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Showing content with the highest reputation on 2015-01-31 in all areas

  1. Putting 0 A.D. on Steam has come up a couple of times, for example here, and here. Unless the team's position has changed, the perspective is that bringing 0 A.D. to Steam would require a more mature version of the game. The current work-in-progress state of the game might be detrimental to the public's opinion, which could hurt the long term prospects. I don't think it's ruled out for a (near) final version of the game.
    4 points
  2. You probably already had seen me releasing this map in the Athens Triumphant a couple of weeks ago. It turned out to be the ultimate trigger sandbox for me so I continued its development and today it is finished! I hereby proudly present the first ever(!) storyline-driven scenario for 0 A.D.: A Silent Day In Gaul I don't want to spoil all the fun by giving a full overview of the map so I'll stick to sightseeing some of the nature that you can see in this map. Read this if you're having trouble with the scenario. SPOILER ALERT!!! Compatible with Alpha 18? Yes, it is! Just download the appropriate version. Changelog:v1.6: - Strengthen the bandit camp to prevent (too) early rushes. - Adapt to A18 balance changes. - Add some additional information for the player. - fix crash on SVN. (separate version for A18) v1.5: - implement Shieldwolf's suggestion about the more challenging endgame - update the visibility flag to svn's latest changes v1.4: - Remove a debug warning v1.3: - decreased the difficulty further by shortening the waiting time and giving additional resources v1.2: - Decreased the difficulty (I found it pretty hard even on easy difficulty) - Added details to the road - Repainted the river - Added support for repeating objectives v1.1: - Added player names - Fixed a warning v1.0: - Initial release map_A_Silent_Day_In_Gaulv1.6 - Alpha 18.zip map_A_Silent_Day_In_Gaulv1.6.zip
    1 point
  3. The current units do not have the transition and look much better when firing (they do not swing their leg around). The idle animation should be adjusted then so that the attack does not need to have this strainbge leg looping effect. Or have the two types of idle: Idle and Ready as was discussed in some topics previous.
    1 point
  4. Why his leg keep moving back and forth? I try this standing up and feel and look awkward.
    1 point
  5. Little Update (Found the way to make GIFS out of blender).
    1 point
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