Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2020-08-27 in all areas

  1. I'm glad you liked the buildings, there are still many props missing, but the idea is to be as faithful as possible. The gameplay ideas are good, but not for "" Tupis Amazonicos "", this distinction was made with the purpose of separating them from what Europeans found on the coast of Brazil. My proposal here is to show the "" tupis "" and other peoples who lived in the Amazon region in a similar way, but speaking of other linguistic changes. As we know, there were large villages there, many of them with sedentary characteristics, each with their own heads, however, with those chefs submitted to a larger chef. I have read a lot about the ancient Amazon and the recent archaeological discoveries, things that were not really expected by the general public, such as geoglyphs, villages on artificial islands, large water wells or dikes for fish farming, exquisite ceramics, etc. I want to create something based, for example, on Omaguas (Cambebas), it would be something impactful if you play with the Tupi of the Amazon and come face to face with natives dressed in rsrs with structures the dimensions of the discoveries at the archaeological site of Kuhikugu. This civ. is being thought for when finished it fits in the "pre-colonial" mod of Trinkentos, however I will leave a separate civ mod for those who want to play in the 0ad.
    3 points
  2. Yes, Amazonian Tupis. I am reworking them including structures like artificial cisterns and artificial village island. It is a pattern of graphics of Santarém ceramics, something temporary just to differentiate them from non-Amazonians.
    2 points
  3. The Ptolemaic Egyptians Hellenized Egypt Above: Ptolemy I "Savior" (left), Ptolemy III "Benefactor" (right) Above: Ptolemy IV "Father Loving" (left), Cleopatra VII (right) Above: Egyptian Priest/Healer Above: Egyptian Citizens (left), Egyptian Slave Laborers (right) Above: Their Minimap Background emblem
    1 point
  4. I've drawn up the map in the editor now. It includes: 3 Lanes (like the commonly seen 5v5 maps in DoTA and LoL) A base for each team in opposite corners of the map Defense towers around the bases, and along the lanes Shop keepers (not programmed) Secret shop A river running across the map, perpendicular to the middle lane A few trees indicating where the should be forest Please find the attached screenshot. When it comes to scripting and game functions, I've started drawing up a bunch of issues on GitHub outlining what needs to be done. They should be considered as discussions for each individual topic and is a good place to define details on how to make the different parts of the game work. Regarding game mechanics and scripting and other complicated things, we will have to see how things can evolve as not everything is yet possible. As pointed out here in previous comments there has been done some work on a MMO game where items can be picked up and carried by units, and some discussions on how to select heroes at the beginning of the game has taken place in the GitHub issues.
    1 point
  5. I don't know much about their specifics (as you can notice by my misconceived assumptions), it would be interesting to have feedback from someone knowledgeable so a distinct topic could be helpful.
    1 point
  6. stan at wildfiregames dot com
    1 point
  7. The Ocas (housing) look pretty cool and realistic. I wonder if we could add come interesting mechanic for them reflecting their nomad nature or the harmony with the environment. I don't think it's possible with the current mechanics but would be nice to add a tech (by default or researched) that makes edible flora spawn near certain buildings (https://en.wikipedia.org/wiki/Terra_preta). An alternative would be making this tech buff farm efficiency significantly so they would be a spam based civ to counter the lack of advanced technology (depends on what meta they are placed on). Other ideas: - Make them lack territory roots and be able to build anywhere, they would still require houses, farmsteads, etc tho. - Allow training from houses - Make terra preta default but with increasing bonus at each phase, e.g. (+50% p1, +50% p2, +50%p3) On the other hand their combat prowess would be significantly worse than other factions, they would excel in spamming units and dealing attrition damage while also having bonuses so the eco impact would be negligible. This would reflect the guerilla nature of their history in Brazil, they would frequently ambush small settlements and travelers. Granted, it would be very hard to balance this civilization but I think it would be awesome to have something like this with such a particular mechanic. The biggest issue to figure out is how they would destroy buildings.
    1 point
  8. commands.txt My lobby username is Hulla and the host who exited without a resign is FantasieFan. Thanks, @user1
    1 point
  9. thnx next step dungeon map or ui don't know yet. hmm. except inventory, equipment and item component + using them in relevant templates for merging with a23b/a24 you need "pick": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => { cmpUnitAI.Pick(cmd.target); }); }, "pick-use": function(player, cmd, data) { GetFormationUnitAIs(data.entities, player).forEach(cmpUnitAI => { cmpUnitAI.PickAndUse(cmd.target); }); }, in https://github.com/SlavomirSlovenkai/MMO/blob/master/simulation/helpers/Commands.js from https://github.com/SlavomirSlovenkai/MMO/blob/master/gui/session/unit_actions.js "pick": { "execute": function(target, action, selection, queued) { Engine.PostNetworkCommand({ "type": "pick", "entities": selection, "target": action.target, "queued": queued }); Engine.GuiInterfaceCall("PlaySound", { "name": "order_gather", "entity": selection[0] }); return true; }, "getActionInfo": function(entState, targetState) { if (!targetState || !targetState.equipment) return false; return { "possible": true, "cursor": "action-gather-treasure" }; }, "actionCheck": function(target, selection) { const actionInfo = getActionInfo("pick", target, selection); if (!actionInfo.possible) return false; return { "type": "pick", "cursor": actionInfo.cursor, "target": target }; }, "specificness": 1, }, "pick-use": { "execute": function(target, action, selection, queued) { Engine.PostNetworkCommand({ "type": "pick-use", "entities": selection, "target": action.target, "queued": queued }); Engine.GuiInterfaceCall("PlaySound", { "name": "order_gather", "entity": selection[0] }); return true; }, "getActionInfo": function(entState, targetState) { if (!targetState || !targetState.item) return false; return { "possible": true, "cursor": "action-gather-treasure" }; }, "actionCheck": function(target, selection) { const actionInfo = getActionInfo("pick-use", target, selection); if (!actionInfo.possible) return false; return { "type": "pick-use", "cursor": actionInfo.cursor, "target": target }; }, "specificness": 1, }, And from https://github.com/SlavomirSlovenkai/MMO/blob/master/simulation/components/GuiInterface.js const cmpEquipment = Engine.QueryInterface(ent, IID_Equipment); if (cmpEquipment) ret.equipment = { "type": cmpEquipment.GetType(), "specific": cmpEquipment.GetTypeSpecific() }; const cmpItem = Engine.QueryInterface(ent, IID_Item); if (cmpItem) ret.item = { "type": cmpItem.GetType() }
    1 point
  10. Nice. What is the emblem?
    1 point
  11. Hello! My first post here. Can someone make the Canyon of Death (or Death Canyon, idk because my game is in portuguese) scenario as a random map?
    1 point
  12. Very violent, I am in favor of Polynesians having their own huts! (if you have any ideas formed for a mod, I can help you with 3D).
    1 point
  13. I think it'd always be great to have more folks helping out with sounds. I'm happy to cover the more instrumental stuff (notifications, alarms, etc.), but given the current situation recording foley or more animal sounds or the like is quite difficult. Generally 0 A.D. uses mostly organic sounds (i.e. recorded things) rather than synthesized sounds. There are lots of great open sources of free recorded audio online, such as freesound.org, but I'd always encourage trying to record sounds originally for the project whenever possible.
    1 point
  14. Hi @user1 and @Hannibal_Barca. I Was in a ranked 1v1 vs Niimrodd when they quit without resigning (my lobby name is Faendal). I suspect they saw that I had built up on them and were about to attack, as I rapidly expanded and and was building towards them (maybe). commands.txt They have a rating so they definitely understand the rules and honor code I believe. metadata.json
    1 point
  15. Hello, @user1! Me (talassa) was playing a 1vs1 ranked match against lechobetabeing (he was the host). After I raided their cc, they cursed me then left without resigning. Cheers! commands.txt
    1 point
  16. @user1 Played a pvp against and the opponent did not surrender, therefore no rating adjustments. Lobby username : Paul Opponent's lobby username : fedesalas94 Thank you very much. commands.txt
    1 point
  17. Player "Rollo" pulled the cable in a rated 1vs1 game he was losing. Later he said that he was not losing at all. @user1 commands.txt
    1 point
  18. Some stuff from my enormous repository of screenshots. I'm a prolific screenshotter but I hardly ever bother to review them later. Like what I do with vacation photos. But anyway, here's some Macedonian phalangites and cavalry doing some general rampaging and whatnot;
    1 point
×
×
  • Create New...