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Showing content with the highest reputation on 2014-06-02 in all areas

  1. Second warning to this topic. Keep it on topic now. And no more personal attacks.
    3 points
  2. Salute. Another great model by Micket. The only thing I changed: applied location on the armature. Walk animation (sounds weird): This is work in progress. There are some problems but I think it's better then other cobra walk animations I've made. I'll choose the best animations for death, attack, and idle and will try to make preview tomorrow. Any suggestions are much appreciated.
    2 points
  3. Success! So what I did above is sufficient, I had merely forgotten to recompile the libraries with the new iconv. After using force-rebuild (specifically, only wxwidgets and libxml2 ought to be needed, I also recompiled gloox). I've got an A16 bundle which should be OK, except it's got too many languages. Now on to catch up to SVN.
    2 points
  4. I've been gathering swordfighting techniques as well as other weapons used in 0AD's timeframe to have references for animations that the new meshes will have. I try to look for realistic/historical techniques rather than hollywood/coreographed moves. I have quite a big list so far, but I thought posting some of them in case someone is interested in fencing techniques... there are some videos that explain well the uses of shield as well as lost techniques that were probably used, as well as slow, easy moves where its easy to extract nice poses and basic stances. I enjoyed (and learned) a lot while watching them and I think they're quite interesting, so here they are: Ancient archery technique: https://www.youtube.com/watch?v=M1KC1Os-_NE Viking bigshield techniques:
    1 point
  5. Please find the XML file for my map that I created. Its called the cove. a LARGE map for 2 players. both sides have resources, but since the volcano erupted back in 0ad, it made a lush and fertile land. first one there to gain control, reaps all the rewards, but you must fight off your enemy! as they will be after the loot too. Check it out, give us some feed back on what you think, I have plenty more coming soon. - The Canyon - Desert sands - The divide Thanks guys. J The Cove.zip
    1 point
  6. Guys, Been working on a map called " The Valley of the Kings" a Giant 2 player map, When the valley is a hot spot for excavated goods (Stone,metal etc) Players must work hard as in the valley, there is no water. animal Husbandry & berries are the only means of food compete against your neighbor with open desert play. Let me know what you think... If people are interested, once its done, ill post the XML file. Suggestions welcome. J
    1 point
  7. Here is the currently tech tree I'm working on. Note that the military tree isn't over yet, and the followings : - if techs are touching each other verticaly, they are paired - you need to have done all the techs that gets a line from the left to the tech you want to search to be able to (example : you need the hunting tech to be able o do the sheeps one) I will soon testing this tech tree on a git and will be provided to anyone who wants to test it after I tried it and balanced it. No comments are expected about the tech tree. It's just to show you my point of view. The tree has be done with yEd (not open source freeware), so if you want to make yours... Now, to answer the ones that posted here. I think iNcog got my point of view about techs, and I think we agree about pretty much everything (except that the wood tech is way better....). I think also pairing techs are a good idea. Not always using it, but sometimes it will bring a decisive choice on the startegy you will do. Currently it's not well-used, but if the tree tech is well-designed, it will for sure bring a lot of depth into the game. But always, it will be for some techs, not a lot of them, since they will be root techs that provides a different set of strategies. So you will choose the one you want in function of your way of playing, so choice will be different from a player to another. Finaly, I don't want having techs that reduces something in your game, as +attack/-armor vs -attack/+armor. A tech should be always benefical, with no compensation.
    1 point
  8. I solved my problems with Black Forest, now I'm happy to share it with you ! BlackForest2.zip
    1 point
  9. He properly saw 0.A.D on indiegogo and thats why he made a account here to promote a game that got nothing more then concepts art. No thx i dont like those type of promotions and wont support it.
    1 point
  10. The main problem I have with them is that they don't have anything to show.
    1 point
  11. 1. Place skirmish entities. S.a. the skirmish CC, skirmish infantry or other skirmish buildings. They'll be replaced by civ-specific buildings on game start. 2. That's not possible (yet?).
    1 point
  12. 1 point
  13. Non-English-speaking Europeans might have less trouble though... Austria in German is "Österreich", which is very different from "Australien"
    1 point
  14. I like the Stone vs. Metal pairing because it's a soft choice between Defenses and Units. Defenses use stone, while strong units use Metal. So what you are actually doing with this tech pair is making a soft strategic choice between the two.
    1 point
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