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Radagast.

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Everything posted by Radagast.

  1. Thx. Then it is clear, we can use it as the Specific name. While we use Byzantines as the Generic Name? They had even ships over there. Good find: Or is it out of the timeframe. It's a little bit hard with images without caption.
  2. Egyptian Language - Can't this be shared with the BronzeMod too? http://www.wildfiregames.com/forum/index.php?showtopic=12743&p=210143 Interesting and terrific research. The faction count might be possible. Especially as we now have other Fantasy mods which at least share a bunch of units like the Minotaur. http://www.wildfiregames.com/forum/index.php?showtopic=12743&p=204120 Your last ideas to differentiate the favour look well-thought. I would just never implement the cruel things of those myself. The remind me of books I read. And I think I should some day read more of those books. Just don't give up on that one. And good you have the database around. Now some sketches/conceptual images to each entity. And the (blender)artist would probably just model it for fun and blenderguru's competitions.
  3. I would love to try to get to those effects automatically. Currently it's so manually that it's a balance battle you will probably never come back from alive. If we could get to why which unit was better against another one. Then we could try to model it with armour attack, velocity, stamina & morale.
  4. Quick update. Have fixed the jqeury issue with the cache. Now no longer researcher frustration. (I hope.) Still missing some core features. Like save. But the main obstacles that stopped us from settling down in our queer lodgins researchers' home have been put aside.
  5. My respect. Yet another milestone reached. In real life, I don't really want to meet Hannibal. Here in 0AD I can't wait seeing it in action. And then, when I see it .. I will probably hopelessly be on the run with my civilisation. Thank you man. Edit: I saw the Github. Really _asm.js. All that far evolved? Oh dear, we have to put into SVN. As you use mercurial locally, this might not even be a big problem to switch for you. Or evven as it is now, it is a real mod. You must have made giant progress the last months. If you build walls, tell me please. I think this Hannibal is even much more promising than I ever dreamt of. So now we have Aegis in two variants, Hannibal & Tereisias is working on a bot too if I'm not wrong. has units, resources, no buildings has no CC has no CC builder -> whiteflag or fight like hell has CC builder -> construct CCI assume you already check each unit if it could construct a civil center capable builder to finally build a civil center. Or rather you're planning algorithm does so.
  6. Yes indeed. At first I didn't even notice it. Then suddenly I thought .. oh, what did I post in the forum. Forgot to change the mesh!! And then I already prepared to a laughing crowd in this forum .. just waiting to tell me that didn't upload the temple civil center, but just the mauryan one. And I didn't even notice. It made me feel strange. Great you put it in as a prop. I could use it for prop demolition. Have to test what the main mesh looks like then.
  7. Yes that's what I feared. I used your Mauryan xml and eventhough I changed the mesh, still both show up mixed, because the temple has no rounded roof. <group> <variant frequency="100" name="Temple"> <mesh>structural/meso_civic_center_new.dae</mesh> <props> <prop actor="props/structures/mauryans/temple_struct_b.xml" attachpoint="root"/> </props> <textures> ...I apparently mixed it. My fault. So if you wish to use another prop in the Temple variant, then feel free to change it Trinketos.The variant name Temple, do we have to consider something when we choose it? I think for the animations the name is important, but here I don't really know.
  8. Interesting. Thank you for clarying. So let's call the civilisation Rhomaion then? Is this the generic name even? The specific name then will in Greek letters? Did the Eastern Roman then have two official languages, or is this only valid for the second phase. I should probably continue my efforts instead of harassing you with questions. So will I do then. @Niek: I will try to get something like flamethrower done then. Just can't promise when, but will look at it.
  9. I think we're on a good way. Thx Niek. That's true. Everyone should feel free to correct me. We have to use another logo than the Eagle or the Crescent +Moon then? As you said in the other topic: We could also give the Constantinople extra status. Then we might be able to use those symbols too. gratitude. I have to get our research tool going. I would love to have them in. For the Rise of The East we also have a fire ship. So we will have to deal with fire and ship anyway. What do you think about those, Niek? And how this would look? Perhaps we can use the fire javelins that are already ingame. For the ship we will see. Something like cannons is required for later ages too - so we should also deal with Naval Battles (as Genoa and other city states were quite active in this time weren't they? At least the crusaders had to be transported but that would be for part two). So all research until now should focus on period 1 as stated by Flavius Aetius? Just for me to know. Interesting shields. Should we even use one of those as civilisation logo? And late Roman here means the Eastern Romans?
  10. Thx. Enrique. Say, is it just me or have I somehow now introduced two meshes in one? Which usually should not even be possible? Or is the roof a prop?
  11. Thank you for driving this forward. I will expect our tools being ready next week. Then I guess will two week heavy artwork to get Βασιλεία Τοη Ρωμαίων (Basileia Toh Rhomaion) in. This is one of our priorities. We will speed up once I get my other projects done - may I fail or not - at the end I will drive some civiolisations forward with full force. We could just create several factions even - if that appears as a more sensible solution to you. You're our master here and we will listen to your proposals to how best structure the time period from 500AD until 1500. You may break it even down into 3x3 faction. 3x 500..825AD 3x 850..1150AD (though this might be impossible due to the crusades. ) 3x 1150..1500AD It must not be that regular. I think it's fine to structure it just how it fits best into epochs. You have free hand in how to arrange it. Also if it's better to have 2 or 3 subfactions or only 1 for the beginning. My intention is to let is develop like the hellenes, you start general and can specialise via research and cultural influences. If you don't mind we would even invite you in The Council. Just like Mega Mania. I think you might discuss into new heights to the benefit of our planet.
  12. We need the animal conversion for herding/coralling and nomadic tribes. Sorry for not being clear enough. I mean which buildings should be able to recruit those converting priests? Also note that the healers are messed up. But I will fix this some time soon. It's not too hard. Actually it's already independent.
  13. I had to join the mesh. Also created an actor file for it (using mauryan temple.xml). Worked in Atlas. Yet there might be issues left. (surprisingly the textures fit not too bad) meso_civic_center.blend.zip temple.xml
  14. Good idea. Will also switch off the debug messages ... Which buildings should convert units? Btw. converting animals is easy now too. If I had more time this week I would immediately continue. Sadly I'm now in big trouble with other projects and have no more time this week.:/
  15. True. But from now on. The support Converter is also working. Thank you idanwin for this awesome work. Thx for Sanderd17 for the support. And here we go. Check outfrom SVN and build athen_support_converter_a unit. It can convert enemy units really quick. Ultra powerful. In the Screenshot the warriors originally were enemies. Now they are here. I used the opportunity to make it compatible for the AI. So now it's no longer only possible for the Player 1. Not sure if any building from the Egyptians in Bronze Age can already build this unit. Have to check.
  16. Good work. Say, is it just me that believes that no unit of the Egyptians is designated as Convert capable? No unit has AttackType Convert. Which should we change? Or should we create a priest quickly which takes over the converting from the healers? Can I commit into Git? Will do.. but conversion not works.
  17. Great tutorials of our art commander and our medieval Lord. In all detail. . Yet this error is quite strange. Hints to hardware or corrupt file? And that in line 1? How did you export from blender? Can you upload the .blend file again?
  18. The Modders have settled on harmonising MuteLovestone's & my humble efforts. It's best to clarify: Mute's Modding Toolkit is for Offline modding.Mine is for organising and upkeeping of the modding structure. To keep mods in synch (with e.g. optional element tags/attributes) and to give The Council/0AD team a nice overview of which values yet have to be filled.Hence we had to close doors and a Password is now required as we now pickup development with Scion Development's Rise of The East which Niek &amp; Rob Kimball discussed for some time already. Also it's a highly vulnerable system. We can't give access to the whole planet as bots might change our values and templates randomly.We're still just an umbrella for modders. So if this tool might prove useful (it's not yet clear) then feel free to request us to maintain a mod for you or join our efforts by showing you really want to mod. Don't worry, there are plenty tutorials spread throughout the forum. Starting modding is easier than you might expect, changing values basically. (proper research, adding features &amp; artwork is another topic)
  19. Sherlock Holmes? NSA? CIA? KGB? How shall I explain your knowledge ... Watson, I must say you seem to be able sum up several threads in one. As always I can neither give guarantuees nor time span until when such crazy things come to live. I need a sound knowledge of all components first before really starting this venture.
  20. Indeed. Let's put a wagon there with some jugglers and our rendered knight (with your textures) there. Then we have a nice setting. Also Robin Hood now should be test platform for Hybrid Hannibal AI. And Robin Hood could fit into the scenery too.
  21. It's fine. Until mine is working I will keep it out of our repositories too. (so also closed source) Once I get around integrating it completely into Atlas/Pyrogenesis there will pop-up a patch and it's open source from then on. It's simply not sharable in the current condition. It's a tool for modding and for 0AD if they needed it. It's about attracting new modders and developers. and for organisational purposes. Working on the current tools may be necessary but it's rather not so nice and also very low priority because me personally I'm intested in new features and content for 0AD. I wish to settle worlds that take the most fantastic features from the real world. And weather is surely one of it. Like is seasons. Without it, I will never be able to enjoy 0AD and better avoid playing it if I don't play it with my little companions (little sisters/brothers and their friends) who not yet have lost their adventurism and enthusiuasm. (I'm also open for our council's monthly 0AD session of course.)
  22. I like what you settled on here. We need to think of those facts once we have seasons in.
  23. We've lost control of our git repositories. That's an obstacle and creates uncertainties. We're a bit floating in this regard. I think, Niek is right, we should create another Organisation. My personal favourite is to ask Romulus to hand it over to a neutral owner e.g. 0AD. But this is unlikely. In the meantime we should opt for a intermediate solution. Best we quickly approve it in a Councilors' meeting forest.
  24. Absolutely that's what this tool is about. And if we have to add the Nomadic Pack Element to XML files of a certain type (be it as optional or not) then we also use the already existing Yellow Add button at the left side. Doesn't it show up for you? <-- essentially when you sav after adding a data row, then the other civilisations are being synchronised. Still have jquery /tablesorter problems. I had never expected so much time spent into those issues as I have it running perfectly in another project of mine. Hopefully this night will turn out better. <-- that's history. Yet jquery caching is giving terrible problems.
  25. @McAllisterW: You awesomely listed quite a few problems those nomadic tribes faced. Why shouldn't they face the same problems in 0AD? Practically when on the run, there will be no reproduction. On the other hand there should not be any restrictions for them, they should be able to build whereever they want like Flavius said. They should prefer to build/wander in neutral territory for as long as possible. => Potential field away from the enemy. Actually this is true for all units. They should try to avoid enemy hotspots. Currently citizens are really tough and even cross by enemy towers and walls which harass them with heaps of arrows. The losses are so high that it'd be better called Untergang instead of gathering resources. Using this potential field would garant citizens' care at least a bit for their health. Still in the late game this method would ensure that nomadic tribes get angry and come into conflict the more recklessly the others tribes grab their lands. We could use this for Native Indians, Sinti & Roma or Cossacks (in another Mod). @Stan: Oh yeah, regrowth is brilliant. And we have it for fish already I think. For berries it was discussed and for fields it's related to the amount of workers depleting the soil but else infinite I think? Do you think we could go without any territory and a slow decay for them, like stanislas & Flavius proposed? Or should we reserve this functionality without territory to nomadic mini-civs? (like Beduins?) To have normal civilisations required connected territory? Sounds like an option but what about islands ... and campaigns where this might be needed? I think nomadic tribes would not be too weak. They could have buildings which can be built in forests and mountains. When they wander around they will have good scouts and avoid all enemy armies. That's the more natural solution I believe. And we can come up with other features for them (like farther vision, less required food & water to survive as they are used to the hardship, and more .. ). Anar sila calima tielyanna. The honour is mine. It sounds amazing. What a luck you created that patch. We could even use it for a wizard mod, just like hp or LoTR. We should indeed try it. This way the women could stay inside the tent while we pack it onto the camel to protect them from enemy fire.
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