in the main distribution would certainly be helpful for modders. In Ancient warfare infantry, cavalry, chariotry, elephantry, camelry, and artillery were all separate branches, organized independently and operated differently, therefore it would make sense to have separate structures for each of them (I already did this in my 0abc mod, hence the need to display more than 24 icons in the gui). At least two camel units (archer and spearman), potentially more (supply, cataphract, etc.) Likewise, if someone would want to extend 0 A.D. into the Archaic period (c. 800-500 BC), e.g. the Assyrians would have at least four chariot units (light/heavy melee/ranged). Furthermore, the Britons already have a dog kennel and the Carthaginians a distinction between commercial dock and naval shipyard; why only they? Again, I'm not saying 0 A.D. should use all those buildings; however, at least having the art would be great.
    1 point
  21. Sure, they are fine (and the new models are really great ). That was just a warning as i see some people getting exited, with sentences like "That would be the way to do it without adding any new code".
    1 point
  22. These templates are dormant for the time being, we can coordinate that later.
    1 point
  23. Be aware that some (if not most) of these changes would require changes in the ai (like a prereq for cav or towers, or removing ranged or cav units from barracks), and i would not want 0ad to neglect SP games. So as long as there are not more people working on the ai, that won't work.
    1 point
  24. By the way next alpha, sadly... will be less attractive. There no a mod to match DE. One are balance( over same content, boring) other are great civilization focus. But no gameplay... boring. ---------- This be should be open. https://trac.wildfiregames.com/ticket/1067
    1 point
  25. Archer idle animation (Just pose), few adjustments to the size of the gastraphetes
    1 point
  26. What about use the current market and place stalls around the front to fill out a bigger footprint?
    1 point
  27. Right, I forgot. So, for Spartans: Syssition: Phase 1 Perioikoi Hoplite Phase 2 Skiritai Commando Phase 3 Spartiate Champion Spartan Heroes Archery Range: Phase 1 Helot Skirmisher Phase 2 Thureophoros Heavy Skirmisher Cavalry Stables Phase 2 Perioikoi Light Cavalry Greek Allied Cavalry I guess my real point is that some civs won't need all of the military buildings Yes, I hate this. As you say, it's a mess. There were other ways to nerfing the NF rush. Better to use a Stoa much like how DE uses stoas. If you want to add extra champs and extraneous units like Thracian Black Cloaks, et al., then you can now add them to the stables, barracks, ranges respectively, either as Phase 3 options or unlock them with a special tech. In DE, I instead made this a special ability for 1 civ after 'Upgrading' individual barracks to Royal Barracks, see: Macedonians. Removed it from all others. This sounds interesting. I imagine an auto-research tech that looks for each of the required buildings. The ranged cavalry are then unlocked by that tech. That would be the way to do it without adding any new code. The other way would be player.xml.
    1 point
  28. Fancy Variant. It's not that I don't want to add props, but polycount is quite high already.
    1 point
  29. @Alexandermb If I were you I'd create another dedicated thread for it. One of the reasons would be for an easy way to find it. It will be easier to find the thread when we need the model, and also you will get better feedback if it's separated from this thread.
    1 point
  30. Thanks again for your help. I think I'm starting to understand the game session GUI: However, I still have to figure out a way to solve that techtree GUI problem.
    1 point
  31. I've made some stuff, and it works, but it has hacky code, because we don't have a clear way to add custom matrices. So, I need to refract & test it. I think I'll post a diff to phab after refractoring to someone will be able to test it too.
    1 point
  32. Kinda small wonder, the temenos fills out the footprint nicely. also pedestal is for a statue i haven't made yet or something blah bla bla bla cypresses are neat once again, the dock is last
    1 point
  33. i think it looks pretty neat all things considered
    1 point
  34. As the game currently is, when you micro an army against another, for melee units (i'll only speak about melee units here), you will always want to micro it so that you have more units that deal hit, and that your opponent has less units that deal hits. With current formations, it is not worth it to fight in formation because while you limit your units by imposing them a specific place to stay in, ennemy army is free, and especially, ennemy can micro it so he enters a bigger mass of unit in a specific place of your formation and, that way, he'll have more units fighting than yours so the fight will be better for him. That way, locked formations is no good. If however, locked formations can be in a way that ennemy units can go in your formation due to pathfinding (i mean that they can't get past your first line of units), and that the distance between your units in formation is minimal, then thereotically (it's the way i see it), the fight should be better for you. Few units will be fighting against few at a time but you'll have more than you opponent. But formations that can't be broken is not realistic, and this is where charging could be interesting. I'm not sure that it is possible to make locked formations like the way i described however.
    1 point
  35. I like the look of those big ol tower shields
    1 point
  36. Bonus points if you can spot where the inspiration for the market came from Also in regards to the defense tower, it will fall in line with the fortress (and theoretically would for the city walls but spartans dont get those walls)
    1 point
  37. 1 point
  38. I renamed this thread "Free Games and Offers" since it's looking like we're spreading the word about interesting offers rather than advertising a specific must-have free game
    1 point
  39. Off-topic, but I just realized your profile is a "hop"lite.
    1 point
  40. While danny's idea does sound interesting, that's going to take a back-breaking amount of artwork for all of those building variations. A good first step I would think to take would be splitting the barracks into three buildings, which of course brings us closer to an AOE clone, but allows for that decision making that makes for interesting strategies.
    1 point
  41. The name Zapotec is an exonym coming from Nahuatl tzapotēcah (singular tzapotēcatl), which means "inhabitants of the place of sapote". The Zapotec referred to themselves by some variant of the term Be'ena'a[pronunciation?], which means "The People" @LordGood here are some info... About you request before. Architecture ... One of the most important features of Zapotec architecture is the important role played by light in it. The shadows are almost the only decoration of the massive constructions, of clear horizontal tendency, apart from the boards in the form of C or E lying or elongated, with a simple remetimiento of cloths. In the stairs, the rafters are of wide width and they manage scapular boards, similar to the board on slope Teotihuacan. They also developed the concept of the hypostyle room with masonry or monolithic columns, with flat ceilings, as vestibule spaces. http://misteriosconxana.blogspot.com/2016/02/cultura-zapoteca.html
    1 point
  42. Not finished. Missing: Triggers.Details. First update: Second update: Now playable in game. Constantinople_Midnigth_Assault.zip
    1 point
  43. 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
  44. this can give more idea of size of the Wonder.
    1 point
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