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Showing content with the highest reputation on 2014-06-19 in all areas

  1. Units are already enlarged (compare them to the size of a ship, or a house). They're actually 4m tall. I believe making them any taller would break realism.
    2 points
  2. Please no, it's perfect where it is. I'll accept a mod which increases unit model sizes, but nothing more. And i'm pretty sure most everyone would agree.
    2 points
  3. I am certain, You all saw this coming. PoniesAscendant_alpha_01.zip As far as progress, there will be at least 3 factions in the finished mod; earth ponies, pegasi, and unicorns. Earth pony faction is nearing completion, Pegasus faction progress is a little further behind. They are in need of balancing, but I'll get on that. As a bit of a disclaimer, I'd like to say that this mod plays a bit differently than 0 AD, the buildings are more resilient, expensive, and take longer to build.Towers have much more health, and an reduction to the amount of damage they can dish out. This makes them more defensive rather than the offensive buildings we're used to in 0 ADFortresses are your "final phase" so to speak. Difficult to destroy, and a training platform for a faction's elite units and advanced siege.Units have more health, and train at different ranks depending on the building they're trained from.There are four unit types, skirmisher units, soldiers, armor, and anti armor (not including siege, support, and ships)Ranged units cannot hold their own anymore, spread and splash make them useful for softening up formations and small skirmishes, though they counter anti armor. They are also friendly fire capable, so be wary of that.Armor is extremely expensive and slow, but very effective against soldiers and skirmishers.Antiarmor doubles as anti-building but their vulnerability to pierce damage may urge a player to employ siege engines insteadPegasus faction may be a bit overpowered at the moment, even if they do have less units at the moment.0 AD's AI pathfinder restrictions regarding lag and naval maps still applyTemples have a massive slow heal radiusSlingers, archers, and buildings have a much higher rangeSomething I forgotSomething else I probably forgotI forgetThis was just a fun project for me to get to know how to employ different art assets a little better, Hope you like it so far! cheers
    1 point
  4. here's a little something to distinguish buildings and archers from other missile units. I can't exactly take a screencap of the sound, so you may have to mod it in. I'll see if I can't make a short video in the meantime. bow.zip
    1 point
  5. lolz Love they pushing ponies always hoped for real push animations for siege engine,s
    1 point
  6. We saw it coming and some of us would have been disappointed if you hadn't So congrates on getting it in the can. Enjoy the Choice
    1 point
  7. Super humans. Would it look bad if units had a realistic height of 1.6-2 metres?
    1 point
  8. Btw, we got copy-paste in SVN
    1 point
  9. Is it planned to add active pause feature (making orders while game is paused)? Computer rule all the unites simultaneously unlike me, it's pretty difficult to catch up with it especially when there's lots of units and several bases on the map... There is another way to implement this: probably it could be done by adding 0x time speed multiplier, I guess that would take less work time. IMHO it's pretty important in single-player. I found unanswered post requesting the same feature
    1 point
  10. This is the way to mod something, copy a file to your mod, and modify it. It's also why we're working on splitting those big files, and loading stuff by directory instead of by complete path.
    1 point
  11. No need to tourney to find bugs, just play the ladder. There are lots of good players out there, try to beat them and you'll find potential imbalance and stuff. As of right now the game is borderline unplayable in competitive settings.
    1 point
  12. Back on topic, I think some kind of tournament close to each alpha release could be worth doing because it will help testing thoroughly the game/new features and find bugs. It may not be very attractive for some people to watch the matches yet for the reasons mentioned above, but surely will help to have cleaner alpha releases (thinking on the syntagma/testudo exploit for example). The tournament of course should be played on SVN version and participants should be willing to report the problems encountered as well as exploits or big unbalances that breaks gameplay. However, organizing the tournaments is a time consuming task that ideally would be done by the community instead of the devs. (to not slow down developement, since free time is even more valuable close to alpha release)
    1 point
  13. I am naturally biased toward my own patch, but SpatialQueryArray having a fixed size would be trivial to fix: just replace items[MAX_COUNT] by a std::vector (reserve()'d to some initial size) and modify copy_items accordingly. If desired I can provide a v3.diff implementing that change as well. While I am obviously unfamiliar with common 0AD development practices and don't want to take anything away from the work in 2430, a months-old unapplied patch lying around for an (apparently?) long-standing major problem suggests it contains an uncomfortable level of complexity (or perhaps simple indecisiveness ) and this is an area where KISS is paramount.
    1 point
  14. Someone asked me to record the process of the helmet production (lowpoly, hipoly, bake, texture) I'm posting it here in case someone else is also interested. Note: this is NOT a timelapse, it's long and boring, but it covers the whole creation of the last 3 helmets that Stan posted:
    1 point
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