Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2016-12-20 in all areas

  1. @wowgetoffyourcellphone Something more like this ?
    3 points
  2. Hi, I have a few months of playing a game 0AD. I am now keen to create their own maps. I do not know how to use the map editor feature. can anybody help me? Please
    1 point
  3. Im not very convinced about the textures on the mountains neither the color of the water, but here it is, the Gauls. You can Download it here https://github.com/Skhorn/0AD-map-pack Depends on the stan eyencady mod
    1 point
  4. Hello @Angga Hermawan and welcome to the forums. I'd suggest you to have a look at http://trac.wildfiregames.com/wiki/Atlas_Manual and you can ask all the questions you may have here in this thread.
    1 point
  5. It is not doable yet. Simply because we do not have that much buildings variations.
    1 point
  6. The Gameplay point of view depends on how the player enjoys the game, if you just want to win at all cost, in a competitive/stressfull game then it's Ok, but I've no fun in building a city but to sustain an army population in a sort of crazy competitiveness, I rather create the army to defend a beautiful city/civ. with wise movements and strategic thinking. AOE III made the same mistake and I think world war one was almost about the same.
    1 point
  7. I moved it to the Delenda Est subforum since it seems to be about a bug in the mod, rather than the vanilla game
    1 point
  8. Well i mean if you can hang a bit of a wall over impassible terrain it would fix the walls leaving gaps and letting units through, not necessarily build walls on a ridge where they'd be useless anyway
    1 point
  9. For game play reasons it is not as easy to be 100% realistic in this case. Units need to be able to walk to the building site, but if we make it possible for them to walk everywhere then one can't use steep cliffs to block units from passing. There might be some way to solve it, but it would require quite some thinking I'd imagine.
    1 point
  10. It's okay Lion, don't worry. It's just that sometimes it looks like you feel compelled to comment on a thread even though your reply does not clarify or help understanding the topic at hand. This is prone to confuse people, specially newcomers. (like the "Double typo" comment on another Julian's bug report thread). Just pointing out that spending 3 or 4 more minutes on the reply could help a lot. Ontopic: We could create a list with buildings that need the foundation extension so they can be add to the art task dev tracking list.
    1 point
  11. Hi Julián, Since Lion didn't want to spend 5 minutes in his post to explain the issue I'll comment on it. Here's the problem: Large structures are able to be constructed on uneven terrain and the origin point of the structure (center point) ends up being higher or lower than the perimeter in relation with the terrain. This issue is much less noticeable on smaller footprint buildings. The team thought about the possibility to flatten the terrain when the foundation of the building was placed to start constructing, but it was too easy to exploit this mechanic to make non-walkable dead ends for units and was thought to be too impredictable to mange it. The solution that was adopted was to "extend" the structure geometry further into the ground to avoid the floatiness as much as possible. However there are still some buildings that do not extend enough further into the terrain. The examples you pointed out in your post are very good ones since these buildings (except the parthenon) are very commonly used, so they'll have to be worked on.
    1 point
  12. The PPA version has been patched. Please run sudo apt-get update && sudo apt-get upgrade and it should work. Please report if it doesn't, and sorry for the inconvenience.
    1 point
  13. 1 point
  14. I don't like commenting much about the art style since the developers said themselves that they were trying to not make the game look cartoonish... which by the looks of things I still don't understand. But on the other hand, after seeing some comments on Empires Apart videos, I'm left to acknowledge that art styles DOES divide the fanbase. They basically fall on two camps: one being the traditional (because it's not broken), the other being modern (because we like it shiny). But there are those who don't mind either even if they have a preference. I'm more concerned with how Empires Apart is being promoted. I'm seeing it as a threat to 0 A.D.'s exposure and support.
    1 point
  15. Personally though, I don't see that with this game. The units and buildings are clearly stylised given the low-polygon models and simple textures, but I frankly find this choice to merely be minimalism as Lordgood explained. The gameplay seems promising and the units lack the wild exaggerations of AOEO; frankly I find you being too dismissive when it is clear that they are attempting to make a game that is old-schoolesque and the artwork reflects that. Also regarding this game's audience, it seems generalised to call it simply call the targets casual. Age of Kings was a simple game but offered a rich meta-game that rivals highly competitive titles like Starcraft.
    1 point
  16. Just because you don't like the art direction doesn't mean its a mistake to take that direction. Its lovely, the minimal textures and polygonal style put more weight on the animations and color palette, which look very nice. With the rise of mobile where things need to be readable at a small size, this style is particularly popular. AoEO had a charming style to it as well, but this is an RTS, not an MMO-RTS with microtransactions(?) which I think was the bigger issue with AoEO.
    1 point
×
×
  • Create New...