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Showing content with the highest reputation on 2013-03-28 in all areas

  1. Or like wesnoth, they have a mod server.
    1 point
  2. JustinOperable seemed to obtain a very sharp look with his paintover. I would suggest that for each your drawings if I had any idea how he did it xD
    1 point
  3. Once stamina is added properly terrain could easily be more important. Things like cavalry not being able to charge through forests/swamps, or long distance marching lowering stamina so charges become difficult/impossible. With roads allowing long distance travel without affecting stamina it would provide more tactics and strategy. There's the option of making terrain even more interesting by making ranged units have a shorter range in forested areas if it's not too complex to add. Or formations can't be used in forests. I always find in games that the more you can use terrain to your advantage the more fun it is. If walking along a road, or standing in a forest, makes no difference to the battles then all it will be is eye candy (and resources in the case of trees). What could/should be added out of the many possibilities is the main question though! I'm not sure whether being able to build roads would be used enough to warrant adding. I think I'd prefer them to be already present on certain maps. As long as all maps have a few routes that are good for marching then i think that would do.
    1 point
  4. Yes, this sometimes does not work properly especially if the possible way is much longer than the distance. The pathfinder recognizes walls though (as well as any other building). However, that is a totally different matter than units shooting above (good IMO)/seeing through (bad IMO) walls.
    1 point
  5. Another update. Drawing to a close now but still a few things to solve. Player color accessories -propping most probably for most but any other ideas welcome nails, hooks & other functional metal stuff bit more contrast in the cracks and the wood itself How many polys should this item have including the zebu?
    1 point
  6. I'm sorry but it's extremely hard for me to understand what you mean: "Enemy standing on the wall,...": There are no units on walls yet. And who is the "enemy"? The walls owner or the player outside the wall attacking the base? "...he can not see the wall": Why should anyone don't see the wall? Players not allied with the walls owner should not see through the wall. "why he can attack people standing walls": Guess standing behind the wall (since there are no units upon the wall)? Please try to write understandable posts. People might be able to give more helpful answers then. (It might be the word "own" that leads to miss-understandings here: I mean "own" like "is property of" not like "is tearing down" which would be exactly the opposite player)
    1 point
  7. IMO ranged units should be able to shoot above a wall but only target units visual to the player the unit is owned by. And walls should block sight. So an owner of a wall has an advantage because the towers grant sight on the enemy exclusively to him (and his allies) while an enemy of the walls owner would have to get a unit into the wall first to enable his units to attack units inside (on the other side). Is any kind of "line of sight" implemented at all or is everything inside a specific range revealed?
    1 point
  8. Not really, sorry. Maybe Freegamedev: http://forum.freegamedev.net But I would wait until Git is fully set up, so prospective contributors are not dissuaded by not being able to get right into it.
    1 point
  9. I see you have a Git repository http://sourceforge.net/p/aristeia/code/ci/c84fe73b488eb797936470b26ac99baa605931e3/tree/ So far so good. You should learn to use one of Git's most important features, branching: http://git-scm.com/book/en/Git-Branching Once you have set your project up as a branch of 0 A.D., it will be much easier for people to switch back and forth between your project and 0 A.D. and to keep your project in sync with 0 A.D. That will also make it more attractive for programmers to contribute, because it becomes less of a hassle to work on both projects side by side.
    1 point
  10. broke up the flat gray with a shadow that should go in front of the flank, i think
    1 point
  11. thanks lion! I used a brighter red
    1 point
  12. Well the sentry towers should be taller than the wall turrets if they work the same as in the main game, wouldn't want shorter towers outranging taller ones. ...again
    1 point
  13. Huzzah! I need a crop verdict before I stick a background in
    1 point
  14. This is not a bug, it is by design that units can fire over/through walls. Also it is by design that walls can only be attacked by siege.
    1 point
  15. Just a quick WIP pic. Suggestions always welcome Edit: I was thinking to populate it with exisiting props btw
    1 point
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