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Posts
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Everything posted by artoo
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What OS do you use? There isn't really something to fix. Short explanation is, since last time I added rice, it was removed for whatever reason, when adding it again, I made the farmstead and field actually symbolic links to field_rice and farmstead_rice, so I don't have to fiddle with the templates should grain be desired. The AI expects farmstead and field to build them, so the symlink was sufficient for testing how AI plays the Han. The symlink is a temporary solution, you could just recreate it. It is no problem on linux, but may be on Win or Mac. I also had a thought of maybe making grain default field, and have rice due to higher yield tier2 tech to research(ie Han expansion in the south as time progressed). Just a thought, no must do.
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Very nice... Sadly, the large tower model throws a prop error... <p>art/meshes/structural/han_large_tower.dae: FCollada 175: COLLADA document loaded successfully.</p> <p>art/meshes/structural/han_large_tower.dae: Found convertible object 'Plane_083_005'</p> <p>art/meshes/structural/han_large_tower.dae: Converting 'Plane_005'</p> <p>art/meshes/structural/han_large_tower.dae: Found static geometry</p> <p class="error">ERROR: Failed to find matching prop point called "projectile" in model "art/meshes/structural/han_large_tower.dae" for actor "structures/han/tower_great.xml255"</p> <p class="error">ERROR: Failed to find matching prop point called "projectile" in model "art/meshes/structural/han_large_tower.dae" for actor "structures/han/tower_great.xml255"</p> I think this requires a new texture baked?
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A question regarding unit roster. In the current version, there are too many cav units in my view, to underline infantry armies. I think it should be cut down to maybe 2-3, and probably a horse breeding tech introduced to make cav relatively late game option.
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Go ahead, even as maybe gaia, the Xiongnu would have to be a more complete faction, ie equivalent to playable, so Ai can put on tough fights with them.
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Imagine the epic campaign that could be done to defeat the Xiongnu finally.
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Once the Han are deemed complete, I think focus should be on Xiongnu. In my opinion, the Han only make kind of sense to include along with Xiongnu. My idea would be, since I find the Xiongnu incomplete, too weak in economy and defensive capabilities, the could be a NPC gaia invader faction wreaking havoc on china or steppe biome maps, similar to maybe germanic tribes on roman maps. But overall, Han should be included, I agree, since they had indirect contact with Romans via silk road, and in late eastern Han, had diplomatic relations with Rome afaik. Its also know, a Roman legion ended up in ancient chinese territory and likely settled there, coins and roman items found there.
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This is why the Han mod has been developed outside the forum mainly. I am not that bad with history, interested myself, so I don't need court historians, I spent quite a bit of reading to give some context to techs, heros, auras, weapons. Its fun, and that's where I spend the bit extra time rather than on blender. A new unit was introduced recently, the halberdier, or halberdman to match naming schema. It completes the Han army, spears, halberds(Ji), sword as melee, where the halberd is probably the most powerful anti cavalry unit there is. It gives free hand and not bound to limitations, if it doesn't get included, it can still be a shiny mod, a must have so to speak.
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Sadly, a meant to be communication/coordination/development thread took a wrong direction. It is not my comprehension how open source software development works, in fact it would not work like this. I am also amazed, if I do stuff for something and spend time on it, I would like it to be included into the something. Credits will be given to all contributors anyway. So here are some items in the art department on the ToDo (like feel free to improve portraits, skins, whatever). * portraits rework (units & techs, buildings?), rice cursor to let them farm, almost all of this stuff is placeholder, copied from somewhere/other mod, I take what I can get, gimp and me are no real friends, apart from some very basic standard tasks * rice farms & granary * getting the new m7600 models in the mod, ie fortress, big tower(no idea if the smaller towers are the same as in the mod), and maybe add the new wall(which I think will have issues with footprint as is) * probably a few additional shields, maybe also arms, dunno if clothes variants are enough * a new dock matching the other dock footprints, with garrison flag prop(it is a small outpost with small territory and 10 garrison), maybe the old dock can be reused for another unique naval building. * rubble for CC and dock as the other civs have afaik * a biome maybe, bamboo, willow, cherry blossom are available already, its more like terrain skins, not sure India matches South China(but probably closest), and maybe a panda bear as a typical animal in bamboo woods
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You gave precisely reason why there is no time for blender. I am much more productive coding, which is what I do all day long anyway. Would be waste of time to get into blender, if there are such excellent people around, who do the geometry thing and exporting like I am used to code. I follow basically the unix philosophy, do one thing, and do it well. Anyhow, let's focus on the Han China mod.
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The point is, the day only has 24h, and there is simply no time left to start from scratch with blender etc. Its simply not my area of expertise, I don't need it in my professional life, its already enough to read documentation of eg the 0AD api, xml schemas etc.
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Once you tried the mod, would you be willing to help with proper Chinese names for structures and units? Currently, I used google translation, dunno how accurate it is.
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You can't teach an old horse too many new tricks, and 3d modeling is out of scope and time for me. If I was younger, I would love to get into it.
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That's sadly not gonna happen from my side, given I am already busy in my free time with development and maintaining a linux distro with a few other brave souls. I also have family, so playing 0ad and making a mod is purely for fun. My little one loves to win, I stand no chance, he loves China for whatever reason. Maybe someone else can scale them and export them.
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my application to become a visual designer for 0-AD!
artoo replied to Crumbcakes's topic in Applications and Contributions
Would love to see a rice field design, if it is good, it would make it in the Han mod. -
Regarding the water, I think the water should be muddy, no big reflection, and many plants to further reduce reflection. After all, this is supposed to be set at the yellow river.
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And that's just desert, arctic looks funny with rice, I can tell. In my opinion, the mud skin is too grayish, should be more yellow-brownish, and these pads together as one field still look kind of weird, the scale is off I think, whereas as single pads, they scale well.
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I think if Han gets included in game, it should have a south china biome, bamboo based. Any artist willing to make something like that?
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The "fact checkers" were right once at last.
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I did this with the rammed earth wall, looks good to me, but I don't speak Chinese, a native Chinese speaker might just think gibberish, if it goes as with my language and google translate. I guess we could use a native Chinese speaker for buildings, units.
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I made a rice-pools branch, it replaces simply the squared rice field with pool variants, and can only be harvested by 1. Its just to play around with and have the meshes, actors, props somewhere. These pools don't have any rice plants or foundation.
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Great, artists take on impossible tasks for myself. Would it be a problem for all contributors to make a feature/patch branch, and not committing to master, so we can merge PRs? Regarding rice, the current fields are also placeholder. I opted for the little ones, because I find them to scale better than this... It somehow looks odd in my view, and so rice plant naked. I think its too tall compared to the females. Should it be possible to research grain fields and unlock grain? Or should grain be removed once rice is all done and well? Another idea I had, to make eventually these little pools buildable instead of the while thing together, but this would need a nice rice plant covering for these pools. One female could work on one rice pool.
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It already is. With max 4 big towers, you can create a very strong defensive point from where to launch an attack. The upgrade from stone tower is optional, but the 4 big towers can also be placed. similar to the fortified CC, but 4 limit. You can also only upgrade 4 stone towers.
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Tang tower is a placeholder, already discussed on GH issue long time ago. I much desire to get this one in the mod. Leaves only the footprint issue, so either stone tower would not be upgradable, or the big tower gets a smaller footprint to keep upgrade. The big towers are limited to 4 anyway.
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Could well be, I haven't touched these, but new textures were introduced by other contributors.