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Lopess

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Posts posted by Lopess

  1. 1 hour ago, Stan` said:

    Some general feedback: :) 

    • Suebi look a lot like the Gauls in their building layout. Maybe they could have different ones. 
    • Their texture set is a bit too saturated.
    • I think some assets from DE could be reused @wowgetoffyourcellphone might know more.
    • There is some nasty UVMapping on the buildings, stretching, tearing etc, would be nice to fix it. 

     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. 1 hour ago, Yekaterina said:

    champion_infantry_axeman.xml fixed xml file for champion swords

     

    @Lion.Kanzen @Lopess I believe we really should separate these civs and develop them separately. Putting all of them together makes debugging difficult and 1 error can trigger chain reactions. Even if you want all of them in the same mod, I strongly suggest that in the actor and icons directories, we make 1 folder dedicated to each civ. This prevents the template files from searching for stuff in a very messy pool. It also allows us to use shorter names. In Public, all civs have their own folders for all aspects of everything. 

    If you agree with my idea then I will commit to it and re-make the whole file heirachy. Please also give me git push authority. 

    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 .

    • Like 1
  3. 2 hours ago, Yekaterina said:

    Ok so I have copied the Norse fort and renamed it. Now I get these errors, although non-fatal:

    ERROR: CCacheLoader failed to find archived or source file for: "art/textures/ui/session/icons/bkg/background_circle_sueb.png"
    ERROR: Could not load mesh 'art/meshes/structural/sueb_fortress_palisade.dae'
    ERROR: CObjectEntry::BuildVariation(): Model art/meshes/structural/sueb_fortress_palisade.dae failed to load
    ERROR: Failed to build prop model "props/structures/suebians/fortress_palisade.xml" on actor "structures/suebians/fortress.xml255"
    ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/structural/ao/sueb_fortress_struct_ao.png"
    ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/structural/caro_struct.png"
    ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/structural/caro_struct_norm.png"
    ERROR: CCacheLoader failed to find archived or source file for: "art/textures/skins/structural/caro_struct_spec.png"
    ERROR: CCacheLoader failed to find archived or source file for: "art/actors/props/special/common/garrison_flag_animals.xml"
    ERROR: CObjectManager::FindActorDef(): Cannot find actor 'props/special/common/garrison_flag_animals.xml'
    ERROR: CCacheLoader failed to find archived or source file for: "art/materials/basic_spec.xml"
    ERROR: CCacheLoader failed to find archived or source file for: "shaders/effects/.xml"
    ERROR: Failed to load effect ''
    ERROR: CCacheLoader failed to find archived or source file for: "shaders/effects/.xml"
    ERROR: Failed to load effect ''
    ERROR: RelaxNGValidator: Validation error: units/sueb/champion_infantry_axeman:1: Expecting an element Undeletable, got nothing
    ERROR: RelaxNGValidator: Validation error: units/sueb/champion_infantry_axeman:1: Invalid sequence in interleave
    ERROR: RelaxNGValidator: Validation error: units/sueb/champion_infantry_axeman:1: Element Identity failed to validate content
    ERROR: RelaxNGValidator: Validation failed for '(null)'
    ERROR: Failed to validate entity template 'units/sueb/champion_infantry_axeman'


    So now it seems like the Sueb fortress is asking for a lot more than just a dae; it has complicated decoriations like palisades and circular ground. The Fortress is also missing its skin everywhere, because you are asking for Carolignian skins but you didn't provide those files in the terra magna mod. Those are in Millenium AD, so you need to copy them here... 

    You are also trying to add a nameless shader effect   xDDDDD

    @Lion.Kanzen @Lopess This is what your fort looks like right now xDDDDD

    image.png.8c9a664899e3bc54b61f1429cd400fcf.png


     

    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.

     

    • Like 1
    • Thanks 1
  4. 24 minutes ago, Yekaterina said:

    I have downloaded and tried the current Terra Magna mod. I cannot see any technical bugs with the Zapotec, Xiongnu or Thebans, so it is already perfect in that respect. The only minor imperfection was the Zapotec scout was named (Cavalry Swordsman) which should be changed. Now the major issue is with the design, in other words balance and structure tree.

    Xiongnu: Too weak

    Slow eco due to expensive women

    The women appear to have self defence, but a damage of 3.0 Pierce at 45m is just insignificant. Also their health is only 25, so practically they are no better than any other civs' women, in spite of the self defence. 

    change please choose only ONE from the list to prevent OP:

    1. Increase their range to 60m

    2. Increase health to 50

    3. Decrease price to 50 food

    4. Increase attack to 4.5 pierce

     

    More suggestions will come later, I must go to lectures now

    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."

  5. 9 hours ago, Lion.Kanzen said:

    Great job! we may have versions for Terra Magna?

    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.

    • Like 1
  6. 1 hour ago, Radament said:

    You really should add the Mesoamericans. This should add more audiences from Brazil and Mexico. I'm not sure that the Scythians or the next Greeks will interest someone. It is necessary how to do like Microsoft - to add the most "selling" regions, squeezing out investments from local patriots.:P

    I'm Brazilian :victory:, 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)

    • Like 2
  7. 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.

    • Like 2
  8. 1 hour ago, Lion.Kanzen said:

    All mods have this problem from panels.(civ mods)

    Terra Magna and Yayoi mod (Yamatai).

    I believe it was the updates for alpha 27. What is the source to download these versions?

     
  9. 2 hours ago, maroder said:

    Hey everyone,
    A27 is getting ready, so I am planning to update this mod to have it available at the release.

    So now would be a good time for some feedback / feature requests/ any bug reports.

    ______________________

    Besides the request for bug reports - I do like some visual novelty once in a while (and I have looked the the temple of vesta for quite some time now).

    So I have some drafts for new background images that could be included in the next (A27) version if you (i.e the users of the mod) find any of them nice enough. (Note: they are not 100% finished, but should give a good impression of how they will look like)

    If you like any of these options and want to see them in the mod let me know - and if you don't like any of them and none should be included let me know as well.

    Option 1: David / the victor

    screenshot0742.png

     

    Option 2: Athena & ruins

    screenshot0745.png

     

    Option 3: Road to victory

    entry.PNG

     

    I really liked this line of art, all very good, do we have more of these for other cultures too?

    • Like 1
  10. 6 hours ago, Radament said:

    Hello again! Indian palace still looks like bus station. I hope devs will do something with that, because it's horrible and it originally was the part of wall. I also ask you to check walls of chinese fortress. Their texture is ridiculously thin and from the side it looks as if they are made of paper. I hope you will do something with these things before the new alpha.

    Tip: In a 100% voluntary, non-profit project, I don't think this is the best approach.

    • Like 5
  11. 6 hours ago, soloooy0 said:

    some way to put the soliferrum to the Iberians and marvelously the vilars de alberca, me gustaria ver a los lusitanos en un futuro 
    @Duileogaque le faltan a los lusitanos ??

    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.

    • Like 2
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