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Showing content with the highest reputation on 2018-03-12 in all areas

  1. Carthago delenda est... but not today...
    3 points
  2. This just means you don't need to install visual studio and compile the game yourself. You still need git or svn. It is very easy to use, so don't fear it.
    2 points
  3. Hi everyone ! I'm back from holidays and I just added minor changes to the background : -> replaced the celtic cross with a pictish stone -> added a bit of motion to the Terrain layer
    2 points
  4. Its a bit slower than the current one, given it does away with the spreadsheet, but i can see how it can be more intuitive for newer artists. Had a bit of a problem with actually saving my changes, though i may have set up my config file wrong. Definitely takes a bit of getting used to navigation-wise, maybe some windows can be labeled better for someone not familiar with how these things work?
    2 points
  5. I like the roof a lot ! props are great too.
    1 point
  6. Thanks for your advices ! I changed the colour of the trees and leaves into something more autumnal and darkened the landscape by adding more shadows. I also added motion to her "background" hair (which was already a separate layer of my character) using Wallpaper Engine so it can now be animated.
    1 point
  7. Perhaps the back leg armor could be wrapped a bit better? You could also add some straps/chains to hold the tower.
    1 point
  8. You do need TortoiseSVN (or a similar program) to download it, but once downloaded it usually "just works" (sometimes there might be changes that require a new .exe to be built, but usually that happens pretty quickly). Using TortoiseSVN is really easy, see https://trac.wildfiregames.com/wiki/TortoiseSVN_Guide for more information, the sections 2, 3 and 4 are the important ones.
    1 point
  9. @Abdurrahman Al Sayad Any updates or anything we can listen to ?
    1 point
  10. Kushite screenshots would probably help with this, especially since everything was made using blender ^^ except maybe the textures ^^ I'll discuss it with @Itms in Lyon's event
    1 point
  11. They are, but not certain at what point, but surely we will use them. Check this if you are not aware of it https://trac.wildfiregames.com/wiki/Triggers, besides there are a few maps using them. But to be fair, we haven't got to that point, so any task/possible trigger use said right now might change in the future. The goal of the project it's to have a playable campaign, not limited to destroying/wiping the enemy. We will use triggers, but not implement more, we are not programmers nor is in our scope, we might ask help from the devs team in any given situatio|n relating to triggers/core game.
    1 point
  12. Will make 2 winged version, i have 2 references one says later 5th century, but stills looks good and offers a good range of vision for reference the other i can see just a side and how it is inside but this does fit with the cavalry champion pers.
    1 point
  13. I quite agree with the word "selfnishness" that you've used I think what most players would love is a better pathfinder and less lag, much more than a new civ or some new buildings. Does that mean we should delay the release until we have them? And even without going to that extreme, there are always some improvments (a new animation, a new feature, ...) which would be nice to have and with somebody thinking it would be a good reason to delay a release. Futhermore, even with several major changes, people will talk on the web about a new release for no more than 2-3 weeks, and then switch to something else. So, to maintain the interest on the game and attract more new players, I think it would be much more efficient to have a short release cycle (six months looks good) rather than indefinitely delaying releases.
    1 point
  14. Yes, the AI is more or less able to cope with them, although some final tweaks will be needed when these structures are really in. But more globally concerning this thread, we agreed in the team some time ago to wait until a23 is out before enabling these structures, and i don't see any good reason to change that decision and delay more the release. My motivations to support this decision were: - only enabling the existing structures is not enough, we should take this opportunity of new available structures to give more diversity (based on history) between civs, and not just adding what is available. And that will take time. - that will inevitably require some balance, which will also take time to have it right (even if some people here seems to think it is useless for an alpha, i don't see how it can help the fame of 0ad to release something unbalanced). - A23 is already quite late compared to what we wanted (we were aiming at beginning of february) and staying in a pre-release state for too long does not help development as it prevents the important changes that people don't dare to do before a release. - A23 has already a huge highlight, the kush, and most of the other changes may go unnoticed in comparison. I'd much prefer to have a short A24 in a few months highlighting these new structures with possible improved diversity between civs.
    1 point
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