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Radiotraining

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Everything posted by Radiotraining

  1. Taaa daaan! Managed to add my ugly model into my dummy civilization in the game and IT WORKS!! Soooo it's going to be all downhill from here!! (ahaha not really: now comes the BIG part but this thing at least is done!) Stan don't kill me: I know the model is ugly and the props are floating
  2. ah, I get what you mean! I guess from your answer that you need to have separate objects in object mode first.. makes sense!
  3. Meanwhile, I started what could be a storehouse ... now I'm going to see how to project materials on it One (dumb) question: - is it possible to group objects in edit mode? Sometimes I would like to grab the whole object, and not the single faces/edges.
  4. Would you like to share the assets? So I can try and test as well! (I'm trying to learn ehehe)
  5. niceeeee!! Those are VERY good!! where have you find them? a mix of 1 and 4 looks like the perfect combination for us!
  6. Okay update: I figured out how to mess into the documents and files of the game and I managed to create a customized civ!! Yuhuu!! I know it sounds risible, but for me it was quite a milestone to understand the system Now comes the fun part: all the meshes / textures / props needed to populate such civ ahaha! Let's go!
  7. For the whole time I thought it was only a placeholder for the UI for developers or early demos and that they would have changed it in the final. I was wrong yeah, it does seem like a placeholder. Or at least that's the impression of the effort they put in it.
  8. Thanks for the complete background always very interesting to have a bird-view of the complex web of relations at that time. Indeed, there were many relations between Venice and the East, especially Byzantium. And the architecture is a mark of this. But I personally didn't know all these historical details! Very appreciated. I can think that this aspect could be maybe translated with "mercenaries" in the game, so maybe could be a hint of the close relationships
  9. Guys .. as I said earlier in this thread, I still have to figure out all the technical aspects of making a mod, so I wanted to limit the number of civilisations to focus on so they can be developed with enough attention. But if you want to help, then more civs can surely be added! Ahaha seriously tho, I keep asking around for guidance and suggestions on how getting started, so any expert advice that could help me decipher the files structure and where to put my hands is very welcome! talking to you @wowgetoffyourcellphone ahaha how you managed to make such a great mod? Is seriously amazing! Anyway about Venice.. I'm Italian soooo.. surely I would have tried to include some references from my history ahahah Honestly I was thinking more of a federation of Italian States. Something like the Lombard League that defeated the Holy Roman Empire, so that is possible to include many Italian states references, like a Genoese crossbowman, Venetian ships, mercenaries from Pisa etc..
  10. Love it!! ^^ No no, let's keep also the ideas for Byzantine Empire! that's a good source of ideas, and I love the fact that is your area of expertise! We can start from that and then move to the next ones. For now I'll have to figure out also all the technical aspects required ehehe not an easy task for an absolute noob like me
  11. I think the problem lies in planning too much stuff ahead that risk to derail a project. That's why I chose to focus on 3 civs for the moment, just to have a clear goal -relatively- manageable. Bear in mind that I have zero experience with modding. I just launched this idea just a few days ago and now I'm trying to figure out the rest. So even making a single civ could be an incredible accomplishment to me! So I would stick with some limited goals for now. This is to give some context. But again, the civs I chosen to focus on are completely arbitrary: I just picked up some interesting/influential ones that were already planned to be included in the mod somehow. So they surely can be discussed, if it's the case! For example, I was considering to switch the Avars with the Bulgarian Kingdom, since it had close contact with both Byzantine and Russian empires, so it could fit coherently with the rest. But I don't know. If you have knowledge about this one it would be incredibly helpful to plan it out, in case! Although I would say that if you want to pick a specific civ and take care of its details, feel free to do so and we'll see how to implement it. But in general, future civs could be added later, only after the first goals are accomplished. Otherwise it's a bit too much.
  12. No, I haven't thought anything about it yet. If you go at the beginning of this thread I layed out my ideas for this mod, starting from what's already present and just adding a couple more civs. So I wasn't considering to touch the Byzantine civilization. But you coincidentally appeared right on time and I think that your knowledge and historical background could be really helpful to re-design some elements if necessary! So all the material that you're deeming necessary is very welcome! Btw: I took it for granted that you already played the mod, but maybe it wasn't obvious. Basically, if you have the version a25 of 0ad, you can download the mod from github here: https://github.com/0ADMods/millenniumad and should be possible to play it! There's already present a Byzantine civilization, together with a few others. And some historical feedback from you could be very interesting!
  13. I think @DerekO has made something like that on Discord
  14. This is so random ahahahaha I love it! The best thing I ever eaten was a chicken kebab grilled on the flame with all the side salad and handmade bread at one Persian restaurant. I still remember it! Amazing stuff!! And that was a restaurant in Europe.. I can't even imagine how good must be the original! So that's probably on top of my list...
  15. That's an interesting suggestion! I had no idea of the existence of such a building dedicated to bureaucracy and administration. Even though I started this thread, I have no particular decisional power when it comes to the mod itself, which it's been started by other people. But certainly new ideas are interesting and maybe is possible to find a good concept for them, both in terms of design and playability, so they can become relatively easy to actually implement!
  16. Very, very juicy stuff!! Thanks for all the information! I'll certainly take a good read at the wikipedia article. It all looks very interesting! Thanks for the help on the historical aspects of the culture and society, hopefully this could really raise the bar of the work of reconstruction
  17. Thank you very much!! I'll try to not bother too much Oh..!! that makes lots of sense!! It still a level 10 to do so for me ahahah but I see the logic behind! Okay, time to break some code! ahahaha
  18. One of the games that gave me the most fun was BAR, a total annihilation remake.. the maps are gigantic and is sooo much fun!! Another good one, if you like something fast-paced like starcraft, could be Red Alert 1-2 or 3. Any one of those is a cool little masterpiece! I mean...
  19. Basic roast of units from the Barracks. - The style of clothes comes from images of traditional rural life from classic russian painters like Apollinary Vasnetsov - This is just a blueprint, so feel free to add comments on weapons, army composition and type of units that could fit the scenario and timeframe around 1000 a.d.
  20. A simple tip: in the latest version (alpha 25), there are circles of seagulls overflying fishing spots, so they help to identify where there is the fish. Usually ships move automatically to the next spot, but only when it's in close range. They're a bit short-sighted, I agree. I'm not sure if it's intentional from the devs or not
  21. Hey! Those are some great feedbacks!! Thanks for checking in, Stan! I know you're already super busy Aha! I know the guy! Yeah, I'll start with him! That sounds awesome! Yeah, I'm just a bit lost in the process.. I just don't know what to make of those models, how to properly uv wrap them or animate, so I would definitely need some guidance in the beginning. Hopefully without taking out time from anybody! Yeah, I can make some further iterations: better storehouse and a simplified farmstead. One story is probably enough Aha! That was my idea to give some "flavour" to this faction Since pretty much all Russian history is a history of frontier, that was the idea of a commercial outpost that can be built anywhere in the map in neutral territory. Is a standalone multi-purpose building that can be used as resource dropsite, establishing a trading route far away from town, or it can be later upgraded to full CC to finally gain territory. You could also train some basic support units, like a trader and a scout. That's why it would be a bit different from a regular market and it's designed to allow a fast expansion in the map. Perhaps it could be unlocked after building a regular town market ? I don't know if these kind of changes to buildings could be implemented, but I think it could be quite cool so, in case, some new playstyles can be experimented with this mod
  22. Hey, welcome! This is a very interesting background! And Byzantine history is so often neglected I feel. I'm also kinda "new" in the forum, but I'd suggest you to take the initiative and go to the page dedicated to Byzantium and leave there your knowledge and resources. Or maybe open your own thread if you have in mind something specific. I also started a thread of proposals for that same mod and I would be interested to add more characteristics to that civilization from a historical perspective As they said the timeframe for now covers roughly the fall of the Western Roman Empire and the Dark Age but feel free to give your inputs and specify dates and historical periods, so it's possible for everyone to have a clear distinction of the timeframes
  23. Yeah but not necessarily a complex system with morale. It can be just very rudimental for the situation mentioned in the original proposal here for the retreat: you press a shortkey for the function, but at the cost of losing control for a defined amount (1 min?). Basically it works like the morale for the situation at hand but without the need of a whole system, bar of energy ecc.. I didn't know that such a system had been implemented! Anyway it was more a comment on the original proposal. Personally I don't think is a particularly important feature, but I don't mind if implemented. I was just trying to give my opinion on it if that was the case
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