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Showing content with the highest reputation on 2019-09-21 in all areas

  1. If nearly everyone agrees that the mod is a large improvement (I niggle with some of it, but still think it's an improvement. Not as big of an improvement as Delenda Est of course ), then I don't understand the need with such an extensive process which will only serve to push back A24 even further. It's not like it couldn't be further improved in A25 or revamped in B1 (lol, which is where all this balancing stuff should be done, but apparently I'm the only one who cares about this). Point is, even this large improvement is not set in stone even after merging. It can still be further iterated moving forward.
    3 points
  2. The Deku Scrub roster is done, here's all the unit details and whatnot
    2 points
  3. When I first saw this, I thought: "It's sooo one-sided." Then I realized that you're dealing with a full Britons team.
    2 points
  4. If you haven't already @Alexandermb Could you add your two handed anims from MAD, The other anims from TM and those from the Black Powder Test to the main blend file, as well as the shooting scar-h anims you made ? (Will be usefull for pyrogenesis1944) Thanks
    2 points
  5. Would it be difficult to add a flag to the renderer where certain actors are pre-rendered in the black map area of the map? It can be a flag in the actor itself, similar to the castshadow flag. What this would do is stop cliff objects (among other things) from "popping" into existence as the player gains line of sight/vision of the object. This kind of flag would be good for some select objects, like cliffs, large structures like Wonders, bridge sections, etc. Currently, you only gain vision of an object once the root origin of the model or actor is visible. This creates visual glitches in the way you see objects. I think everyone has seen this happen consciously or subconsciously. Would it be worth it to fix this? I think it would. It's one of those polish things that make the engine feel complete.
    1 point
  6. Looks like this whit the decorations just that i forgot to do the decorations and different visor:
    1 point
  7. Theres one already done, do you want the crest to be as a variant of the centurion helmet or another actor with transversal crest only?
    1 point
  8. Progress on the mission is going well, this is just a snippet of one of the new triggers in the upcoming mission.
    1 point
  9. @Anaxandridas ho Skandiates Some of the discussion in this thread might be interesting for your upcoming voice recordings
    1 point
  10. Can I request some transverse crests for the Imperial Centurion helmet?
    1 point
  11. https://github.com/0ADMods/pyrogenesis-1944
    1 point
  12. @LordGood Ping , Can I has this ? ↓
    1 point
  13. When you lose the mission, the entire Gohma army retreats into the forest
    1 point
  14. I know its kinda off topic for this thread, but imho, the speed should only be affected by formations. But I know formations are still kinda iffy right now.
    1 point
  15. @Nescio patch fixed that removing the nerf or buff off every unit kind. And yes im glad you mention that, that is also another broken fact of infantry speed the only way speed should be different between infantry is running and running should be implemented only with stamina for not having it as an exploit of skirmishers. Honestly this isnt a "balance" issue, this an exploit and an insult to realism or immrsion in gaming, is kinda stupid and not doing anything only worsen the fact of the speed exploit. Look the most modded game of all: Skyrim. It has magic, beasts, dragon, huge axes and everything an RPG has to offer, Yet the community of this game made thousands of mods to make the game more realistic and immersive by adding hypothermia, thirsty, hungry, deceases, Mods to modify combat into directional damage and proper sword and shield combat etc. Everything to make the game realistic and immersive for the community taste. Who was wrong in here; The community who plays and buy the game , Or the developers ? Remember AoE 2 Forgotten devs. Doesnt that applies too to 0.A.D. ? This is a game for educate our community about history but what about realism? We have to question ourselves "What are we teaching ?" That a skirmisher walking zoom all over the map? That a ram is faster than a pikeman formation charging ? That an skirmisher army was more dangerous than an army of well protected and shielded pikeman. Also the fact of having different kind of walking speed is just another excuse for being a clon of AoE. If this game doesnt want to be compared with AoE, do the right. Implement good features: Realism in human matters, Realism in combat, the opportunity of create batallions after creating single infantry and then make them forget about gathering and improving their combat skills while they are in batallion.
    1 point
  16. I know this was already said, but please! The Diadochi factions already suffer economically, because pikes move slower than all other units, so their economy is not as robust. Everybody mentioned the speed of skirmishers when gathering, but not the slowness of pikes.
    1 point
  17. So, I'm making a map set in Egypt that is really eye candy-heavy. I'm trying to make it nice and rich with Egyptian and Ptolemaic flavor. I've done things like this with current assets: Entrance/Facade for a pyramid A large religious complex Temples and other stuff up atop plateaus and in the sides of cliffs. Every player starts with a free Cult Statue (for a trickle of glory resource) on a nearby outcrop And each player starts with a free Egyptian Kiosk (you should add this to the core game) and Priest So, I'm trying to put something nice here, but I'd like it to be something new. It would be cool to have another Ptolemaic Egyptian structure there (in place of the Temple of Vesta: Thinking a shrine, something looking like these references (I really like the first one): The template can go into the game as ptol_shrine. Maybe a small healing radius and no healer training and techs.
    1 point
  18. Normally I agree, but reports such as these can have multiple uses, such as for PR purposes (dispelling the myth that "nothing" is getting done) as well as for morale purposes (bestowing recognition on those who have made contributions).
    1 point
  19. Hello Friends! About regrowing resources, I would like to discuss how this can be implemented -- or what of it is implemented already. I would like to understand how your engine works with respect to these 'world mechanics'. 1: I think these world update actions belong to the mechanics that the host of a game should act out. it should be updated every few moments. 2: If the host is responsible for this, then the host -- which sets up the parameters of the launched game -- could use its own scripts for this. This would avoid the endless discussions about how berry bushes or trees would regenerate in detail and leave it up to the host of a game to specify it. Just provide some default scripts from a drop down list or so. My questions are now: q1: Do you already have such 'host bound world mechanics' implemented in the game? e.g. birds flying around or so? q2: If yes, how is this split into engine-part (C++?) and script-part (javascript?) in 0ad. More details: There are certainly many nice map-bound or game-bound effects possible, which would simply be registered in a list of actions that is then performed every second or so by the host. Love+Greetings
    1 point
  20. Rome_apulo_corinthian_b2: @Stan` can i delete this? it doesn't even have shape nor uv properly, it just a distorted uv in a bowl.
    1 point
  21. 1 point
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