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Showing content with the highest reputation on 2017-10-25 in all areas

  1. brit_stables.zip Brittonnic Stables by StanislasDolcini on Sketchfab
    4 points
  2. That's a bit silly, but should do for a first attempt: (inspired by all the t-rex memes)
    4 points
  3. This reminds me of a similar issue. Often the build restrictions allow placing a building only at one specific pixel on the terrain and then one has to move the cursor around for ages to find that pixel again. It sounds a lot like being the same issue here (though I don't know if walls being built with the wall-placement code have less restrictions than a single wall piece). The GUI could cache valid locations (until the terrain changed in that affected area) and then snap to possible build locations. Alternatively there would have to be a wall-specific solution.
    3 points
  4. i finished the others yesterday but didn't have internet. The only one who wasn't precise is the lithobolos because the animation of the weapon itself wasn't loading in blender. siege_weapons_animations.7z
    3 points
  5. (That's a classic annoying 0AD issue. If we can't fix it, we should at least make some memes for it.)
    2 points
  6. If only the Polybolos could fire, say 10 projectiles rapidly over maybe 8 seconds, and then take 10 seconds or so to load a new magazine. That would be cool.
    2 points
  7. I am certain, You all saw this coming. PoniesAscendant_alpha_01.zip As far as progress, there will be at least 3 factions in the finished mod; earth ponies, pegasi, and unicorns. Earth pony faction is nearing completion, Pegasus faction progress is a little further behind. They are in need of balancing, but I'll get on that. As a bit of a disclaimer, I'd like to say that this mod plays a bit differently than 0 AD, the buildings are more resilient, expensive, and take longer to build.Towers have much more health, and an reduction to the amount of damage they can dish out. This makes them more defensive rather than the offensive buildings we're used to in 0 ADFortresses are your "final phase" so to speak. Difficult to destroy, and a training platform for a faction's elite units and advanced siege.Units have more health, and train at different ranks depending on the building they're trained from.There are four unit types, skirmisher units, soldiers, armor, and anti armor (not including siege, support, and ships)Ranged units cannot hold their own anymore, spread and splash make them useful for softening up formations and small skirmishes, though they counter anti armor. They are also friendly fire capable, so be wary of that.Armor is extremely expensive and slow, but very effective against soldiers and skirmishers.Antiarmor doubles as anti-building but their vulnerability to pierce damage may urge a player to employ siege engines insteadPegasus faction may be a bit overpowered at the moment, even if they do have less units at the moment.0 AD's AI pathfinder restrictions regarding lag and naval maps still applyTemples have a massive slow heal radiusSlingers, archers, and buildings have a much higher rangeSomething I forgotSomething else I probably forgotI forgetThis was just a fun project for me to get to know how to employ different art assets a little better, Hope you like it so far! cheers
    1 point
  8. I'm sure you guys know the drill by now
    1 point
  9. i've finished the animations for the ptolemies siege weapon polybolos and will make the others siege weapons too Files >>polybolos_animations.7z<<
    1 point
  10. For some mod support related code (amphibious units, as in swimming, not hovercrafts), and for adding support for swimming animations I'd like to test this with something that can actually be used in 0 A.D.. Since we do have crocodiles and the blend file for that in the art_source repo, I'd like to have someone create some swimming animations. Would make testing a lot more fun. If someone wants to create animations for some other animals that like to swim (elephants, polar bears, etc) feel free to do so.
    1 point
  11. I could suggest to make broken foundations be clickable, then select it and press repair. Then the position will be restored from the previous one. Or use alignment, when you move a new wall near the old one, it auto attaches to this place.
    1 point
  12. lol at this rate we'll be done with these in no time very nice
    1 point
  13. Got any sources on that persian temple? I think it'd be fun to make another. The overhang on top is architecturally weird. Also ping me if you want me to take notice in a thread I'm not following
    1 point
  14. As much as the art department seems to be in full swing right now, I only got two hands lol
    1 point
  15. And I figured out what's wrong: I moved structure templates from simulation/templates/structures/{civ}_* to simulation/templates/structures/{civ}/* to have a cleaner repository. However, I just checked (grep) the AI files, and it seems structures/{civ}_ is hardcoded in them, so it's hardly surprising the AI doesn't build anything. So now I'll either have to move back over a hundred templates, or tweak several lines in a few AI files ... [EDIT]: 0abc updated, returned structures to their previous location, the AI is now capable of building again.
    1 point
  16. All code and game files etc are available at trac. I have no idea how wall placement exactly works, but if you want to figure it out, it might not be a bad idea to start looking at this file: https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/helpers/Walls.js https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/helpers/Commands.js
    1 point
  17. 1 point
  18. Yes, this is quite annoying, although I doubt it can easily be fixed. I vaguely recall this existed in AoM as well (which had a similar wall placement, so it's not really a “classic 0AD issue”), however, I haven't played AoM in years. If you want to repair your walls, delete the adjacent wall pieces, and create a new wall section from previous wall turret to next wall turret.
    1 point
  19. Was thinking about the projectile bags of some weapons but i guess i leave those to the art team with better documentation and the space/speed of the polybolos didn't leave much time to prepare the projectile like the kart ballista, similar case is the scorpio, the fast fire speed don't leave time to put the projectile in the sling however i tried to make 3 or 7 seconds of wait time to put the projectile but the file had some "file marked as bad" and didn't worked so i leave just make the operator play "Aim ready fire".
    1 point
  20. Our greatest OAD team, about this issue, do you have time to solve? Thank you!
    1 point
  21. Could you upload a RoN screenshot? Unfortunately not, I wish I did (or even better: a 5:4 screen); the only option for my notebook was 3840×2160, therefore I'm stuck with an inefficient 16:9 widescreen. However, I tend to use half-width windows (press Windows+Left and Windows+Right), which allow me to use two programs next to each other. This is also why I resized the central panel from 1024px to 960px (because 960*2=1920 and 960*4=3840). Actually I do, I'm currently working on version .52; besides, git keeps all history and easily allows you to load earlier versions. On github, open the repository (https://github.com/0abc/0abc-unified.git), click “commits”, then scroll down to the version you want (e.g. Commits on Oct 11, 2017), click the blue alphanumerical code at the end of the row, then click “browse files”, and finally “clone or download”: “download zip”.
    1 point
  22. @stanislas69 of course it's been committed, it's in the game since a22 (old one on the left, new one on the right) lol you should play the game sometimes
    1 point
  23. I'm guessing no one knows how to make a component for something like this then?
    1 point
  24. A bit of trivia: The farmstead in 0 A.D. was originally intended to work in a similar way. You would have placed the farmstead and it would generate plots around it where you would be able to place farms or orchards etc. That was never implemented though, so sadly can't be used for ideas
    1 point
  25. Many thanks for pointing these out! I really appreciate it someone is testing and checking what I've done Now fixed. What is a “wololoed dog”? Garrisoning Briton war dogs into Briton dog kennels does not cause any problems as far as I'm aware. 0abc updated: new resource: silver siege weapons can no longer be captured; they also cost food but have somewhat more health Roman stone thrower costs 50 stone extra but inflicts +20% crush damage Persian battering ram costs 100 wood extra but has +20% maximum health disabled Carthaginian embassies (I actually liked them, they added some interesting flavour to the game, however, they also penalized Carthage unnecessary when compared to other factions, therefore I felt compelled to disable them, unfortunately); instead they have an infantry barracks and a cavalry stables (as do most other factions) new town phase structure: military shipyard: available to athen, cart, mace, pers, ptol, rome, sele, spart constructs all wargalleys economic docks now: construct fishing boats and merchant ships (all factions) construct war barges (brit, gaul, iber, maur) and fireships (iber) serves as a dropsite for all types of resources is a market for trader routes included Alexandermb's new visual actors: Macedonian gastraphetes crossbowman Mauryan battering ram city phase now costs 500 food, wood, metal, and stone (instead of 0, 0, 750, 750, respectively many other minor changes (see 0abc-readme.pdf) If you open 0abc/art/textures/ui/session/ and delete panel_left.png and panel_right.png, the game will simply resize and use A22's default background images.
    1 point
  26. Things aren't committed as placeholders anymore. It's either the full product or nothing.
    1 point
  27. 1+2 -> Yep, wall placement code is odd, leaves gap, can't continue walls if the turret is missing. Will be tough to fix 3 -> Had proposed some patch to make this an actual gate, but the model guys weren't really happy with it, wanted to improve it, and that's where we left last release. What was there actually todo @stanislas69 ? Making sure the towers don't overlap? The entire thing just being too huge for a gate? Only found this screenshot in the irclogs Afaics it historically was part of a wall too
    1 point
  28. should be here or/and here (Took me 2 seconds to find this... Just search through github repo for "wall snap")
    1 point
  29. Thanks for advertising this particular issue (which is #3789 btw), but we have lots of other tickets on Trac and I don't see how duplicating random one of them on the forums (without adding any information) helps.
    1 point
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