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Showing content with the highest reputation on 2017-07-21 in all areas

  1. 4 points
  2. This post was inspired by this one. Currently, units only have in the description, the classes that belongs to. As before in previous alphas, I think it will be useful have a description for them when hovering the unit portrait both when selecting and for training the units. Although we've discussion a lot for the units roles and I'm not a favour about the actual design, I think that it's needed a written clarification about them in-game, for both new players and people that hasn't or don't want to check the numbers. Players need why train infantry melee A and not infantry melee B. That's my initial suggestion, based on actual stats (not my design proposition idea): Skirmisher: Fast ranged unit with a powerful piercing short ranged attack. Useful for hit and run tactics or close combat support. Slinger: Ranged infantry with a medium attack and range. Good as a standard ranged infantry. Archer: Long ranged support infantry, with low attack but effective against light armoured infantry. Spearman: Standard melee infantry, with a 3x bonus against cavalry. Good as main infantry or defensive line against cavalry. Pikeman: Slow infantry, effective as a shield wall against damage, with a 3x bonus against cavalry. Swordman: All-rounded melee infantry with a fast attack and movement. Effective against other melee and caught ranged infantry Cavalry swordman: Melee cavalry with a fast attack, good against unprotected ranged infantry, spear cavalry and raiding. Cavalry spearman: Shock cavalry with fast movement with piercing armour* that uses a powerful but slow attack. Cavalry skirmisher: Ranged cavalry that combines the strong attack of the javelin and the mobility of the horse. Useful also against all cavalry. Cavalry archer: Ranged infantry that combine the supportive long range of the archer and the mobility of the horse. EDIT: *With this phrase I wanted to empathize that cav spearman have better pierce armour than sword cav, but still a low number.
    2 points
  3. It'd be good to have it in Atlas or Actor Editor instead of using command line tools. Which are not really familiar to artists. Or another way: I made few simple plugins for Blender and it's easy enough to create. So we could create a plugin for it too. Another profit, plugins for blender are mostly written on Python, so it'd be easy to add it. So artist even doesn't need to open Actor Editor/Atlas Import/Command line tools.
    2 points
  4. Rough town center concept sketch for stone age all civs
    2 points
  5. The engine can't support multiple objects, loose polygons, materials, or AO maps on animated meshes. Also the only animations supported by the engine seem to be location and rotation modifiers attached to the skeleton. Also the animated skeleton NEEDS to have a model attached for the animation to load for some odd reason made new animated meshes myself, super annoying I know
    2 points
  6. getting your skeleton generator will be a big step in modding this game, even my gate and pony models. One of the most annoying aspects of creating animated props is manually writing skeletons in. I'm thinking we could see some really nice flags, for one
    2 points
  7. I saw your projects before. Is that rts for mobile technology? you can open a topic isn't a problem and isn't considered as spam.
    2 points
  8. Hello, im new here :), If this is the place to dump RTS Related artwork, here's some of my recent work for a mobile RTS called Project Empires which on final release it will be released as Pocket Edition : Empires. Suggestions and comments are welcome
    2 points
  9. Is an rts very familiar. Welcome @ray_ark don't be shy. We love rts and we aren't a company or corporation.
    1 point
  10. This was the problem, it loads up now! If it's not too much to ask, when you have time could you perhaps give me a step by step process of how you got this to work? What programs you used and what actions you did? I'd like to try and replicate it so I can do all of this myself for my other animations. Thank you so much for at least proving my animations can be ported with no problems!
    1 point
  11. Right, and I guess it would be best if TheUndyingNephalim also used SVN (at least it would help with future improvements), but for now I just mentioned it.
    1 point
  12. In that case I guess the instructions should just enable the mod in the mod manager (in-game, under Tools & Options) and save that, then start atlas. A22 isn't released yet, but there are currently RC (release candidate) builds available. (http://releases.wildfiregames.com/rc/)
    1 point
  13. @Strannik It works for me but it doesn't seem to work for @The Undying Nephalim see his post he edited it.
    1 point
  14. @Strannik apparently it doesn't Works for me though.
    1 point
  15. @LordGood Orientation shouldn't matter as it's specified in the dae file and since the game used to play with max I think it can handle it. About materials, sometimes it work sometimes it doesn't.I think it stops to work when there are two materials on the mesh. @The Undying Nephalim can you try the following skeleton file ? bone_pelvis.xml
    1 point
  16. Alright, few things I've noticed so far; you want the origin point to be at the feet and you want the t-pose skeleton to be assigned to the mesh, also the skeleton armature should be named, that will be your skeleton identifier. If all of your skeletons are named 'armature' the engine cant pick out your specific skeleton file. You seem to have also accidentally included the sun and camera in your charging animation file, this violates the 'multiple objects' rule on importing stuff into pyrogenesis. On export you just want to select the mesh and skeleton and check the 'export selection only' box, or make sure those are the only two things in the scene also you DO have a blank material attached. pyrogenesis cant load materials that way so that will also fail the import the T-pose origin being in the middle wont necessarily fail the import, your knight will just be halfway stuck in the ground lol
    1 point
  17. 1 point
  18. Do you have sketches or something similar ?
    1 point
  19. @ray_ark What types of building do you need ?
    1 point
  20. Thanks for advise, I'll make it Painting stage is done, now I can finally do the other tasks
    1 point
  21. No problem if you need help we are happy to help and knot about new indies studios.
    1 point
  22. Yeah if you are using some, be careful with license.
    1 point
  23. yeah, we're mixing 2d and 3d for performance
    1 point
  24. Is different market, they are in pc you are mobile.so you will use 2D.5 ?
    1 point
  25. @Lion.Kanzen after going through a year of design instability ( Stylized, then cartoonish, then Flat styled ) we're settled on realistic Sprite Based artstyle, like AoE2 we're temporarily using 0 AD Textures for the terrain that is currently available in opengameart.com , is that okay ?
    1 point
  26. we're starting long before Age of Empires Definitive Edition, but their announcement is bit surprising for the whole team
    1 point
  27. Well I tried playing the animation in the Actor view of Atlas, got some errors: Does incorrect prop points break an animation or might there be something else wrong?
    1 point
  28. True, I guess I can't either. But at the same time, I don't really think it's an issue, so I'd rather leave the possibility open in case there is a reason in the future.
    1 point
  29. 1 point
  30. We could of course make it impossible, but seeing as wrong topics can be moved or deleted I don't really see the issue. Maybe there will be a reason for someone to post a topic there, so I rather keep the possibility open.
    1 point
  31. Ptolemies already have mercenary swordsmen and spearmen, mahouts shouldn't be much more than a prop switch
    1 point
  32. You need start a FB and Moddb page and looking guys from similar game. Make videos with properly tags...
    1 point
  33. About the existing history tooltips, it was decided that they should be carefull reviewed and edited before they are sent to the translation teams: #4505. Since we're talking about #3212 for displaying them, we might want to ask @s0600204 directly how to organize the History strings ideally.
    1 point
  34. 1 point
  35. Stones "cheaper". "the" death of Athenian "defending" not depending. The sentence with his death needs to be reconstructed and can be made simpler. " however" seems not appropriate. Though he was re-elected the following year he died ( if needed"date") from plague that devastated Athens during 429 BC.
    1 point
  36. Is the source code available to your game, @dimaCyberpunk? Sharing it publicly might make some people interested in helping, perhaps even adding code. Apparently it uses mono? Then perhaps it could be made compatible to unix too.
    1 point
  37. Este es el archivo de la tecnología de avanzar de fase y este el de 2da fase Donde dice modifications, esta lo que cambia al avanzar de era, puedes crear una fase especifica para una civilización como lo propones en tu mod. tal vez usando el método de Delenda (otro mod) (investigar cierta tecnología inhabilita otra) podrias crear 2 phase city o town, que te permitan seleccionar facción ostrogodos y visigodos pero solo una de estas. no e intentado crear un archivo de esos donde dice modifications, desconozco si se puede agregar otro tipo de moficicaciones que no sean solo "value" "valores", tal vez también visuales.
    1 point
  38. Not complicated. Just a lot of work. What is complicated are the underlying hard working algorithms (performance) - nothing to worry about on the first hand in a 0 B.C.E.(mpire Earth or Universe mod). Also complicated is the overall design as in real life, "the concept" - e.g. what is needed, where to start [I am for stone age here until open end (future)], ... 0 B.C.E. employs the principles of time continuation and guided history (weak or strong needs to be determined, I personally favor weak, i.e. do not force historical events if out of context e.g. if Philip or his wife has been killed before giving birth to Alexander then no Makedonian Leader Alexander The Great). Isn't open cut mining what the stone piles in 0 A.D. actually symbolize? Coding snow is harder. And we need snow, rain, mud, ... (don't worry, I'm at it) IMO: No. Really. I was thinking the same back then when I was active. 0 A.D. is about pitched battle warfare - it's interesting, because high tech civilizations are pitched against each other. What counterdicts this design|concept is the evermore balance effort - which makes things boring (IMO! opinions differ!).
    1 point
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