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Everything posted by wackyserious
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Hi, I'm new to 3D modelling. what is the purpose of the diagonal edges in the faces in the image below? Can I just delete them?
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Hi and welcome, have you tried reading the wiki? http://trac.wildfiregames.com/wiki The wiki contains useful tutorials and guides on modding and working with 0AD. I'm also new here and a rookie in the modding community, I learned stuff from some members and from reading the wiki.
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An elephant joined my raid against the enemy...
wackyserious replied to Darksun's topic in General Discussion
The animal must've hated the Carthaginians for using him as a war tool -
Yes, some members are still working, tho, most of team members who contribute are occupied in real life and cannot contribute right now. I worked on some unit textures two weeks ago. Unit textures in the attached image are applied to both the old and new mesh, units on the left uses the new m_tunic_long mesh and the ones in the right are using the old m_pants_celt mesh
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I hope that the dev team would consider implementing this feature. It will add a nice flavor to the game.
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1.) What about a new form of resource, something like honor/glory points? -Can be used to train heroes and special units like aquilifers, centurions, arjos (Gallic nobles), etc. Let's say that a hero would cost you between 300-500 glory points. -Gained through researching, killing enemy units in melee, capturing enemy CC/wonders or killing an enemy hero. (Ex. researching a certain tech would give you between 25-75 honor/glory points and killing an enemy hero would give you 100 honor points or so) Edited: Champion units also cost little honor/glory. (1 glory point per champ.) 2.) An open/close to trade button in Marketplaces and Trade ports (A toggle button that can open or prevent trading with the structure, I always wanted to avoid AI ship/caravan spamming, 2 trade ships filled with merchants are enough to support a late-game economy, I also wish that the AI will be upgraded to use something similar to this so that it doesn't spam ships in Naval maps)
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Yes, a little bit harder but not that much. Imagine, 2 rams were able to tear down a fully garrisoned Carthaginian civic center and barracks while in the process of getting captured by a large group of spearmen. I'm also thinking that this has something to do with the ram's radius, because not all units will be able to surround and contribute to the capture threshold of the ram, only a selected few will be able to, and those behind them cannot contribute since they are not in direct contact with the object. So, when a ram is attacking and facing a building it also limits the number of units that can capture it. I've also read that because of the new pathfinder, there was an issue where slower units were able to outrun faster units. When the AI began sending rams to my territory my first strategy was to surround and halt them with my spearmen but the rams outrunned my men and was able to wreck havoc inside my territory.
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About battering rams, it takes long before you can capture one. Two rams were able to destroy several buildings and one of my civic centers before I managed to capture them both. I had a very plenty amount of spear infantry at my control during that match.
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ressources are not virtual... but real
wackyserious replied to JC (naval supremacist)'s topic in General Discussion
Also quite similar to the granary and stockpile system of the Stronghold series which makes economical destabilization as a possible strategy which you can use against your opponent. -
Thanks Niek, the scene is from The Elder Scrolls: Skyrim, it depicts the gate area of the city of Whiterun The title is from a running gag in the game, derived from a funny and overused line that the guard says. Those guys in yellow are Whiterun guards by the way. "Let me guess.. ..someone stole your sweetroll?" - Skyrim Hold Guard
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I'm not really planning to finish or publish this map, I just took some screenshots for fun. I made the guard textures this morning, shield mesh and texture are from Millennium AD by the way.
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Finally, I switched to SVN public version, 5gb.. I edited the neckline faults in the fur clothing and did a new basic shirt texture (3 color varieties) for norse citizen-soldiers. Please help me point out faults or historical inaccuracies, I still have the original files with me, I can easily edit any fault.
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It is the vanilla game shoulder prop that the spart_infantry_javelinist_b uses, the cape_hd_pelt.xml
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Thanks Stanislas, I was able to work with mods thanks to the tutorials that you guys in the Council of Modders have provided.
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Norse Infantry Textures - Fur Clothing. I will try to make more, props used are from Spartan Skirmisher (Shoulder) and Gallic Cavalry (Shield) Also, I don't know how to remove that brooch on the cape, Norse commoners cannot afford to have exquisite brooches.
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This tutorial was very helpful, thanks! How do you add prop variants? Say, I want to create a unit with different head props/variants.
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Fog of war inside areas enclosed by walls. (Quite the opposite of what the Ptolemaic Lighthouse does) -This is how a siege works, the besieger has no idea what is happening inside unless a spy is present inside the settlement. -Makes sallying as a possible strategy, an enemy will never know if you are planning to make a maneuver against them. I suggested three days in a row. I hope that I am not causing any inconvenience to you guys, I'm sorry.
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Implement a Hide actor/entities toggle button in Atlas. So that editing the terrain underneath an object/prop would be much easier.
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I'll try to find more referrences online that you guys can use. I'm eager to play the Millennium AD Alpha.
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"..men would wear a pair of trousers, most likely be made from wool. The tunic they wore would be long sleeved and quite long, perhaps down to the knees. This would be fastened at the neck by a brooch, and tied at the waist with a leather belt." "..the colours of the clothing ranged from muted beiges and browns for poorer folk, to the vibrant reds, yellows and blues of the wealthy." "..iron helmets, either hemispherical or conical in shape, and with some form of simple bar projecting down from the forehead to protect the nose, are very rarely found, and are more likely to have been worn by the rich and powerful or the hardened Viking than by an occasional fighter." "..additional protection from the knees to the neck was available in the form of a shirt of mail, sometimes called a byrnie." "..a large round shield, averaging about 1m (3ft 3 in) in diameter and made from parallel wooden boards, provided protection for most of the warrior’s body. An iron grip was held fast in the left hand, protected by a hemispherical iron boss that protruded from the outer face." Text source: http://jorvik-viking-centre.co.uk/who-were-the-vikings/what-did-the-vikings-look-like/ Image source: https://matthewgreatrex.wordpress.com/2012/12/02/viking-norman-weapons/ The armor that the archer is wearing is what a byrnie worn by the Norse would look like. Most of the byrnies worn in reenactments that I saw online had sleeves that reaches the elbows. Also, is it just me or does the round shield look a bit small?
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Is there a "To-do list" page or something where I can find areas in which I can help? I am familiar with digital painting and I think I can also help in texturing (soon) given that someone will teach me or send me a tutorial on how to work them and applying them to 3D models. I have Blender and GIMP installed at my computer, I tried to do 3D modelling last year via tutorials but I gave up Also, how do I make use of triggers in Atlas? I also hope that more Chinese flora props/units will be introduced in the next version of RotE, the Bamboo tree was missing in the props list, I need bamboo tree props for the Han maps. Lastly, is collision between props and actors planned in the future for 0AD?
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Hi, I wish to join you guys as a scenario designer and part-time researcher. I've posted some of my works at my ModDB page http://www.moddb.com/members/wackyserious/images I have a background in map and scenario design, I've designed maps using the map editors in the Stronghold Series which also has map triggers. I am also familiar with Atlas and attempted to do some maps using it. I like to read topics about world history and played a couple of historical video games and mods (Stronghold series, Total War series and mods, Chariots of War / Spartan: Gates of Troy, Praetorians, Emperor: Rise of the Middle Kingdom, Sudden Strike Series, Historical Mount&Blade: Warband mods and Historical Warcraft III custom maps) I mainly play RTS games. The Rise of the East mod brought me here, I am currently captivated by Chinese history specially the Late Han - Three Kingdoms period after watching the Chinese War Epic Red Cliff. Watching the TV series Vikings also brought me closer to Norse, Anglo-Saxon and Frankish history which your projects are also dealing with.
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Yeah things like that which adds flavor and challenge to the game, also if you played Firefly studios' Stronghold 2 there is a similar neutral/hostile map structure there called the "Outlaw camp" which spawns unit that will harass player territories and return to their camp after destroying few structures. I saw a similar post here where you guys discussed something like this. Did the developers already agreed to this idea?
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[ Stamina ] - Units consume stamina when running or fighting/attacking. - Lack of stamina results in reduced armor and damage, and ranged units switching to melee. - Stamina only regenerates when unit is idle and can only restore 25% of the total unit stamina. - Buildings with stamina regenerating auras like Farmsteads, houses and Civic centers that can fully restore stamina. [ Loyalty and Experience ] -Hero units have auras that deplete the experience points of nearby enemy units overtime whenever exposed to the aura. -A unit exposed to the aura with with zero experience point will desert and join Gaia (To be explained in another topic below) -A deserter/gaia unit will start with 5% experience points and to capture or recapture a deserter, a Hero unit must be present to deplete its 5% experience points -A barracks technology called Military Discipline/Training with multiple tiers which gives experience to trained units (Ex. Lvl. 04 Military Training gives 75% experience to a trained unit) You must research this tech to counter units from deserting. [ Capturing Buildings ] - via Health points or Experience points? Which is better? - A building will slowly lose its hp or exp when there are enemy units around it, the more the enemy units are, the faster the building will lose its hp or exp. - Having friendly units around the building will stop the enemy from reducing the building's hp or exp. - Each unit garrisoned in a building will add a bonus hp or exp to the building. - When a building's hp or exp reaches zero all garrisoned units will abandon it and the building will be awarded to the player. - The building can also be awarded to Gaia first then the player must capture it again. - A captured building will start with 50% hp or exp. - A building's experience points automatically accumulates over time when there are no enemy units around it - Keeping or destroying the building is up to the one who captured it. - For game balance the "Destroy Unit Button" must be reworked because it instantly destroys a building. Change it to "Deconstruct Building Button" wherein a building will slowly deplete/reduce its health points until it destroys itself ..and the delete unit button to execute unit button. [ Neutral/Gaia structures that automatically spawns units unless the building is destroyed. ] -Units spawn one at a time at a set time interval. 1.) Animal habitats that automatically spawns animals. Some ideas -Rabbit holes (spawns up to 12 rabbits) -Wolf den (spanws up to 9 wolves) -Bear cave (spawns 1 bear) or trigger-like structures that can be placed in atlas which are invisible in-game and spanws biome specific animals. 2.) Bandit or deserter encampments that automatically spawns units depending on culture of the encampment. -Spanws 1 Champion unit (Bandit leader) 6 Archer/Slinger and 6 spearmen units. -The area is filled with loots and treasures. -Player units who desert due to lack of loyalty/experience will join Gaia and head to the nearest camp in the map (if available) If not, citizen-soldier deserters will construct deserter camps in neutral territories in the map.
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AI difficulty levels
wackyserious replied to mimo's topic in Game Development & Technical Discussion
I'm experimenting with the Petrabot and Atlas and tried adding an Entrenched Roman Army Camp in one of the skirmish maps to be used by the enemy Gaul Petrabot (Very Hard). It works and the Gaul AI uses the Camp to train Roman troops, instant Romano-Gallic army. The only issue I have is the AI troop preferrence, the AI started to train more Veles (Roman skirmishers) during the early game and disfavored the training of Celtic skirmishers and vice versa during the late phase of the game, although the AI trains other Gallic infantries via Civic Centers in new territories, it has developed a preferrence for the Roman Triarii and uses it for the main bulk of its army, I rarely see other Gallic melee troops during the late game and have never seen the AI train Hastati. I'm wondering if you could do something about the AI troop preferrence and balance, e.g. weaker troops varieties coexisting with stronger troop variety in the AI army depending on AI difficulty (ex. The Medium AI has a balanced preferrence of troops and uses both weak and strong variety of units belonging to the same category but of different stats, like in the case of the Roman Veles and Celtic Skirmisher, both are light infantry but the AI favored the Veles for reasons and factors unkown to me, both are equal in expense, though the Veles is weaker) AI Population Distribution and Behavior Suggestion AI Population: 50% Army 25% Gatherers (Default 12.5% male and 12.5% female) 12.5% Traders (Sea and land, all AI difficulties should be able to trade) 6.25% Sea transport (If available, if not, 3.125% contributes to Army and the other 3.125% to the Gatherers) 6.25% Siege Equipments (If available, if not, contribues certain percentage depending on AI Difficulty, to be explained in Siege Attacks below) AI Army: The AI army comes in two forms depending on difficulty, default and final form, in default the AI will use citizen-soldiers until it can train strong troops (Champions) which will consist the final form of the AI army (More on default and final form armies and its relation with difficulty will be explained below). When not attacking the AI will distribute the army to defend its territory. Default / Final army form and DifficultySandbox: 0% doesn't use strong troops (Champions) thus it only uses a default army. 0% of the army selection is comprised of stronger troop varieties, uses 100% weaker varieties (0% Celtic Skirmishers / 100% Veles ) Very Easy: 12.5% of the army's final form consists of strong troops (Champions) 12.5% of the army selection is comprised of stronger troop varieties (12.5% Celtic Skirmishers / 87.5% Veles) Easy: 25% of the army's final form consists of strong troops (champions) 25% of the army selection is comprised of stronger troop varieties (25% Celtic Skirmishers / 75% Veles) Medium: 50% of the army's final form consists of strong troops (champions) 50% equal the army selection on troop varieties (50% Celtic Skirmishers / 50% Veles) Hard: 75% of the army's final form consists of strong troops (champions) 75% of the army selection is comprised of stronger troop varieties (75% Celtic Skirmishers / 25% Veles) Very Hard: 87.5% of the army's final form consists of strong troops (champions) 87.5% of the army selection is comprised of stronger troop varieties (87.5% Celtic Skirmishers / 12.5% Veles) Hypothetical: 100% of the army's final form consists of strong troops (champions) 100% of the army selection is comprised of stronger troop varieties (100% Celtic Skirmishers / 0% Veles) AI Attack Types: Harassing: 50% of the AI army will stand ground near enemy territory while the 25% will lure the enemies to them, the other 25% will remain to defend AI territories.Skirmish: 50% of the AI army will attack isolated enemy territories while 50% will remain and defend AI territoriesAssault: 100% of the AI army will attack enemy territory.Siege: 100% of the AI army together with 6.25% of the population that consist Siege equipments will attack enemy territory (If not yet available Siege Equipments population will contribute to the Army population). Sandbox: 6.25% of the population contributes to the Army, does not use Siege equipments Very Easy: 3.125% of the population contributes to Siege Equipment population while the 3.125% contributes to the Army Easy: 3.125% of the population contributes to Siege Equipment population while the 3.125% contributes to the Army Medium: 3.125% of the population contributes to Siege Equipment population while the 3.125% contributes to the Army Hard: 6.25% of the population contributes to Siege Equipment population Very Hard: 6.25% of the population contributes to Siege Equipment population Hypothetical: 6.25% of the population contributes to Siege Equipment population In estimate an Easy AI Gaul with a population of 100 will have an attacking army consisting of 50 soldiers which includes 12 Gallic champion units (Heavy swordsman/Heavy cavalry) and 38 various non-champion Gallic units. Other notes: Trading ships should occupy 2-4 population slots, AI loves to spam them on Naval Maps.Below is a sample of a custom AI that the video game Battle Realms uses, I found that sample on google and the author of the post added some brief explanations to each part of the customizable AI.ini file. I hope that 0A.D. could produce something similar so that we can easily tweak AI difficulty and behavior to suit our own tastes.