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  1. Thank you all for your kind words, made my evening! I'm always so glad to hear the various ways people connect with the 0 A.D music! <3
    11 points
  2. Erechtheion and carytids from the acropolis in athens https://en.wikipedia.org/wiki/Erechtheion https://en.wikipedia.org/wiki/Caryatid https://www.artstation.com/artwork/lxY91a 1228892164_erechtheion0_28.1.zip licence
    11 points
  3. I've been working on the Scythians a lot lately for DE (and eventual inclusion on EA. R29?). Ported over a few assets from Endovelico. Made some actor and mesh improvements, rethought a few things, etc. An updated direction for the Market. This is just a mockup, but easily accomplished: Their "Academy" (Imperial Academy/Syssiton/Gymnaseion) structure, the Royal Yurt. Trains champions and heroes: Stable, by @Duileoga: Corral: Ovoo: Thoughts: Google Translate now has the Ossetian language, which is the closest living language to Ancient Scythian. Let's leverage Ossetian for SpecificNaming. Nomadism Buildings auto-build, but have -50% health and capture points. While they are easier to destroy or capture, they also don't capture decay in neutral territory (they don't require territory roots). Receive special Ox Carts which are mobile resource dropsites (like the German ones) but can also transform into Houses and Storehouses at-will (and back) in own/allied/neutral territory. The Civic Center +25% territory influence radius (a great bonus), but its weight is -50% less than normal (their borders push much less against enemy borders than other civs do). Scythian Commoners (their Citizen-Civilians) have a range attack (use bows instead of knives) and an attack bonus vs. fauna. These traits can go to any nomadic civilization we may include, such as Xiongnu or Huns. Pastoralism Corral technologies research instantly. Receive a special Corral technology: Extensive Husbandry (boosts ranching) Receive a special Corral technology: Falconry (boosts Cavalry vision range and hunting) Raiders and Plunderers Scythian Maiden Huntresses +500% (TBD) loot while killing enemy units or destroying enemy buildings. These units are glass cannons, but if used right can more than pay for themselves in loot gained before they are killed. Scythian Buildings and Units only give half-loot when killed. Winds of the Steppe A team bonus for Cavalry or Stables or both. The cult of Scythian Ares The Scythian Ovoos are their primary territory pushers. No other structures besides Civic Centers and the Fortress (see below) have territory radius effects. The Ovoo also has an aura that boosts soldier attacks ("Sword of Ares") and Priestess stats ("Cult of Ares"). Scythian Priestesses can also pray here to get resources (TBD). Ovoos cost stone and metal and are very very tough and uncapturable (must be destroyed). Eventually we can create a new model which is the wooden platform with the sword at the top as described in the Histories. Maybe we can change the cost to Wood and Metal then, or give the Scythians the option to build either the stone ovoo or the wooden platform. Fortress The Scythians do receive a stone Fortress structure, but it's treated like a special building in that only 1 may be built. It becomes available in Town Phase. It has a territory radius, but functions more like a hard point for defense or offensive push, more typical of a redoubt. Fortress units (Champions and Heroes) are moved to the Royal Yurt (see image above, information below) as well as standard Fortress techs. The Fortress does get to train the Scythian Battering Ram in Town Phase and research the ram's relevant siege technologies. Royal Yurt Their "Academy" type structure, similar to the Spartan Syssition, the Han Imperial Academy, and or the Athenian Gymnasium in that it trains Champions and Heroes and researches relevant techs. It's also given the standard Fortress techs, such as Espionage and Will to Fight. Can invent a Special Tech for here. Maybe "Cavalry Tradition" or a special rank promotion tech applicable only to Cavalry. Technologies A special Forge technology: Goldsmithing (a boost to Market/Trading). The only Forge tech in the game with a specific economic effect. A special Forge technology: Composite Bows (boosts infantry and cavalry archers specifically). Replaces the final melee attack tech. They receive Archery Tradition like the Persians. Most technologies, except those in the Civic Center, take 25% longer to research or cost 20% more (TBD). I think something like I outlined (the exact values of things open for balance and design) keeps the core territory gameplay of 0 A.D., but adds enough distinctive features to make them feel a lot different than the other more "sedentary" civilizations. For DE specifically, I'll differentiate them even more with Cult Statues, Scouts, Cavalry are builders etc. But for EA I think what I've outlined is more than enough. What think?
    8 points
  4. Please be more respectful and appreciative of other people's work. The addition of the Germans was certainly not rushed; the pull request was open since well before the release of A27 and being reviewed for a full year before merged. And that time doesn't even include much of the work of creating the content itself, like researching, brainstorming, making the 3D models, the portraits, and putting everything together. Creating a complete new civilization takes tremendous effort and we should all be grateful for the wonderful people who dedicated their free time to achieve it. And in my opinion the Germans are definitely up to the standard of other civilizations in terms of art, historical accuracy, uniqueness, and balance. Stuff like custom phase names are just the cherry on top and can very well just be added in the future.
    7 points
  5. Mmm, getting there! Acropolis taking shape!
    6 points
  6. Sure, here you go 942182649_erechtheion0_28.2.zip
    6 points
  7. Athenian olive mill/press @Thorfinn the Shallow Minded @wowgetoffyourcellphone@real_tabasco_sauce and whoever is interested, mod file is attached, let me know what you think At the corner I tried to stack a three spart_path decals on top of the dirt decal, but sometimes they are hidden by the dirt decal. Is there a way to define priority of the decals in the actor file? olive_mill.zip
    5 points
  8. My official and only suggestion for R29's title is "Caryatid."
    5 points
  9. Hi all, I finally want to share the results of a project I've been working on for some time and abandoned several times in between. So here it is, the royal kurgan, a burial mound for a wonder for the scythians. Two main difficulties: (1) somehow make look interesting, what in references is just a bare hill and make it look built by humans (2) let an organic building blend in with the surrounding topography. Concerning (1): It might look too busy, there might be better options for prop placement, player color is difficult to add, maybe too many different/ not fitting stone colours, maybe add flora? Concerning (2): The underground part consumes a lot of tris, but the gravel stones blend in nicely with the ground also on uneven terrain. I don't know if it goes deep enough though. Further references: Some CC0 models I used: Feel free to test from the zip I added and let me know. I also added 7 different steles and two stone heaps of different sizes: This is how it would look without the reddish stones: What is left to do: Choosing the final layout; maybe some colour adjustments; deleting all those hidden faces from the stones on the inside, tthen bake ao; checking on naming conventions, actor files and materials. Also the foundation is just prototype. Edit: I played around with the colours a little bit, turns out that adding some warmth to the gravel base helps a lot, so the contrast between the grey and the reddish stones isn't that harsh. @wowgetoffyourcellphone do you think you could work from here? My skills with colours and picture editing are very limited. 862891456_kurgan0_28.1.zip
    5 points
  10. Currently some characters of the Han civilization in 0AD do not exactly show the style of the Han Dynasty. I have made several models based on the pottery figurines and stone reliefs of the Eastern Han Dyansty (25 AD - 220 AD), as I wish to bring the clothing of the Han Dynasty to 3D based on archaeological documents. I use Marvelous Designer for designing clothing and use Blender for designing the rest. I may offer clothing models. I cannot offer human models and materials as they are restricted by licenses. For human models, perhaps you may offer base human models, so I can adapt clothing to them. I am not able to make animation or skeletons. So if you need a character to perform a specific action, I am not able to do that. Some pictures of the models I made are attached.
    5 points
  11. nice work, I have a completed a kurgan wonder in the meantime, that I can share with you soon
    5 points
  12. Hey everyone, I'm here to share some more units I've made. I'm very happy with the results. I also recorded voices in a music studio to add to the units, and it sounds amazing!!! I'll be making a gameplay video for you soon. Here are a few more images.
    4 points
  13. 4 points
  14. More Updates on the World Rising Mod: Units and Technologies! Hello everyone! I'm pleased to share further progress in the development of the World Rising mod! The focus of this update was to further enhance the troops and technological progression: Units with New Textures: I bring you new images of the units, now featuring completely redone textures! They are more detailed and faithful to the historical period. New Technologies: I have added 12 new technologies to expand the options for development and strategy in the game. My goal is to finish all units by the end of this week. I hope you like the work! Please take a look at the images below and leave your comments!
    4 points
  15. We haven't talked about Diogenes a lot, have we.
    4 points
  16. I'm very happy that you're interested in playing my mod. I'm also eager to release it, but there's still a lot of work to be done. Please follow the updates here in the thread, comment, and share with your friends.
    4 points
  17. Hey everybody! The newest release is out, Version 0.6.0: Aquamentus. This release adds the nomadic Zola civilization, several new maps and GUI tweaks, and two new unit systems: Stealth and Camouflage! Check out the download pages to learn more: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-060 and https://github.com/Perzival123/Hyrule-Conquest-Revival/releases/tag/v0.6.0.
    4 points
  18. Lately I’ve felt something slowly slipping out of my hands… something I never thought I’d lose. 0 A.D. wasn’t just a game to me—it was a place where time paused for a moment, where the world outside couldn’t reach me, where I could forget everything and just be. But living in Iran means living inside a cage built by sanctions, restrictions, and barriers that keep tightening around even the smallest joys. Things that should be simple—like entering a game, joining a match, sharing a few peaceful minutes with others—turn into struggles that wear you down. And now, access to the game has become so difficult, so unstable, that it feels like a door slowly closing, no matter how much I try to keep it open. It hurts in a way I cannot easily describe. To watch something that once brought me comfort fade away. To realize I can no longer enter the world that once felt like a home made of pixels and imagination. And maybe the hardest part is knowing that I wasn’t always the perfect player. I made mistakes. I wasn’t always as good, as patient, or as helpful as I could have been. For that, I’m truly sorry. To everyone who played with me, taught me, laughed with me, or simply shared a moment on the battlefield—thank you. Thank you for the fun, the challenges, the conversations, the small escapes from reality. You’ll never know how much those moments meant to me. I won’t say the word “goodbye.” Some things are too painful to name. But if there’s a quiet sadness between these lines… it’s because a part of me will always remain in the places I can no longer reach. Thank you for everything.
    4 points
  19. This is actually an excellent idea for a Wonder. Much better than the destroyed Roman army camp.
    4 points
  20. https://built-heritage.springeropen.com/articles/10.1186/s43238-025-00191-2 Inner Asian and Eurasian nomadic camps comprise different types of guyed tents, mobile wood-framed dwellings and carts of various forms. One of the first available depictions originated from the Arjan Bowl, which was found in an Elamite grave in Iran and was dated 800–500 BCE (Majidzadeh 1992). It shows a rib tent (which would be dismantled for transport) with struts and a roof hoop (Fig. 3-D). Greek sources mention Scythian nomads residing in carts, e.g., Hesiod (eighth century BCE), in which Phineus is carried by the Harpies ‘to the land of the men who live on milk and who have their home in wagons’ (Hesiod, The Poems and Fragments (1908, 89, frag. 54). Aeschylus (525–456 BCE) mentioned ‘wattled dwellings, poised high on true wheeled carts’ (Aeschylus 1922, i, 278–279; Andrews (1999, 14) interpreted this passage as indicating that the dwellings were made of a frame woven from twigs or sticks (probably from willow), which was then fixed to the cart and covered by felt. The latter fact was noted by Hippocrates (ca. 460 to ca 377 BCE): Comparison of the shapes and sizes of tents and tent carts from historical finds, depictions or photographs. All tents are scaled to the same size (as far as it was possible to determine the exact size). A Pazyrik cart, real find; (B-C) after clay models; (D) rib tent from the Arjan Bowl; (E-F) Xiongnu carts, birch-bark container in Tsaram; (G) Xiongnu carts, Shancheng coffin painting; (H) Sarmatian tent, tomb of Anthesterius, Crimea; (I) cart from a Tuoba coffin in Datong; (J) Tuoba tent from a grave in Datong; (K) Tibetan tent from a coffin painting in Delingha, Qinghai; (L) Khitan tent from the Wen-Chi scrolls; (M) Cuman carts, Radziwill chronicle; (N) Genghis Khan´s tent, Persian miniature; (O) Kalmyk, 1806 Bertuch Bilderbuch für Kinder; (P) Nogay cart, engraving; (Q) Turkoman tent in Afghanistan, drawing by William Simpson; (R) Chomchugh, refer to the text and Andrews (1999); (S) Kyrgyz kibitka (yurt) drawn by painter Vasily Vereschagin; (T) Avsar tent in Kayseri, photo by Gertrude Bell; (U) Kazakh tent, photo by Owen Lattimore; (V) Mongol yurt/tent, photo from the 1920s; (W) Mongol yurt/tent near Kalgan, photo by Stéphane Passet (1913); (X) Shasavan rib tent, Mount Sabalan, photo obtained in 2010 ‘There too live Scythians who are called nomads because they have no houses but live in wagons. The smallest wagons have four wheels, others six wheels. They are covered with felt and are constructed like houses, sometimes in two compartments and sometimes in three, which are proof against rain, snow, and wind’ [refer to Hippocrates Vol I, De Aere xviii, translated by Jones (1923, 119)]. Models of four-wheeled wagons with tent-like superstructures dated to 600 BCE were found in Kerch in East Crimea. These were made of clay with small windows in their lower structure. The author´s reconstruction is based on such a clay wagon mock-up (Figs. 4, 5). Hippocrates also stated that women and children lived in carts, whereas men spent most of their time on horseback and tended to flock. No depictions of Scythian dwellings (apart from clay models) have been discovered, although in the Pazyrik Kurgan (third century BCE), a complete wooden ceremonial wagon was found. The wagon was preserved exceptionally well and is now on display in the Ermitage in Moscow. Reconstructions (1-2 b) of a Scythian wagon (1) and Mingachevir cart (2) drawn by the author after clay models (1-2 a) Reconstruction of a Scythian wagon camp The first suggestion of tents that represent separate entities and are not part of carts is given with respect to Sarmatians. Strabo (53 BCE to ca. 21 CE) reported, ‘As for the nomads, their tents, made of felt, are fastened on the wagons in which they spend their lives, and round about the tents are the herds which afford the milk, cheese and meat on which they live, and they follow the grazing herd, from time to time moving to other places that have grass…’ (Strabo 1960), vii, 3, 17). Whether these tents fastened to carts were frequently removed and placed on the ground, as the tent components of tent carts in later times would have been, is unclear. There is only one known depiction of a Sarmatian tent, which is set on the ground. It was depicted in a wall painting in a grave chamber in Kerch on the Crimea Peninsula. Unfortunately, it does not exist anymore. Relevant documentation can be found in Minns; Wajnstein (1996) attempted a rectangular reconstruction of the tent. In this work, the author aimed to reconstruct rectangular and round variants, as no definitive hint regarding the ground plan is given in the depiction (Fig. 6). A structural system was also reconstructed, with the following options: A: rectangular variant, 4-post inner structure; B: round variant, woven/wattled structure; C: round variant, rib-tent structure. Depictions of a Sarmatian tent on a wall painting in Crimea (Source: Minns 1913). Shown below are reconstruction possibilities (Source: the author). It is possible to reconstruct the shape as a rectangular (A) or a round tent. For the round variant, a woven/wattled structure (B) or a rib-tent structure with a roof hoop (C) is possible According to Priscus of Panium, who was a diplomatic envoy and therefore eye-witness of the camp of Attila the Hun, Attila’s wife Hereka lived in a circular building with a wooden frame covered in skins or leather. This passage is the only reference in which Hunnic dwellings are described as circular and possessing a wooden frame. However, this passage has been debated as the text is not clear, but recent work (Carolla 2019) supports both the circular shape and skin/leather covering. Elsewhere in the text, Hunnic buildings are described as huts (Greek: kalube), which indicates that they are semipermanent buildings. Alternatively, although they comprise a wooden frame, they could be covered with reeds (mats) or similar material (but not felt or skins). However, no indication of their shape is given. Later, sixth-century Greek emissaries to the Western Turk ruler also described framed tents as huts (kalube) (Andrews 1999). Thus, it is not completely clear what type of building or tent (?) Priscus had observed. The building of Attila was described as being made of wood, but again, no definite indication of the ground plan form was given, only of its material (‘it had been fitted together with highly polished timbers and boards’ (Priscus of Panium in Gordon 1960, 84). The dwelling of Hereka is described as follows: ‘Inside the wall [of the compound of Attila], there was a big cluster of buildings, some made of planks carved and fitted together for ornamental effect, … the other [houses were made] of leather polished and cut straight/upright, put into some wooden circular basis. I gained entrance through the barbarians at the door and came upon her lying on a soft spread. The floor was covered with mats of felted wool’ (Priscus of Panium trans. Carolla 2019). Please also refer to Fig. 7. The extensive use of felt inside Hereka’s dwelling indicates a nomadic building context in any case. The custom to cover trellis tents in skins or furs and not felt exists ina nomadic historical context, e.g., there is a trellis tent of the Mongolian Bogd Khan from the 19th century covered in snow leopard skins (furs) on display in the Winter Palace of the Bogd Khan in Ulaan Bataar. Highly hypothetical drawing containing all the elements mentioned by Priscus of Panium, as observed by him in Attila’s capital during the fiveth century. 1, Attila’s compound with gate doors and wooden palisade with towers; 2, Attila’s dining hall/house at an elevated location; 3, Hereka’s tent; 4, buildings made of carved wood; 5, porticoes; 6, Onegesius' compound with a wooden enclosure without towers; 7, Roman bath built of stone by a captive architect from Syrmium In East Asia, there are several depictions of Xiongnu dwellings from the first century. To date, three scratched drawings/decorations of birch-bark containers show Xiongnu dwellings. These depictions all show the same dwelling type (Fig. 8): a round, domed hut with walls made of diagonally crossing lines (probably twigs or sticks). In some cases, this diagonally crossing structure extends to form the dome of the building. The dwelling comprises vertical walls, which, in every case, terminate in a horizontal band spanning the whole dwelling (a textile band holding the hut together, as in the case of modern trellis tents?). If there is a drawn door, it also reaches this horizontal band. The dome is often covered with what seem to be vertical stripes of different materials. At times, the walls are additionally wrapped with crosswise textile bands, and the walls can contain windows. An opening at the apex of the dome-like roof is not shown in any depiction (But its presence cannot be ruled out either). There are always two vertical sticks connected by a horizontal stick above the roof. The function of this construction is described later and is very similar to that in Tuoba Xianbei depictions (Fig. 9): very likely, an awning spanned above the dwelling to shade it (However, there is no Xiognu depiction were we actually can see such an awning in the drawing itself). The dwellings are often shown placed on carts. Moreover, the cart wheels encompass spokes, and the cart type is a two-wheeled cart. Written sources support the conclusions drawn from the images: The Xiongnu also employed ‘domed huts for homes’ (Huan 1994, 38) and ‘woven branches to make houses’ (Huan 1994, 52; Miller 2012). Depictions of Xiongnu carts found on a birch-bark container in Tsaram (after Minyaev (2009). Shown below is a line drawing of the scratchings and a reconstruction by the author. The awning above the cart was added as an analogy from fifth-century Tuoba Xianbei cart depictions Tuoba Xianbei cart depictions from coffin planks from Zhijiapu (Source: Liu and Gao 2005) @wowgetoffyourcellphone@Lopess I highly recommend to read the entire article.
    4 points
  21. Yes. I'm talking about battalions between. 15 and 30 units (max). @Radiotraining: And then you get that personal "immersion" or "attachment" in how you can upgrade each battalion individually and make them unique. Add an officer, a noise maker, upgrade their armor and weapons, etc. Maybe even have a meta where there's a screen outside the match where you can customize battalions and they show up in-game available to train in the UI.
    3 points
  22. Hey everyone! I’ve been asked to bring some great news — a new 0 A.D. tournament is coming this December, organized by SaidRdz! He even made a flyer himself… let’s just say it comes with his signature dark humor (as u can see he is master in paint ) If you want to join the fun or need more info, hop into the Discord channel — everyone’s welcome, whether you’re here to win battles or just laugh at the chaos! https://discord.gg/eDbquTwh
    3 points
  23. What do you think 0 A.D. lacks? Battalions
    3 points
  24. I love such civilian buildings. They truly enhance the experience.
    3 points
  25. I think it looks good to include a bit of their equipment. They are not screenshots of the actor units, but they do have components from screenshots. In fact, they are so fit into the "norm" that they are long lost cousins of other heroes! The fact of the matter is nothing gets done unless someone does it. I am no artist and I don't think we should wait years for artists to deliver stunning portraits just for the GUI.
    3 points
  26. Just a quick feedback post on this release, since I see there is a heated discussion around the quality of some art. I do still lurk here, at times. Correct, I've noticed the departure from A23's quality portraits in later releases. Especially (some) hero portraits. I don't mind people doing this, as long as the coloring is "right". But, that is a quite difficult thing to do, which is seen in most of the German unit portraits. That said, @Carltonus, you shouldn't expect a lot out of the project that is done by a handful of volunteers in their spare time. I'm sure all of them love this game, and would be happy to work on improving things over time. Someone mentioned Han as another example of an "unfinished" civilization. I don't know, I think the Han need only a better Ram and Siege Tower models. Everything else looks fine to me. On the topic of "yet another civilization". My idea that the game doesn't need to encompass each and every civilization from the target time period. Having only major civilizations at their best (like Romans, Persians, Greeks, Carthaginians, etc.) would have been a better end option. Late Roman republic had Legionaries. Gendered Citizens should have been introduced a looooong time ago. Having specifically female workers in a ancient war game is beyond strange, to say the least. And with this, I leave you. Looking forward to the release 28! EDIT: Oh, there's no more alphas...better fix that real quick.
    3 points
  27. Note: This has already been fixed on the release branch. The Germans will be actually playable in the next release candidate.
    3 points
  28. I figured out the instructions required setting the rally point before they were finished being recruited! ;P
    3 points
  29. I think slowly, over time, it might be interesting to introduce Phase 2 champs, log rams, and maybe even heroes to each civ. Again, slowly and deliberately roll it out, or slowly and deliberately put an entire concept together, apply it to all civs, and test it out before rolling it out in an official Release.
    3 points
  30. I am the copyright holder of original works I post in the Wildfire Games 0 A.D. Art Development forum. I hereby release all original works I uploaded to this forum in the past, and those I will upload in the future, under the Creative Commons Attribution-Share Alike 3.0 Unported license.
    3 points
  31. Created a new work-in-progress Civ entry on the Wiki. Better update the portraits ASAP? Especially the heroes... who was that doing the Han heroes and Cleopatra?
    3 points
  32. The only illustrative reference is from Ancient Warfare magazine but it is a sketchy simplification : The boat was submerged with blacksmith tools, with wooden vessels and recipients, animals were sacrificed, notably a horse and two dogs. Spears and oars were thrust into the silty bottom to anchor it. There were dozen of spears and shields submerged with the boat.
    3 points
  33. Alright everybody! The new version is ready! Version 0.5.0! This release adds the Lanayru Province, one of the three Zora civs that will be in the mod. Here are some pics You can download it here: https://www.moddb.com/mods/hyrule-conquest-revival/downloads/hyrule-conquest-revival-0-5-0 and here: https://github.com/Perzival123/Hyrule-Conquest-Revival/releases/tag/new. I hope you all enjoy it!
    3 points
  34. My real name is Alejandro Liaño.
    3 points
  35. I heard upper case [C] captures faster. And don't forget to say: Wololo!
    3 points
  36. Palisades should be upgradeable to stone walls, for slightly less cost and time than building them. Then, palisades stop being useless late game, since you can turn them into much stronger walls.
    3 points
  37. Right. Standard construction still requires own territory, but the buildings don't decay if cutoff from a root. The only thing that bypasses this is when you convert an Ox Cart to a house or storehouse in neutral territory. It's a nod to nomadism that doesn't completely remove the territory dynamic.
    3 points
  38. Hi @Adriano0ad, I'm guessing what you mean is that you resized the panel and now you want icons to fit better in the panel. The spacing is calculated dynamically so you should only have to increase the number of items per row. In the selection_panels.js for example : g_SelectionPanels.Construction = { "getMaxNumberOfItems": function() { return 40 - getNumberOfRightPanelButtons(); }, "rowLength": 10, // <<<< INCREASE THIS NUMBER to 12 for example "getItems": function() { ...
    2 points
  39. +1 Once again really nice work @nifa I would add some details on the back, column cracks, maybe some more ivy to make it less clean. For the little entrance with the wooden beams you might have to adjust it so it looks believably high.
    2 points
  40. I got tired of making a new thread for every new question and error, so I thought that I would make a thread for all questions and answers (along with guides) to post on. If you need help doing something for your mod, want help with errors you generated, or want to post some guide or tutorial on how to do something related to modding, and don't think it deserves/needs it's own thread, post it here.
    2 points
  41. So maybe a wonder could look something like that? Do you have further references? without the heap:
    2 points
  42. Encontre una joya. https://retratodetenochtitlan.mx/
    2 points
  43. Hey @nifa This looks pretty nice. Great work. Maybe we could somehow reduce the polycount by baking some of the stones into a decal with a normal map?(looks like it's already a texture but I can't check right now) Could save some tris by making the decorations transparent texture instead of little squares. Might be nice to find a way to have a hint of player color as well.
    2 points
  44. I now understand that you prefer PureOS because it's "Pure." I was surprised that you were interested in flatpak – on the one hand, "Pure" and on the other, flatpak – but let's leave that aside. Just because Pure hasn't released an updated ISO image for two and a half years doesn't mean they're not doing anything. I looked at their repositories: https://repo.pureos.net/pureos/pool/main/ You can see that they're releasing newer packages there: https://repo.pureos.net/pureos/pool/main/b/base-files/ There's also 0ad: https://repo.pureos.net/pureos/pool/main/0/0ad/ Therefore, I suspect you didn't read the PureOS documentation about how to update releases. PureOS is based on Debian, and I suspect it also uses Debian release codenames. You're probably stuck on Bullseye – hence the version 0.23.0 available. https://packages.debian.org/bullseye/0ad I would try this: I would check the entries in the '/etc/apt/sources.list' file – if the word 'bullseye' is there, that's the cause. In that case, you should update sequentially: bullseye -> bookworm -> trixie, rather than straight to trixie. But to be sure, I would read the PureOS documentation. If this update were successful, I would download three files: 0ad, 0ad-data, and 0ad-data-common (version 0.27.1-3 from Debian trixie-backports): https://packages.debian.org/trixie-backports/0ad and I would install them manually (dpkg -i file.deb). I would then have the latest 0ad for PureOS – but this is just my guess, as I've never used PureOS. In summary – first, issue the following commands: cat /etc/os-release cat /etc/apt/sources.list Regarding your question, I believe there are currently no Linux distributions that meet Richard Stallman's rules. Which distribution doesn't use proprietary firmware? Best regards Postscriptum --------------- PureOS does not use Debian's code names, but its own: Amber, Byzantium, Crimson, and Dawn. https://repo.pureos.net/pureos/dists/ Dawn is probably the equivalent of Debian's sid (perpetually unstable). So you need to read up on it. My guess: you have Amber, but you should have Crimson. Check it out.
    2 points
  45. I'd say keep the entrance part, but remove the volcano. We've seen several artistic images of Kurgans, at least temporarily, having an entrance. For the stele, I think they should have a more regular pattern to their layout. For the rocks along the base, I think they look too chaotic right now. I agree there needs to be something to help the hill of the kurgan to blend with the existing terrain mesh and rocks are a good way to do it, it's just too chaotic looking right now. You are on the right track. I appreciate the attempt at some detail at the top, but in no reference or even artistic interpretation have I seen a pile of rocks at the top, though I am open to being wrong. You did a really good job UV mapping the grass on the hillside. Most of the other attempts from other artists have kinda failed at this detail. I appreciate the effort and would really like to see you keep iterating on this and making something nice. I'd also like it if you made a 2nd custom mesh for its foundation actor too, because as you've noted, it's quite a different construction from other buildings in the game.
    2 points
  46. The five main ways to detect a bot: #1: They highlight proper nouns to seemingly make their point. #2: They post something barely, if not completely unrelated to the topic. How do you make coffee? With MagiCoff! #3: They have names like real people, like this, JasonHawken28. No one else has a name that makes sense without explanation. #4: They always have a link to their website, for proper advertising. #5: They post once, then disappear forever, never to be seen again…
    2 points
  47. UPDATE: Version 0.7.6 Fixed a bug when recruiting units on the very easy difficulty setting.
    2 points
  48. Me too. And the game actually has even more soundtracks than those 26. A lot of new ones came with A26, they only haven't been added to the website yet. Here's a zip with all of them (61 in total): 0ad-soundtracks.zip
    2 points
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