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niektb

WFG Retired
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Everything posted by niektb

  1. Sadly we are rather short on manpower ourselves so the only thing that we could do for you at this stage is helping you to set up your mod. For the rest you have to rely mostly on yourselves for your project and try to find artists when you have some gameplay ready.
  2. In that case the attacker could've better destroyed the building right away instead of trying to capture it?
  3. niektb

    New one

    That depends a bit on what you like to fill your time with. There are a couple of new unit meshes that need to be animated. Same goes for a number of animals Seleucids need some buildings to be modeled. etc... And there are plenty of mods that could use a collection of models and textures (Aristeia, Millennium A.D. and Rise of the East to name some I'm involved in)
  4. niektb

    New one

    Hello, welcome to the forums!
  5. A new bug was reported. Somehow the gate mesh was skipped during packaging. That also applies for chin_chariot.dae (though that isn't important since it isn't used)
  6. Try to press Ctrl + 1. It already works!
  7. Those armor variants are mainly for advanced / elite units. Unfortunately promotion of units has been disabled in Alpha 18. That could explain what you see.
  8. The Council is both happy and proud to announce a brand new release!!! Rise of the East What is it? Rise of the East focusses on one faction the Chinese, during the Han Dynasty to be precise. With it's fancy theme this is surely one to mark! As a release name we've chosen Sun Tzu. This person is renowned for writing The Art of War. We've chosen this name because of the huge changes with regards to the army (check the What is new? section). What is new? With the help of some Chinese historians we (especially Stanislas69) have turned the Chinese Army upside down. A lot of armors and helmets are completely reworked or brand new. This was because the old ones where not historically accurate. Also the balance is updated towards Alpha 18's standards. Some examples (note that these won't be visible during standard games as promotion is disabled in Alpha 18 and those new armor variants are mainly for advanced and elite units): Current features: - One playable faction: Han (No worries, the civilizations from the main game are still playable) - 2 Custom Random Maps: Loess Plateau and Gobi Desert (made by Spahbod) 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, one of them is Rise of the East. Rise of the East was added to the project list in early-2014 after an agreement with Scion's lead Rob Kimball. That having said: We owe a large one to them for having paved the road for us to continue in their absence! How to: 1. Unzip the download but leave the inner archive intact. 2. Place the unzipped folder into <installationdirectory>/binaries/data/mods. You'll see another folder there called 'public'. 3. Alpha 18 requires one additional step to play the mod due to a packaging oversight: In the public.zip (which is in the public folder) there is a mod.json. Copy it and put it just outside of the zip file. (so you have 2 files inside the public folder: public.zip and mod.json) 4. Launch the game and enable the mod in Options>Mod Selection. Press 'Start Mods'. 5. Enjoy the mod! Download: han_china.zip mirror: http://www.moddb.com/mods/rote/downloads/sun-tzu-18 Help needed! In the last few months 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: http://wildfiregames.com/forum/index.php?showtopic=18412 Thanks in advance! Our thanks go to everyone that helped us to achieve this mod through contributing, play testing 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: http://play0ad.com/community/donate/
  9. Trac.wildfiregames.com would normally the place to be for tickets and patches, but unfortunately you profiled the old pathfinder where there already is being worked on a new one. (https://github.com/na-Itms/0ad/tree/pathfinding?files=1) I think it would be a better idea to contribute to that one
  10. animations are exported to .dae AFAIK. Have you read this stuff? http://trac.wildfiregames.com/wiki/AnimationSync http://trac.wildfiregames.com/wiki/BasicAnimationImplementation http://trac.wildfiregames.com/wiki/AnimationExportTutorial
  11. Can you make a close-up of that yes-no screen? (it's rather small now)
  12. Of course we can do that (or maybe in a separate branch)
  13. It seems that these songs are currently used in Aristeia: From Incompetech:Ibn Al-Noor (Egyptians)Hero Down (Defeat Summary screen) From Antti Martikainen:At The Gates Of Babylon (Main menu) Is that correct? Would you be able to select 14 more songs from Incompetech that we could use for a variety of civs we planned, Lion?
  14. We need to make a selection of 16 out of our currently used 31 music songs from that site to be able to use them without hazzling.
  15. This month probably not anymore (the bad side of having exams )
  16. Did you model them yourselves? What is the difference between the left and the right (it looks like it is the same building but just rotated)? You want to use these as Palace for the Egyptians? The left looks nice to me.
  17. Though your suggestion sounds good in general, I'm not sure if the RMB is the right button as it is also associated with move commands. Think of maneuvering your army (which you divided in multiple selection groups). Now you have an archer group which you want to move but accidentally you right click on the melee infantry group meaning that you select a new group rather than carrying out the move command. I think it could work though if you combine it with another button (Alt + RMB? You should check what bindings are not used). Contributors are always welcome
  18. Not all mods can be downloaded there and most of them are not compatible with a release (as they are developed against SVN)
  19. http://trac.wildfiregames.com/ticket/3119
  20. I'm in favor of the 1st option regarding to siege engines, siege engines shouldn't become capture engines. I think that the attacking player should still be able to destroy the building (which should also go faster than capturing it, otherwise destroying a building would be completely useless) Also damaging a building shouldn't affect the capture-rate of that building so much (given your example of a building at half health makes the capturing go twice as fast as a full health building) (since you would damage the building first and quickly capture it afterwards) Some influence would be logic and realistic though IMHO.
  21. Otherwise you can always take a look at mods (I know some projects that could use some 3D models )
  22. I would like to make an exception to this disabling of treasures. In Northern Island (landed yesterday in SVN) it is an element of the map and the treasures shouldn't be removed. Both players have the shipwreck near their base and then their is a treasure island with a few hundreds of resources meant to give a small bonus to the player who is first with the ships. Maybe an option in Atlas to override that treasure toggle?
  23. Maybe in this topic there are images that match your likings? http://wildfiregames.com/forum/index.php?showtopic=17326
  24. v1.6 is out!: Changelog: - Strengthen the bandit camp to prevent (too) early rushes. - Adapt to A18 balance changes. - Add some additional information for the player. - fix crash on SVN. (separate version for A18)
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