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Showing content with the highest reputation on 2019-02-14 in Posts

  1. Hello there! It has been two month now that Im working on a complete change of 0AD in the Warhammer fantasy universe (Not 40k). For now I am focusing on creating buildings and units for The Empire and Chaos factions. The first two faction that will be playable. Then All others will come! If anyone is interested, you can gather more information on my Patreon (everything is visible for non patrons) https://www.patreon.com/kertitprod Discord channel is also setup if you want to ask me questions and to get more frequent news! https://discord.gg/NGvthbP
    7 points
  2. I agree that some of the current trees lack the inconsistency that you would find in any forest/biome, which is why i started making a biome for my mod. I'll see what I can come up with for the temperate biome by next week.
    4 points
  3. @wowgetoffyourcellphone I could look at the core game's biome as i'm currently working on two biomes, coniferous/Alpine and reworking the temperate biome. The temperate is more difficult as it has alot more lush, which has me playing with designs and changing/mixing texture
    3 points
  4. @Wesley, looks pretty cool! Are you aware of the mod "Terra Magna"? It features the Xiongnu, a nomadic civ who are culturally related to the Scythians. I'd invite you to check it out for some inspiration. Nomadic gameplay is not entirely finished, but it's already very developed and playable: Here's the main development thread for the Xiongnu: Here's the main development thread for the Scythians in Delenda Est: And this thread is a more general Nomadic Civs thread about Xiongnu, Scythians and Huns There's a ton of history, art references and interesting discussions in those threads, so I'd advice you to take your time and go through them.
    2 points
  5. Great! The inconsistency in the look of the trees and shrubbery (some trees like the Cretan Date Palms look awesome, while others look dreadful) is bothersome to many and hampers the look of the game IMHO.
    2 points
  6. Nice. Any chance you would take a look at the core game's biome assets and possibly update them?
    2 points
  7. Greetings! As some of you might have noticed development has nearly come to a halt a while ago. This was not only caused by issues around the initial attempt at releasing Alpha 23, but also regarding how development was done, and a certain number of internal conflicts. A few people were not quite happy with where the development was going, or how the team "interacted" with each other. A long time ago the team at least had each other's backs in cases of conflict. Apparently this ceased to be the case a while ago. You might now wonder why this sad story above is the start of this communication. Well, some of us decided that we were not happy with this, and after each and every one of us stopped considering the current team in this state to be good steersmen we decided to give the whole community an alternative. Please let us introduce you to Fork AD. The amount of changes that have been made to the code since we forked is greater in number than the amount of changes to WFG's SVN repo since May. That may not sound like a lot, until you consider that we've been at this for less than a month, and WFG allegedly has a lot more active members. Now we know you've been craving to know some details of what we've changed so far. Apart from fixing some glaring bugs in the code that were even pointed out to WFG when they were noticed, we are updating a lot of things so we don't place users of our code at risk. There also is a lot better Single Player support, though one could blame that on most of said code effectively being unmaintained, better mod support, improved development tools, a bunch of housekeeping that was needed, and more. If you now ask yourself when and where you can download Fork AD, we still have to defer you to a later point. We will release for all supported platforms, which are still Linux, macOS, Windows, and BSDs, once we are confident that we are releasing something that fullfills your expectations, and is something we can be proud of. Although the progress has already been substantial, we are always open for reinforcement, either from new people or from those disappointed or demotivated by the WFG direction. Artists in particular are very welcomed. As said before, the state of that fork is not yet publicly available, but all information will be given on our website when available. Meanwhile, you can reach us at https://webchat.freenode.net/?channels=forkad Kind regards, fatherbushido, leper and mimo.
    1 point
  8. I'm a little confused about something, it's probably nothing, but maybe someone can clarify this for me. I opened wikipedia today and saw that I had an old message that I've never seen before. Strange because I don't have, nor have I ever had an account there. It said "You may be blocked from editing without further warning the next time you vandalize Wikipedia, as you did at Kamikaze (Eminem album). Robvanvee 07:42, 17 November 2018 (UTC)". So naturally I'm like, huh? what? I don't even listen to Eminem, and I've never even been on that page before... It said that if it's a "shared IP address" I should create an account, to avoid this in the future... Huh? Also, how come if I check the geolocation of my IP address it says I live in Accra, which is not where I live... Not even the correct region? Or did Wikipedia just block every vodafone user who lives in a 100 km radius of Accra because some snotnose messed with one of their pages? "Wiki Loves Africa", hahaha, ok ...
    1 point
  9. As a note, since the Minotaur was from Crete, it might be a fun touch to have weapon variants of their axes based on ceremonial axes from Minoan times.
    1 point
  10. Minotaur reworked Still need to finish ears, eyes, teeths and any other detail: (WIP) Why naked? because i just sculpted the body, later will add armor as props. Ingame: PD: i also need to make a tail...
    1 point
  11. I've explained on the Patreon presentation Q&A that Games workshop does not have any problems about copyright since i'm using self created only content, and that I do not commercialize anything
    1 point
  12. 0abc updated: changed unit rosters of all factions (see 0abc-readme.pdf, unitroster.pdf, readme, or forum post) starting units: one healer, five women two melee infantry, two ranged infantry one cavalry, melee or ranged four goats (75 meat each), three sheep (100 each), two pigs (150 each), or one zebu (300 each) Britons: one war dog; Mauryas: one support elephant organized generic fauna templates differentiated specific fauna species standardized unit icons (except ships) to be actor based (units.zip): shows full unit transparent background, square canvas melee and non-combatants orientated from top-left to bottom-right, ranged from top-right to bottom-left player colour scheme: b: blue (hsv: 225°, 100%, 100%; rgb: 0%, 25%, 100%) a: green (hsv: 90°, 100%, 100%; rgb: 50%, 100%, 0%) e: golden (hsv: 45°, 100%, 100%; rgb: 100%, 75%, 0%) c: red (hsv: 0°, 100%, 100%; rgb: 100%, 0%, 0%) h: purple (hsv: 270°, 100%, 100%; rgb: 100%, 0%, 75%) support: cyan (hsv: 180°, 100%, 100%; rgb: 0, 100%, 100%) siege: white (rgb: 100%, 100%, 100%) fauna: white (rgb: 100%, 100%, 100%) e.g. Macedonian infantry crossbowman champion: changed selection shapes: star: catafalques and heroes plus: healers rhombus: ranged circle: melee and non-combatants tweaked aura overlays: outward pointing, inward pointing, zigzag, and pluses correspond to, respectively: offensive (chariot), defensive (trader), economic (centre), and healing (healer) auras scythed chariots have melee attack (20% crush, 40% hack, 40% thrust) numerous smaller tweaks and corrections; as usual, see 0abc-readme.pdf for more detailed information
    1 point
  13. OK, Feldfeld, je ne créais qu'un seul marché !!! Merci beaucoup, je vais essayer dès cet après-midi !!! :-) Merci aussi Genava55, je vais essayer ta stratégie et d'arrêter mes attaques trop impulsives. Comment fais-tu pour choisir entre capturer et détruire un bâtiment ennemi ?
    1 point
  14. I have an idea for Scythian structures. The accounts talk of them living in wagons and wheeled huts. I knocked up a pair of models. A simple wagon and a big dray with a yurt on it. and Done in wings 3D but I can covert them to blender. I'm still not great at UV mapping. The idea is that these would be houses or included with other odds and ends to create larger structures. I would add a few Tipi, conical tents, yurt or dome huts, wheeled forge, and covered tables. Some on the ground with the wheels removed but leaning on the wall. A few palisade, low stone walls or log walls to give the structures some bulk. This creates a true nomad feel and its something I don't see anyone else doing in RTS games. Notice I don't do great wheels. These are not meant to be moving structures like siege wagons. [We are not remaking command & conquer with its mobile command centres.] To make the Scythian's feel nomadic demolishing these wheeled houses should give back 80% of the wood cost. The castle could be a raised mound with steep sides and several wagons with wheels off & stacked. A big tent and low palisade, stone crenellation, or chest crenellations along the upper edge. Gated entry ramp. The wonder obviously would be a kurgen. The temple would be a raised platform with sparse decoration on the upper edges. Decorated poles. A small focal tent, hut or yurt for the tribal priest/ healer. I would also not give them a barracks; with all infantry made at the town centre [wagon/ hut cluster], the stables [horse pen], and the castle [hill-fort]. What do you think am I on the right track?
    1 point
  15. Yeah, i know about the default arrows. But there's a difference between an arrow and an actual archer shooting arrows. I used to play a game where you'd hire archers for the towers, and that would be their dedicated job. I just don't know if that's interesting for 0AD as well...
    1 point
  16. And for my confusion, when I check port 20595 on internet, for example, https://portchecker.co/check, i always get port is closed, also opening port by: X75A1 ~ $ sudo nc -u -l 20595 do not help, but now game work. For information, my old speed test and new. With downloading speed 1.9 Mbs i have been played without problem.
    1 point
  17. Hmm, but the "default garrison" is an abstraction that isn't explicitly mentioned anywhere, is it? Really I'm not sure. I've noticed the default arrows but it doesn't add actual population does it? Maybe it should (like ships) to justify the territory root and replace the castle ghosts that are shooting those 3 arrows? What about towers? Too complex? Dunno...
    1 point
  18. Here's a picture of an coniferous forest biome that I have near finish.
    1 point
  19. Do you use a Github repository? I would want to test your mod and keep track of your latest developments. Keep it up, you are doing awesome work.
    1 point
  20. More close texture specially the wall. The roof have imperfections too. Imperfection give realism.
    1 point
  21. I think that there are a couple things to be gleaned from the opening post. First, it seems that the team of fork can commit changes more easily than through WFG, leading to bugs and other issues being fixed. Since these three presumably trust each other well, they are able to work uninhibited, making the overall pace of development considerably faster it seems. While these seem to be minor, they are quality of life improvements by far that need to happen at some stage. In honesty, I along with others am intrigued by how substantially the gameplay will change though.
    1 point
  22. Yes they can even use our factions from the mods.
    1 point
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