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Everything posted by niektb
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The best way to record game footage (not only 0 ad)
niektb replied to jeffnz's topic in Introductions & Off-Topic Discussion
But if you don't wanna pay any extra money, buy an nVidia card. It has a dedicated chip that ensures high-quality records with minimal performance drop. This chip can be used by nVidia's own recording program Shadowplay but also by other programs such as OBS -
Delenda Est: An overhaul mod for 0 A.D.
niektb replied to wowgetoffyourcellphone's topic in Delenda Est
@stanislas69: except for the scenario design contest -
I'd like to put a big why? in this topic. This game is being played by kids you know... (even my little bro plays this mod every now and then)
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Terra Magna Infrastructure / Kushites Mod Integration
niektb replied to balduin's topic in Rise of the East
You mean Phase 3? -
Terra Magna Infrastructure / Kushites Mod Integration
niektb replied to balduin's topic in Rise of the East
Yup, Millennium A.D. has nothing to do with Terra Magna Btw, Norse are meant to be cav-less, not sure what you mean by P3 -
I miss the big work on the seleucid art in your overview though
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If you change the vision then you should change the walk speed and attack range accordingly imo. Other than that this seems just yet another balance mod to me and fairly pointless as long as there is no coherent gameplay design...
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===[TASK]=== Kushite Units, Unit Textures, and Unit Props
niektb replied to wowgetoffyourcellphone's topic in Official tasks
I think that might be an idea for Delenda Est, for TM we should maybe look for a different solution (as vanilla doesn't really do anything with pre-placed buildings except for the Iberian walls)- 529 replies
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===[TASK]=== Kushite Units, Unit Textures, and Unit Props
niektb replied to wowgetoffyourcellphone's topic in Official tasks
Not sure about having the ability to train multiple special units at a merc camp in addition to the fortress ánd the temple too btw (unless these mercs are just some citizen-soldier type units with metal cost instead of food, that could work). I would be really in for some drastic narrowing as a result of tech pairs...- 529 replies
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btw, don't forget to put a small decal beneath the yurts
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===[TASK]=== Kushite Units, Unit Textures, and Unit Props
niektb replied to wowgetoffyourcellphone's topic in Official tasks
We should make sure that the Kushites don't get access to too many different champions (at the same time), it would make them really OP i think. Doing both a full mercenary roster ánd a diverse champion roster is also going to be problematic. Having a generic temple that can upgrade to select between a champion units could be one way of addressing this problem (though we should take a little care with the unique techs too because that could also be a source of OP-ishness if you get what I mean...)- 529 replies
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The Kingdom of Kush: A proper introduction [Illustrated]
niektb replied to Sundiata's topic in Official tasks
You have moving elements on this one to or did you paint it all in one layer? (f.e. the rocks and the left two soldiers might fit a separate layer)- 1.040 replies
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- civ profile
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You should be able to follow the naming scheme roughly, at least for houses you can do... it is much easier than fiddling with the AI code...
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The Council is both happy and proud to announce a brand new release!!! What is it? Millennium A.D. is a total conversion mod for 0 A.D. focusing on the Middle Ages. It is divided in two parts, this first one is focusing on the first half of the Middle Ages; the timeframe of Charlemagne and the Viking Age. The name of this release is Dellingr. This is an old Norse god, symbolizing dawn. Pretty apt for a new release What is new? A few months ago, a new artist called Alexandermb joined the team. This talented modder is responsible for majority of the new content seen in this release. With help of Stanislas, he modeled buildings such as the new Civic Center for the Norse seen in this image: He also modeled various buildings for the Anglo-Saxons such as the Fortress and the walls seen below. The new Norse barracks, seen in this third image, is also modeled by Alexandermb. Wackyserious updated all the units to make use of the new unit meshes and improved the looks of them. Many new weapons and helmets were modeled too by Alexandermb and Stanislas. Many smaller changes were made in this release too, but it would be too elaborate to list them all Who are we? The Council of Modders was formed up of two small modding teams and a few newcomers: Aristeia (about the bronze age) and Millennium A.D. (about medieval times) CoM aims to create a umbrella for all wannabee modders and help everyone needed and of course create their own projects. How to: Unzip the download but leave the inner archive intact. Place the unzipped folder into /binaries/data/mods. You'll see another folder there called 'public'. Launch the game and enable the mod in Options>Mod Selection. Press 'Start Mods'. Enjoy the mod! Download: In the last few years some members retired leaving us shorthanded. We are currently especially in the need of artists. So if you're a talented artist with a passion for history and you would like to help us out, please contact us using a PM or (preferably) in this thread: Wildfiregames...showtopic=18412 Thanks in advance! Our thanks go to everyone that helped us to achieve this mod through contributing, playtesting or in another way! If you have tips / suggestions, feel free to let us know. Also if you find bugs, let them know too. Support 0 A.D. if you like us: Play0ad.com The main menu background is made by Alexlinde from Deviantart. You can find him here: Alexlinde.deviantart.com The soundtracks are created by Antti Martikainen. You can find more of his work here: Anttimartikainen.bandcamp.com and Youtube.com
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@Arcana33: you're not explaining it right. You're talking about the art actors which is something completely different from the simulation templates (and the latter is what the AI is looking for). Petra looks for a {civ}_house.xml in /simulation/templates/structures (and '{civ}' should be replaced with the civilization code as defined in civ.json such as 'athen_house.xml')
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I think you should make the TurnRate lower instead of higher
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You should be able to take some clues from ship templates, they don't turn indefinitely fast as well
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@stanislas69: but I must say the tower looks gorgeous! The thing with the temple is that the roof texture looks a bit flat (and doesn't have a lot of depth to it)
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Age of Empires IV announced
niektb replied to xan2622's topic in Introductions & Off-Topic Discussion
Like Lion says, Company of Heroes is regarded to be one of the best rts games all-time -
Age of Empires definitive edition [remaster]
niektb replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
I hope it is, because this is rather ridiculous -
How did you specify the mod loading order in the mod selection menu?
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discussion on heightmap sources and technical data
niektb replied to viridis's topic in Scenario Design/Map making
@viridis: did you check the YouTube video I linked to in the other topic? -
Terra Magna Infrastructure / Kushites Mod Integration
niektb replied to balduin's topic in Rise of the East
@Sundiata: great, I'll surely add them ASAP (I would love to get them in before the next release!) -
Terra Magna Infrastructure / Kushites Mod Integration
niektb replied to balduin's topic in Rise of the East
@Lion.Kanzen: because we still don't have official permission from @balduin or @Sundiata to add them