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  1. I just happened to come across with this information a few days ago while reading about the Achaemenids. I find this very interesting, along with the other supporting facts, I really hope that the Kushites will be approved and make it to Alpha 23. Though I do understand that adding another faction will add more maintenance to the game. I just hope that this will be included in A23, after all this coming release is special to the community and it deserves some nice contents. About the Achaemenids (I'm sorry, this one is not relevant to this post, I just don't know where to post this, I don't want to open a new task yet) Also, @Sundiata Your Kush textures are still with me and is going along with the minor improvements that I make to my texture source file. Forgive me if I cannot give some time to it at the moment. 256x256
    4 points
  2. Thank you for the encouraging words and support wackyserious! I'm delighted to hear you're still working on the Kushite units, it really doesn't matter if takes some time, all good things do. I've fallen behind dramatically on my reference posts as well. I have most of the stuff ready, I just need to find time and energy to actually post it. One of the future posts will be particularly interesting for you (Kush in popular art), which will feature relatively accurate contemporary art works of Kushites. That's one of the reasons I really hope the team really takes their time for the next release, include as much of the work done by so many talented and passionated volunteers, and polish as many aspects of the game as possible, from the GUI to maps, buildings, unit textures, animations, pathfinder and AI. The upcoming AoE releases also further makes these ambitious goals imperative, in my opinion. I love those Persian unit textures of yours! They look very convincing! I hope you continue this marvellous project. These updates go well with LordGood and Stanislass building updates and alexander's new animations. I'm already very excited about alpha 23, but there's still lot's that needs doing. Vim!
    3 points
  3. If its possibly i like to see how enrique's made horses animations i want to improve the ones i got and deliver something enrique's would do, specialy death animations.
    2 points
  4. Not sure. I do like the size of horse you did tho. Enrique's might use a completely different uv map so the texture on his looks better. I think I did talk to him at one time about remaking the horse textures completely with a much better layout than the current textures.
    1 point
  5. You're both absolutely right, I saw a youtube video on his horse anims and other stuff relating to unit meshes and textures and I have to say they do look incredible. But nobody seems to know when/if he'll be back, so until then, I would utilise the highest quality work which is actually available to us, and in this case, it's alaexandermb's work, which looks way better than the current stuff in my opinion (even if they're "just placeholders" they're still better). fyi, I really hope enrique comes back though.. I really don't mean to disregard or disrespect his legacy. He's work is really amazing! Perhaps a final decision can be made in the month(s) running up to the next release. If we haven't heard from enrique by then, I really think it's strongly advisable to use Alexander's updated models, for the sake of 0AD itself, and how it's received by the the people unaware of enrique's work.
    1 point
  6. It's entirely possible, using https://code.wildfiregames.com/D311 . You could create a new variant, containing Idle, Walk, Run animations and name it "injured_something" and call that as a variant. The problem is that you can only have one variant at a time, which can quickly multiply the number of needed animations.
    1 point
  7. Correct me if I'm wrong, but Alexandermb's horses and animations look better than the current ones... This means that all the current horses in the vanilla game need to be replaced with Alexandermb's superior models and anims. I would love to see enrique's work in the game, but why would you hoodwink current development unless you got a message from enrique telling you he's coming back soon to work on the horses?
    1 point
  8. i see, thanks in advanced mostly is for try injury look like now that we see in alpha 22 kart damaged variants i got the idea of try injury look like for units as seen in Black and White 2 but also for try making the units more realist, because the whole animation pack enrique's made its pretty good but the relax animation at least in a battle scene doesn't fit to me so my plan is change the combat.approaching animation for walk_ready type if enemy is withing X range use idle_ready otherwise keep using the relax variant for natural behavior.
    1 point
  9. Quick meta-input: It's largely true that we haven't changed gameplay significantly since forever. The main cause of this is that not a great deal of people on the team actually play the game, and the few that do seem largely content with the breakneck speed and the current mechanics. There is a metagame, and it's a relatively simple one since it's rather poorly balanced on the whole. Furthermore, many devs feel that changing something now is useless since we're still in Alpha. Now this is something on which I could complain at length, but it's there. Personally, I believe we're a little too hung up on Age of Empires - and my personal preference would be for a complete switch to a production/consumption system over the "one shot" AoE like system of gathering resources. Each unit would consume some resources, each unit would produce some, and houses would give you manpower instead of raising the pop cap (which would then be soft-capped). On the whole it'd make eco more interesting. I also generally agree that the game goes way too fast in the early stages and that units are inherently too cheap, but that is definitely a matter of personal preference - and many would argue that AoE 2 goes way too slow. We've also had weird effects at play, such as the big unit speed and very large vision ranges, making our maps feel extremely small. Relatedly, our counters are crap - that's because we have far too few units per civilisations, and made some braindead decisions such as the pierce/hack attack we chose. But to go back to my first point: even perfect mods won't be played much, since the team doesn't play much, and that means that imperfect mods (such as my trade changes) have basically 0 chance of convincing anybody.
    1 point
  10. I brought this point up, too, but no one seems to understand that. AoE 2 has 30s train time for villagers IIRC, we have 8s (?) for females. By the 10 min mark you did not have more than 23 villagers in AoE 2, in 0 A.D. 120 and more is possible easily (I remember a pure booming replay with 150). Training females in batches from a single CC in 0 A.D. is faster than producing villagers from 5 TCs in AoE 2. This just doesn't feel like "training" but merely like industrial production of humans. Ofc this is also a matter of personal taste, but such train times have obvious disadvantages. Such rapid growth limits your ability to effectively micro units in a stress-free manner. IMO This pace is just way to fast. And one of many reasons why I played 0 A.D. with game speed 0.5 or less. But no one cares so I don't know why I should continue to write posts with similar suggestions and proposals...
    1 point
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