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Showing content with the highest reputation on 2017-11-23 in all areas

  1. Fun factoid... City phases (at one time) were planned to be associated with each territory. Not simply an upgrade that effected the entire map. So, if you managed to establish (or capture) a second CC in an opposite corner of the map, it would grow independently from your first original CC.
    4 points
  2. Yes, look at some buildings for how this is done. For the most part (unless it is about moving, or anything tied to UnitAI) there is no difference between units and buildings.
    2 points
  3. We only support VS2013, yet, see BuildInstructions
    2 points
  4. I might make hellenized versions of all of these
    2 points
  5. This was some of the back story of the 0 A.D. RPS (Rock Paper Scissors) Dynamics: Not sure if it is helpful at this point...
    2 points
  6. Tried to do some fixes on the front legs, head and chest (actually it was some bones) based on the references from @Sundiata
    2 points
  7. Vox Populi - An Introduction This mod tries to address the main "weaknesses" of the current release: it aims to balance "op/up" units, it adjusts technologies and introduces some variety along the way As the name implies (Vox Populi = Voice of the People) , this mod is open to all suggestions of the 0 A.D. community and there is a high chance that if several "known" players agree on a suggestion, it could be added in here. Supported by a moderator and developer, the features of this mod - if found good - stand a great chance at entering the next release, perhaps even more so than some other balance mods. Anyway, I'm sure you all wouldn't like to read 349 paragraphs about why, what, where etc.. so I'll list the changes this mod brings (hopefully to 0 A.D. Alpha 23) NEW - Kushite civilization! (Differences from 22.1_KD) Replaced unfitting heroes with Nastasen and Arakamani Added Ptolemaic Trireme to be trainable - requires Nastasen hero Reduced Village Phase unit selection Righted the mix up of temples, now can separately build both Amun and Apedemak temples. - Amun temple is more expensive but offers unique technologies and a greater garrison number - at a cost. Mercenaries are promotable: made rank 2 and 3 actors for Clubmen -- placeholder, waiting for better others just keep actor but promote Vision Citizen-solider infantry base vision 50. (Maximum: 70) Citizen-Soldier cavalry base vision 55. (Maximum: 75) Champion infantry vision 75. Champion cavalry & Infantry heroes' vision 85. War elephants' vision & Cavalry heroes' vision 90. Elephant heroes' vision 95. All siege 90 vision except the Siege Tower's 100. Healers & Women base vision 25. (Maximum:45) Traders & Worker Elephants base vision 30. (Maximum: 50) Fishing ships base vision 10. (Maximum: 30) Merchant ships base vision 40. (Maximum: 50) Fire ships base vision 40. (Maximum: 50) Biremes and Triremes base vision 80. (Maximum: 90) Quinqueremes vision 100. Run speed adjusted to be reduced by same amount as Walk Speed. Players have long complained that such high vision is unrealistic and that it should be lowered. Attack Ranges & Movement Speed Archer units maximum attack range reduced by 4. Archer units gain +10 attack range per phase, slinger units +6. All units start with only 80% of original movement speed. Town Phase gives +10%, City Phase +14% Citizen Soldiers Cavalry rework Sword, spear and skirmisher cavalry have all been reworked. Based on tests so far: Sword Cavalry > Spear Cavalry > Skirmisher Cavalry > Sword Cavalry Ptolemaic camel units now inflict a 20% attack penalty on all cavalry (including allied) within a 40m range. Spear Cavalry 2s attack rate, attack reworked to suit the new values. Citizen-soldier archers' maximum movement speed increased to 10. NEW - Elite Seleucid Bronze Shield Pikemen now need 250XP to promote to Champion Silver Shield Pikemen Unit loot increases with rank. Elite units' stats improved slightly. Citizen-soldier cavalry capture rate decreased to 1, increase of only 10% hp per rank (instead of 20%). Logically, cavalry should have a lower capture rate than infantry. Champions All cavalry champions' capture attack reduced to 4. Archer champions' attack range decreased by 4. Skirmisher Chariot Champions now have 320HP and +2 pierce attack but require 2 population. Spear Cavalry Champions retain the 1.25x counter vs. other cavalry, likewise the 3 second attack rate. Gauls - Naked Fanatic pierce attack increased by 2. Heroes Carthaginians Hamilcar's 2nd aura: As you all probably have figured by now, Hamilcar is not a "useful" hero (giving only +15% speed compared to the attack bonuses of Marhabal & Hannibal) Thus, a new aura has been created (based on historical facts) which decreases enemy mercenary attack values by 20%. Persians Darius I's movement speed bonus aura increased from 10% to 15%. Romans Scipio's aura range increased from 10 meters to 30. Technologies NEW - Unique technologies for each civilization. (current goal is 1/civilization - incomplete, feel free to suggest) 2 new technologies at the Civic Centre, affecting both movement speed and health respectively. Artillery Instructors: Siege weapons cost 20% less wood This technology now costs: 500 food, 250 stone, 250 metal instead of the original 500 metal. Unlock Spies: All support units may now be bribed, not only traders. Mounts: Unlock village phase cavalry, researchable for 100F 100W 50M at the Corral. Mounts icon changed, now uses a portrait imported from Delenda Est. 2nd redundant tech replaced with an autoresearched one - at the cost of a warning message when using the Structure Tree Domestic animals base train time doubled, added new technology "Husbandry" for -15% train time and moved Stockbreeding to the Town Phase with maintained -25%. Blacksmith features new Specialization technologies Hero armor tech split up into mounted and infantry ones, now supersedes infantry and cavalry armor upgrades respectively. Stoa technology added as fitting the Royal Stoa's functions - Price Control: +15% market barter values. Wall Tower technologies added, first may shoot arrows then bolts. Carthage Colonisation technology (500W 500M) now affects Civic Structures (Civil Centre, Temples, Houses) by reducing their cost instead of -25% build time. Structures NEW - Stables Stables now available for all civs like for the persians currently. Unlock champion units technology moved to fortress as a consequence. All civilizations have received a new animal trainable from the Corral, this new addition is the Chicken, for all civilisations. Ships The Ptolemaic Juggernaut now costs only 5 population instead of the original 8. Siege Siege Towers' maximum arrow limit increased to 15. Some changes by @Grugnas were incorporated. Support Healers now cost 200 food. Trade Trade income was re-balanced based on suggestions by @Nescio Incorporated several features of the Pro Balance Mod (by @user1) https://wildfiregames.com/forum/index.php?/topic/22798-pro-balance-modconcept-please-test/ GUI Changes Panels now showing Vox Populi mod name with version. Lobby title says "Multiplayer Lobby (Using Vox Populi) - to avoid players forgetting they are using the mod and joining a vanilla game. Download Here!!! vox_populi_22.1.3.zip lightweight edition (for balance and testing purposes) vox_populi_22.1.2_lightweight.zip Installation Instructions: Extract this zip file into the mods folder. The correct folder depends on your operating system. Windows replace USERNAME with your windows login name. Vista or newer C:\Users\USERNAME\Documents\My Games\0ad\mods\ XP / 2000 C:\Documents and Settings\USERNAME\My Documents\My Games\0ad\mods\ OS X ~/Library/Application\ Support/0ad/mods/ Note: "~" is a shorthand for the current user directory. Linux ~/.local/share/0ad/mods/ Note: "~" is a shorthand for the current user directory. -------------------- Changelog 22.0.1 - base version 22.0.2 - Rabbits fixed, infantry archer champion speed increased to 13 to stay constant with citizen-soldier infantry archers. 22.0.3 - Trade nerf fix, vision rework based on suggestions by @elexis and @Grugnas 22.0.4 - Rabbits removed, cavalry rework, attack range and movement speed rework +++ 22.0.5 - Trade fix (based on suggestions by @Nescio), Skirmisher Champion Chariots rebalanced. 22.0.6 - 2 new CC techs, 2nd cavalry tech fix, new icons, new corral tech, increased training time for domestic animals, ++ 22.0.7 - Specialization technologies, hero armor technology rework, new stoa technology 22.0.8 - Wall Turret rework, new technologies first to unlock arrows then bolts. 22.0.9 - Unit loot increases with rank, cavalry only +10% hp/rank, some minor adjustments to elite bonus and spear champion cavalry. 22.1- Kushites added, seleucid pikemen can promote to champions 22.1.1 - Kushite hero rework, error fixes, reduced Village Phase unit selection 22.1.2 - Kushites: Temple rework and differentiation, mercenary fix 22.1.3 - Unique civ-specific technologies, hero abilities, stables added
    1 point
  8. Hello, as elexis said we don't support VS 2015 but that will change in the upcoming days! Can you stick around in order to make sure your issue is fixed when the support is released?
    1 point
  9. But there hopefully will be 2015 support soon (only some months ;))
    1 point
  10. Here is an example of what i mean, both are seleucid champions but only 1 looks like a champion unit (visual speaking) the elephant has: helmet > unique mesh Helmet prop > unique mesh Armor > unique mesh The horse have Generic front armor Generic blanket
    1 point
  11. For some reason, anims are broken when I import. I think I remember something about anims being incompatibles between blender versions or something. Rotations for the death anims are completely off.
    1 point
  12. Some updates with the galop fix and some adjustments to belly/head Files >>Horse_new.7z<< Screenshots with riders
    1 point
  13. @tuk0z Thank you for your support! I love their artwork as well, and some of the pieces do indeed showcase a level of naturalism that is rarely seen in the ancient world, while others are simply bland copies of ancient templates. I love the immense diversity in their work, both in subject matter and medium. I've been reading history since I can read, and I've been informally studying African history for almost 16 years, but before I embarked on this project I knew next to nothing about them. I knew they were important, powerful, and had a long history, but not in my wildest dreams did I think I was going find the things I did. I was profoundly shocked about many things I saw for the first time, including their cities, temples, palaces, reliefs, gold, bronze, silver and iron artefacts, weapons, and jewellery, and the extensive written histories by the Kushites themselves as well as external period sources. And we're still just scratching the surface here. It blew my mind, and still does that this isn't mainstream, not even among Africanists... That's why I believe creating such an extensive repository of illustrations and quality sources was necessary for people to be able to correctly visualise this forgotten powerhouse of antiquity. By the way, if you like naturalism in African art, you should check out the Ife bronzes (actually brass), and terracotta from Southern Nigeria 13th-14th century AD:
    1 point
  14. Could use that one for Kushites in this case. @LordGood
    1 point
  15. Hmmmmm mwaaaahaha these people were incredibly brilliant in 3D (stone) rendering Seriously I have little words to express how natural and subtile some of their pieces look. Human and animals. And they're freaking byo͞oʹtĭ-fəl! Say I had never seen black faces on old statues till I discovered 0 A.D. (forums). And I've studied history for years. Sundiata I gotcha your deep, mixed feeling --some of it.
    1 point
  16. Much better Though the head is probably too wide around the eyes. Compare: Also the belly of the horse should be flat and not that sharp.
    1 point
  17. New illyrian helmet. so now the list is complete, I just need to know what goes where. (crest is a prop) EDIT : Attached file. art.7z
    1 point
  18. @wowgetoffyourcellphone thank you so much for that video, it made me smile. My research is partially motivated by the same reasons Muhammed is talking about this history and organising tours. I'm happy to see young people interested, and that's one of the things I want to achieve here, with 0AD as well. We deserve to know our history... A history that has been hidden from us, and the world, for far too long. The lack of exposure to actual and credible African history completely distorts the narrative on Black history in general, as well as our own understanding of our ancestors. It's shameful, really...
    1 point
  19. V9. Blendfile attached. Should fix the looping glitch. If you bake till the end (0:47) there is the same keyframe so should be okay for the looping bug. ZebuV9.zip
    1 point
  20. Salute. All right. I'll see what I can do with this zebu. But I need some time on the current set.
    1 point
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