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Lopess

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Everything posted by Lopess

  1. Thank you for all the points raised, I will look for improvements, I believe that now the community can help a lot since any European civ has enough documentation and study, arts and references. The only part that I question is in the part of buildings very similar to the Gauls as a negative point, I believe that the idea is to look for formats close to the standard of the game, I remember strong questionings against structures with more "fies" formats but far from " standards" common to 0AD as well as other RTS games.
  2. That really makes it a lot easier, luckily the actors and the simulation are already separated for the most part. Perhaps it's the case that units used art from the official 0ad and this created an error with updates? I am currently developing with the very important help (heavy work) of @Duileoga some civs, my idea is to develop them as much as possible in a separate mode and when they are in their maturity add to terra magna, thus releasing it to the lay public that does not use github for example .
  3. I helped export these models modeled by @Duileoga with concepts by @Obskiuras They are already sported in this Github repository (https://github.com/0ADMods/suebian_art) my initial thought is to use these models for this already existing civ in the mod.
  4. Github 0ADMods / terra_magna (https://github.com/0ADMods/terra_magna) and 0ad dev - Alpha 27 (https://github.com/0ad/0ad)
  5. I'm not a big connoisseur, but I think option 4 would make more sense. When playing with them, this warning appears, but it does not indicate which structure accuses this "WARNING: Complex requirements found, but no tooltip specified. More complex requirements can't be translated on the fly easily."
  6. @Lion.Kanzen, @Yekaterina we can talk here. The initial demand would be to verify the existing models in Terra Magna dos Suebians and add the new 3d models. Reviews about the models are welcome. in the future the Syracuse and the Yayoi from Delenda Est and finalize the Lusitanians and Maya.
  7. That's always welcome, of course if it doesn't cause you trouble. The art is from @Duileoga and the export to the game is mine, if you want to create a conversation with both of us that would be great!
  8. That would be very good, I already made the art available on github, I believe that terra magna needs to be updated to alpha 27, the structure and unit templates already exist in Delenda Est, I think it would be easy to adapt them to the mod. Anyone who wants to help with this I'm willing to teach everything I know.
  9. Some of the models in the game based on the models presented in the topic.
  10. I'm updating mod art on this github, at this point I believe they can replace the nordic models in Delenda Est once they're done. https://github.com/0ADMods/suebian_art
  11. I'm Brazilian , but I don't see it that way, I think it's not just because it's a representation of our continent, but it adds more diversity in cultures, units and structures, in addition to the civ of pre-colonial America I miss other parts running away a little from mediterranean // middle east (moders are working on it)
  12. That's true, I'm working with @Duileoga on this, your opinion and experience is welcome.
  13. For me this discussion is more focused on how far this game is an rts game or a historical simulator. But that doesn't matter much because in the end what matters is having good art and good gameplay, I believe that if players can have fun and enjoy in a pleasant way different facts from the history of the most diverse civilizations that is what matters. Today I see this mainly in mods, especially in Delenda Est, interesting mechanics, without dubious restrictions on which civilizations deserve to be represented and the possibility that even groups that are on the margins of great civilizations appear as trainable mercenaries depending on the map. And if you only want to play between civs who are contemporaries and neighbors, nothing stops you.
  14. Lopess

    Civ: Incas

    I believe it was the updates for alpha 27. What is the source to download these versions?
  15. I really liked this line of art, all very good, do we have more of these for other cultures too?
  16. Tip: In a 100% voluntary, non-profit project, I don't think this is the best approach.
  17. Hi for alpha 26 try until this update https://github.com/0ADMods/official_mayas_protoclassic/tree/988a826d4cc3cb0c77f16d1b6fff1b0e15997195 An official release hopefully occurs in alpha 27 release.
  18. (Nanman auxiliar would be a good choice for the mercenary in Delenda Est)
  19. Take a look at Github the mods are being updated little by little for the new alpha, there are some points where we can refine the models but @Duileoga has already done a brilliant job, about the Mayans they are also updating take a look there too, there is a proposal on the mod that mostly supplies its peculiarities.
  20. New discoveries about the organization and magnitude of the preclassic Maya El Mirado -Calakmul Basin : https://www.cambridge.org/core/journals/ancient-mesoamerica/article/lidar-analyses-in-the-contiguous-miradorcalakmul-karst-basin-guatemala-an-introduction-to-new-perspectives-on-regional-early-maya-socioeconomic-and-political-organization/31075DFA8ADBAA5E7C7320CA6DB93E5E
  21. Zapotec preclassic city and palace outside Monte Alban "control": https://www.pnas.org/doi/10.1073/pnas.1701336114
  22. Still not compatible with Alpha 27, at the moment I only uploaded some corrections in the 3D models, but I can do that. It seems that the only big change that causes errors and in the part required technologies.
  23. Is there any good artistic reconstruction of them?
  24. Congrats on screwing up your comment right on the first line! It sounds xenophobic, but in the West it's just taken as irony.
  25. Finished, maybe some adjustments to the model. lamassu.zip
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