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Lopess

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Everything posted by Lopess

  1. I'm not sure, but I don't think we have anything for that; maybe something related to technology would have a similar effect, but I have no idea how it could be done.
  2. Perhaps GitHub could be an option?
  3. Combined, I believe that's a better approach.
  4. Ignoring the Light Infantry portion, this distinction will only be present in civilian units without cavalry. Thanks for the information anyway.
  5. Observe the XML code of the Storehouse: <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_structure_economic"> <AlertRaiser> <List datatype="tokens">Civilian</List> <RaiseAlertRange>50</RaiseAlertRange> <EndOfAlertRange>100</EndOfAlertRange> <SearchRange>100</SearchRange> </AlertRaiser> <Cost> <BuildTime>40</BuildTime> <Resources> <wood>100</wood> </Resources> </Cost> <Footprint> <Square width="15.0" depth="15.0"/> <Height>8.0</Height> </Footprint> <Health> <Max>800</Max> <SpawnEntityOnDeath>decay|rubble/rubble_stone_3x3</SpawnEntityOnDeath> </Health> <Identity> <GenericName>Storehouse</GenericName> <SelectionGroupName>template_structure_economic_storehouse</SelectionGroupName> <Tooltip>Research gathering technologies.</Tooltip> <Classes datatype="tokens">DropsiteWood DropsiteMetal DropsiteStone</Classes> <VisibleClasses datatype="tokens">Village Storehouse</VisibleClasses> <Icon>structures/storehouse.png</Icon> <Requirements> <Techs datatype="tokens">phase_village</Techs> </Requirements> </Identity> <Loot> <wood>20</wood> </Loot> <Obstruction> <Static width="13.0" depth="13.0"/> </Obstruction> <ProductionQueue/> <RallyPoint disable=""/> <Researcher> <Technologies datatype="tokens"> gather_lumbering_ironaxes gather_lumbering_strongeraxes gather_lumbering_sharpaxes gather_mining_servants gather_mining_serfs gather_mining_slaves gather_mining_wedgemallet gather_mining_shaftmining gather_mining_silvermining gather_capacity_basket gather_capacity_wheelbarrow gather_capacity_carts </Technologies> </Researcher> <ResourceDropsite> <Types>wood stone metal</Types> <Sharable>true</Sharable> </ResourceDropsite> <Sound> <SoundGroups> <select>interface/select/building/sel_storehouse.xml</select> <constructed>interface/complete/building/complete_storehouse.xml</constructed> <alert_raise>interface/alarm/alarm_alert_0.xml</alert_raise> <alert_end>interface/alarm/alarm_alert_1.xml</alert_end> </SoundGroups> </Sound> <TerritoryInfluence> <Root>false</Root> <Radius>20</Radius> <Weight>30000</Weight> </TerritoryInfluence> <Vision> <Range>20</Range> </Vision> <VisualActor> <FoundationActor>structures/fndn_3x3.xml</FoundationActor> </VisualActor> </Entity> I believe it's the ResourceDropsite element.
  6. An interesting mod; since the developer doesn't have advanced modeling skills, he embraced that as the mod's identity, which I think is a very honest approach!
  7. https://www.moddb.com/mods/derphammer
  8. Three small, advanced examples: Anuradhapura - We need more research into unique units and technologies; Cyrene - We need more research into unique units and technologies; Urewe Culture - We need more research technologies;
  9. New updates with help in finalizing art in Blender by @Alisson Fabrini . The mod is becoming increasingly complete and closer to an alpha version. Please note, if you see any civilization present in it but feel something is wrong, contact me and we can research improvements together! Thank you very much @Eilat! The Vietnamese are much better off now with your help.
  10. Good observation, I'll update the new texture.
  11. Changing the name is a great idea; honestly, I would prefer something like "Achaemenids (Persia)" as an educational approach.However, this should be extended to other civilians who are currently appointed by dynasties. My personal opinion is that everything depends on the approach being taken and following it.For example, I see that the vanilla version of 0AD follows a more focused approach to Civs, more specific periods, and with dynasties and historical facts boxed into that period.
  12. I'm going to download this extension and refactor the UV mapping this structure.
  13. Is this: https://blender-addons.org/textools-addon/ ? I didn't know.
  14. This idea is very interesting; I can imagine it as an opportunity to introduce smaller "civs" who wouldn't have a chance in the main game or in a mod interacting with the main game.I can imagine other kingdoms on the Italian peninsula, or even peoples from the Nubian region, etc.This raises a question: is there a way to do this when creating a new random map, Selecting which type of vassal tribe will be present on this map will determine which units or bonuses will be available. (Select this not at the player, but at the map creator)
  15. Definitely not, I think that was the print definition, I'll change the image.
  16. Minoans and Mycenaeans already had initial artwork created at least 5 years ago in the mod, but the author ( @LordGood )didn't continue development. I took that artwork and continued it, but many buildings were created from scratch. The Hittites only had banners and icons, so it's something completely new, as is the artwork. Please access my branch and play, I really need tests.
  17. Minoan Knossos Throne: (Ignore tree color, it's a bug in my flashback installation)
  18. Vietnamese during the Mod period. Then it will be from the end of the Hongbang Dynasty onwards. Since our mod is more flexible with dates, we'll even have the Trung sisters.
  19. NEWS: New mesh fabrics for women (Long tunic variant, dress with centered texture; I'll show the women's version with a robe soon): I am creating new textures and East Asian units are being created. Great help from @Alisson Fabrini with baking AO and 3D improvements.
  20. Hittite unities and structures, opinions, things to change in their architecture, accepted ideas.https://github.com/0ADMods/aristeia/tree/mycenae_and_minoan
  21. I like the idea of Mayan glyph being used as icons; many of them are old enough to span the entire period: Ajaw: https://en.wikipedia.org/wiki/Ajaw Balam (Jaguar) Kaan (Snake).
  22. Would it be possible to use this script to resize humans?
  23. @Duileoga I made a few dozen animals; at some point I'll try to use those animation tips.
  24. Don't worry, it's not for the game, it's a mod. (I believe that currently nothing in 0ad originates from AI). We don't have many 2D artists in the community, and dealing with 3D art, code, and everything else is enough for me. I'm not just a fan of AI or large corporations, but it's a tool that's available.
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