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  1. Past hour
  2. First one seems a bit deformed. Second one is rounder and might just be damaged by age. I suppose it's not too much artistic license to make it round (specially since it would be brand new at the time).
  3. I'm going to start structuring the coin, giving it volume and texture. Then I'll proceed with the symbols as well.
  4. I see... I'm not an Expert in Animation but I do know something, so, I'm happy to help. I'll start from the first one, so should I only improve the animation file I downloaded or I should add animation using this reference https://www.youtube-nocookie.com/channel/UCeK9WgRPUD5eOVZW-fCFBYg (I suppose), if it is the second one, should I randomly choose pose and movements or do I have some more indications?
  5. Really interesting project! KEM is a creative approach to making programming more accessible and inclusive for learners.
  6. If release then likely fixed in git already. Real bug, the dropdown getting in the way is sort of ok, not great for sure, showing wrong description definitely is not, also some description don't even fit in the tooltip region. Please file a bug on gitea. If in release then likely fixed in git already. Walls don't prevent attacks, just movement, this is no different than arrows. If release then likely already fixed. For those I sad likely fixed would be nice if you could try to reproduce on main.
  7. Today
  8. Well my proposal was adding a mod say aoe-shortcuts with just a config/mod.cfg but if you want to go the programming route, you can also bundle a json with a GUI change that gives you a drop down to switch.
  9. Definitely useful. Your approach is smart JSON diff plus user. cfg keeps things clean and avoids engine changes. Just make sure there's an API hook so other mods can interact with the presets easily.
  10. Indeed! my bad if that's the case. Some new vegetation might be nice I know @nifa had some stuff, maybe they also have buildings in mind
  11. Hi @marga_, I'm only seeing mention of animations from @Stan`, not from you, so I'm not sure if I missed something.. I think they are a different skillset then modeling? However if you are actually into animations I would love for you to consider helping with some that would heavily enhance : With the above, units can be kicked away, staggering, and they can charge (attack while moving, or attack while turning). Each of them would look so much nicer with proper animations! If this is something that get your interest, it could be very helpful.
  12. Should be pretty easy to provide ignoreincompat checks mods with just the mod.cfg overriding them.
  13. Sadly, no, there isn't which is why I don't think it's a good first task. For the animations you can use this blend https://trac.wildfiregames.com/browser/art_source/trunk/art/meshes and animations/skeletal/biped_meshes_and_animations.zip
  14. Preset hotkey profiles would be a genuine quality-of-life win, especially for players coming from other RTS games who already have years of muscle memory. Right now rebinding every key by hand is the tax you pay for switching, and most people just give up and play handicapped. Shipping two or three sensible presets — the current default, a grid-style layout, and maybe a classic StarCraft/AoE-flavored set — would lower the entry barrier without taking anything away from players who like the existing scheme. It also gives the tutorial something concrete to point at instead of a wall of unbound keys.
  15. Buenos días o tardes: -Aquí un pequeño avance; Lancero hiberni (infantería leve) -¿Qué opina? Disculpen las molestias*
  16. thank you for the info. I'll start from the top: Renders to decorate for the campaign menus. Is there any requirements/suggestions/desire?: Stylo AoE or older games (camera angle, painted style)? Objects? (book, sorrow, bowl,ancient bottles) / essential items? Quantity? is there a guide line/story to follow?
  17. tweaking the naval system. VID_20261006_040347.mp4
  18. There are 2 things we don't have in the game. Renders for the campaign. Stylo AoE or older games that used them to decorate campaign menus. The other thing is actor modeling and new models. And the other thing is combat animations. We don't have animations with two-handed swords or unconventional weapons. Animations with Halberds
  19. You should check https://gitea.wildfiregames.com/0ad/0ad/wiki/BasicAnimationImplementation and https://gitea.wildfiregames.com/0ad/0ad/wiki/Basic3DImplementation depending on how technical you are. Do you have prefered means of communication ?
  20. Thanks to Lopess's feedback, I've improved the models' textures (at least, I think so).
  21. I made a more stylized version. Is the coin round or slightly misshapen?
  22. I came across these things the last couple of days. Some error while playing, but nothing bad happened: The lower description can't be read because of the drop-down menu, and when hovering over selected map, the lower description given is from other two maps: video(1) (online-video-cutter.com).mp4 It says "Unlocked in City Phase" when I'm in City Phase already, the requirement is instead the tech being researched: Pikes seem to go through stone walls (Philip's reforms were good, but chill a bit): Forgot this one, there should be more space available in the lower description:
  23. Yesterday
  24. An aspect or feature that I think wasn't mentioned yet: Many (bigger) games use a rubberband AI. So on easy modes it's tuned to always lag behind you, and even "normal" means there is still a slight lag to cater to gamers' psychology. So AI difficulty settings shouldn't be done with resource handicaps or bonuses (alone) (but surely could be another optional setting). Basing difficulty setting mainly on this will mean drastic changes whenever the actual AI algorithms are improved. That's really not a good "dependency". (Also, what wasn't mentioned yet, how good the AI is in 0 A.D. also very much depends on the map, in my experience. With special resource situations, usually scarcity of wood, it has great problems.)
  25. The problem would still be the same: only one route is worth using at a given time. Retreating to the next longest route is putting a band aid to an exposed femur fracture
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