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Showing content with the highest reputation on 2015-09-24 in all areas

  1. I know it's almost ages ago, but I found some time and motivation to continue working on this. I just don't like unfinished projects
    2 points
  2. I think I have done that for most skirmish map.
    1 point
  3. I have reduced the vision range of units at start of game. I bring back an old Age of Empires feature by making units have greater vision (+25%) upon each new phase. Hopefully at first the game world is dark and scary and then becomes more visible as phases pass by.
    1 point
  4. The only thing i see changing here are the slingers, they are some faction's only long range units, and they are long range units at that. Though it does seem you are missing some mid range missile troops. There are spread/accuracy modifiers in the unit XMLs, and that's how I balance my archers with my slingers in PA, but I can see not using that in a strictly competitive sense. It helps keep missile units from getting too powerful though. I've been doing some slinging as a hobby and the biggest issue i have with it is hitting a target, and its moderately dangerous to anyone else around you're slinging around. messed up my shoulder a bit too but that's my problem lol There are friendly fire modifiers as well which can help with archer overpower, they work very nicely with spread. I think we're on the right track though. I didn't care much for the switch from hard counters, flawed as they may be. I haven't properly played vanilla 0 AD in a long time... It looks like you guys are doing some good work though! Cheers
    1 point
  5. So, as promised: a few screenshots with notes. Here I remodeled the ventilation meshwork at the side of the roman 5. Step one, the model with the old one removed. Step two, model only two wooden beams, uv-map them, use mirror-modifier (for right-left symmetry). Step three, use the array modifier to have as many of them at hand as one wishes. Step four, use the curve modifier, together with a curve (nurbs in this case), to have the mesh fit the opening. Also change the array modifier from fixed count to fit curve length. Step five, apply modifiers and manually adjust vertices when needed (use proportional editing to save time). Step six, example bake of this high quality 3D model to an incomplete low poly mesh with only 12 polys for demonstration. As you can see, simple baking already produces pretty good results, however in this case some texture editing would be required to really have convincing textures.
    1 point
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