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niektb

WFG Retired
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Everything posted by niektb

  1. The Council is both happy and proud to announce a brand new release!!! Rise of the East Yup, I re-used one of Scion Development's screenshots. 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 Yánxù. This means continuation. Continuation of this beautiful project! 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) How to: Step 1. Download the modpack, if you're reading this, you may already have done this. Step 2. Move the parent directory (the folder containing this README) to the 0ad mod folder. Step 3. Launch 0ad with this mod. Instructions on how to do this depend on your operating system. - Linux: Type "0ad -mod=NAME_OF_THIS_FOLDER" in a terminal - Windows: Edit your shortcut and add "-mod=NAME_OF_THIS_FOLDER" to the command To uninstall: Just remove your newly created folder. This mod doesn't overwrite anything it only adds. 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: A lot of work in this release was done by Scion Development (almost everything), so we owe a large one to them for having paved the road for us to continue in their absence! Download: rote.zip 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/
  2. The side buttons should be smaller, the bottom buttons are fine. Looking very good though!
  3. Information on the enemy is always critical. Unreported enemy actions can have decisive impact on friendly operations. The enemy is seldom static and changing situations must be reported to the commander. If the enemy is able to build a civic centre + a couple of towers unnoticed then sure you did something wrong in terms of scouting. One of the first things you need to do is locating the enemy and possible locations where it could build such perimeters. Always make sure that you have something of a countermeasure against the enemy that is trying to build a CC close to you. If an enemy rushes to town phase than it uses all of it's resources for the phase tech rather than building an army. If you notice he's doing so then prepare an army to intercept units that are moving to build a CC. Nonetheless I agree that towers are a bit stronger than needed.
  4. "The Nile floods yes, but not as you think or where you believe. Flood waters are completely gone withing a month." I thought it flooded more before the dam was built?
  5. Not exactly, in the object(?) menu, click at the dropdown and select actors. You'll have to explore those a bit bit somewhere there you will find them.
  6. You said the maps are poor in graphics, here are some suggestions to improve it: 1. Make tiling less obvious by carefully selecting your textures and apply them with a small brush. Normally I would use the temperate biome but this applies to alpine as well. You should select your textures on whether they tile with eachother and whether the color doesn't stand out to much. Also use a small brush to make the terrain more 'patched'. Also use much small patches on static object. Paint a city radius, give forests and bushes a slightly different color. I did a very quick job on the area around the city so it isn't perfect but shows the idea: 2. Play around with the environment&post processing settings to create a special look to make a certain atmosphere in your map. Again a quick sample to show the idea, (it is pretty bad right now): 3. Multiple eyecandy objects Atlas has a lot of eyecandy objects to use. You can utilize it to make the terrain's look not fully dependent on textures + adds some additional detail. NOTE: You can move/ select these using the alt button. A bit overkill sample but again: it shows the idea: Or with changed Post Processing / Environment: I haven't playtested it yet, but I'll do that in the future.
  7. I noticed that the derivateEntitiesByHeight function does not work correctly. With some seeds you will encounter entities that are placed inside (or at least do not keep the required distance) the CC, while it should avoid starting locations with a certain distance. As a workaround I personnaly avoided the playerHeight in Schwarzwald.
  8. Zip =/= rar: (.zip is allowed, .rar not) incogmaps.zip But the explaination with the image works also
  9. You can upload zips. I will post some feedback later. Edit: I'll wait for the zip, I don't want to install bloatware to download it.
  10. That having said: what kind of attack do hoplites have? Pierce or Hack?
  11. Ah yes, I normally would refer to that with TC. (AoC is an abbreviation of an AoK mod, Age of Chivalry: Hegemony.) Well, you have fortresses to be strong. I think towers can be less effective and be upgraded later on (like in AoE2: TC/AoK)
  12. Let me think. How is it handled by other RTS's? (F.e. AoK)
  13. This map has been committed since r15327 http://trac.wildfiregames.com/changeset/15327 Thanks for reviewing, sanderd17
  14. It would be better to put that specific farmboosting land in a central spot to get a strategic point to battle for.
  15. For the ones interested in the status on Performance, there is a trac page about it: http://trac.wildfiregames.com/wiki/GamePerformance
  16. IRC is also very helpful to ask single questions: http://webchat.quakenet.org/?channels=0ad-dev or http://webchat.quakenet.org/?channels=0ad
  17. Whut? Slaves should have upkeep cost while (champion)soldiers don't? Here is my personal opinion on implementing slaves (though I really wouldn't mind if slaves do not get implemented at all) 1. You don't buy slaves, you capture them. 2. Slaves are no gatherers, but do the following: - slaves act as carrying units, you can task them on gathering citizens to let the citizens continuesly gather while the slaves carry the goods to the dropsites. - When garrisoned in galleys, the galleys move slightly faster. 3. Of course a slave can't fight and has a low health and gets easily recaptured (maybe it would become again what it was before it was forced to be slave?) 4. No upkeep cost, (no population cost too?)
  18. My wishes on top of my list: - Performance improvements - one or another new graphics shader (FXAA?) - triggers - enhanced formations
  19. No, it is perfect if you do so, but please do not open a topic for everything if there already is a topic for discussing factions
  20. What would be needed to make these towers usable for the earlier Japanese (in the other topic)?
  21. Ehm, I'm able to log in with the same account + password on both lobbies?
  22. Did you try to open it from the bat file (if you're in wondows) that is located in 0A.D. Alpha/binaries/system/Atlas.bat?
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