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Showing content with the highest reputation on 2017-09-22 in all areas

  1. I'll see what i can do tomorrow, the archers are done made 2 animations like the one in milleniumad for the blacksmith but different 9 Helmets (Looking for have more) 2 spears 4 swords + 2 han swords 4 shields done 2 arrows 1 bow 2 colour variants quivers for both sides + 2 colour variants 2 longhair heads 3 zebu colours 10 head textures ( 8 xion + 2 from rise of the east) wagon with 4 roof variants 5 units textures (Maybe more) Womens missing Civic center Done blacksmith Done Houses Done Temple (WIP) Corral Done Market/Food deposit Done
    4 points
  2. Maybe we could put up a challenge on art websites. People love contests.
    3 points
  3. Since the last trac update, trac displays names instead of usernames.
    2 points
  4. Good idea, we just need someone managing that
    2 points
  5. 0AD definitely needs more promotional art, backgrounds and top-tier screenshots for promotion. The screenshots on the 0AD home-page are more than 4 years old! They need to be replaced because they don't showcase the game nicely, but those are the first screenshots people see.... They're not even taken at highest graphic quality settings, and make the game look old and cheap, which it really isn't... LordGood has done an awesome job, on the new backgrounds for the home screen, but having one for each civ would be awesome! The loading screens also have incredibly old (kind of ugly) screenshots. All of them need to be replaced in my opinion. I recently played around in Atlas, to try to make a nice environment for screens:
    2 points
  6. If I was in charge, which I'm not, I'd commission an artist to create a series of backgrounds, one for each faction in the core game. Two layers: The background layer, and the foreground soldier/unit/character looking over his/her shoulder at the player, like, "Join me, or die!"
    2 points
  7. https://code.wildfiregames.com/D921
    2 points
  8. Now all we need is for the sounds to fire when the projectile hits the ground too. Also, the sound engine has it backward. The impact sound should play when something is struck, not when something strikes something. What I mean is, the impacted entity should call the sound effect, not the attacking unit.
    2 points
  9. A new member? they committed many sound effects
    1 point
  10. That must be it. I changed it back to Pureon anyway
    1 point
  11. I think that's because we have a too small coverage. Because me @wowgetoffyourcellphone @kali_ @Skhorn @Tiber7 @shieldwolf23 @Hannibal_Barca could have participated in that. That gives interesting challenge but if we could gather social media coverage it would be way more fun. @daker
    1 point
  12. The territory is most probably computed correctly in the simulation, because the minimap shows it correctly. Must be a rendering bugs. If you know that its between 19000 and 19500, try a bisect, i.e. test 19250 and so forth, shouldn't be too many steps. (But if I had to guess, perhaps it was that CUDA update you spoke about)
    1 point
  13. Yep. Or maybe not. Depends on who you get. Deviant Art is full of talented people. Also, it depends on the composition of course. The top one has a lot less going on than the bottom one. I'd model them all off the top one anyway.
    1 point
  14. You would be dropping several thousand out of the treasury, possibly tens at that level of finish.
    1 point
  15. I'm very noob with templates. is neutral like merc... isnt buildable. ok I haven't idea hahahaha.
    1 point
  16. The Slave Market template name should follow the existing convention. So,: If it's a structure like DE's merc camps, then: template_structure_special_slave_market or, if buildable by factions, then: template_structure_economic_slave_market Then, the slave file names should follow accordingly: If the Slave Market is like DE's merc camps, then: slave_nubian_male slave_nubian_female slave_roman_male slave_roman_female etc. to group them all together in the entities list. If the Slave Market is a buildable structure, then the slaves should be named: kush_support_slave_male kush_support_slave_female rome_support_slave_male rome_roman_female ------ So, is the Slave Market like DE's mercenary camps? A structure already on the map that you must capture? Or are they special buildings each civ can build?
    1 point
  17. Os part of last unit in map that can rebuild an empire.
    1 point
  18. And taverns and sex worker that don't practice sex only kill your heroes. Na this my work in Delenda Est mod-mod ( Mundus Regnum) I called.
    1 point
  19. "How dare you! You promote slavery." There, trolls. I beat you to it. Now, can we have a good discussion here? Will 0 A.D. Wood have this? I'm imagining a lot of wars centering around the buildings.
    1 point
  20. im not team member but i can do 2d art and I'm in game credits helping with art. can be nice you have same motivation as contributor. isn't necessary being team member.
    1 point
  21. Hello and welcome to the community! Considering the very low level of effort put into the formatting of the application (Lion was being helpful but what he produced is probably not what you intended to do, so don't copy-paste him), I'd suggest you spend some time around first, in order to improve the way you interact with us on the forums. We are not currently looking for a new Video editor but we welcome contributions. Feel free to share your work on the forums, and don't forget to read this if you do so.
    1 point
  22. You will be need a soundtrack badass to follow that screen.
    1 point
  23. Wow if these suggestions could be done and could expand the number of players to accommodate all civs/factions mini factions, mercenaries etc it will become the greatest game ever. Isnt it doable in a campaign or scenario type of game?! Adding meta to capture and transport wild animals would be a plus.
    1 point
  24. jeez well, that's a fair amount of work should totally add all of the original AoE buildings too. archery ranges siege workshops champion academys wee
    1 point
  25. Also, soldiers destroying buildings by fire should be a thing. I'd love to see a bunch of swordsmen hurling torches at houses, which start smoking and eventually catch fire, then collapse in a cloud of dust and smoke
    1 point
  26. Make a stable for each faction.? @LordGood @stanislas69
    1 point
  27. Sorry once again for spamming the idea, but 0AD needs dedicated stables for training cavalry! This is the only realistic and logical solution. People training a mass of cavalry-men in the first 5-10min is ridiculous. A weak scout cav for scouting/hunting/herding is the only cav unit that should be recruitable from the CC, at best... Large cavalry engagements should be the cherry on the icing of the cake, after building up a strong infantry, and not be spammed like some cheap infantry skirmishers. Most/all of the civs are infantry heavy anyway! Are there no horsemen on this forum to weigh in? I grew up riding horses and therefore understand the requirements of maintaining even just a few horses. They're high-maintenance! Breeding horses, training horses, training riders, and equipping horse and rider are tremendous investments, very difficult to accomplish without dedicated infrastructure. Stables are a great idea for a new structure for each civ, which is nice to brag about in future alpha releases. It's new content that will attract new players. Stables are a staple of every serious historic RTS. Stables...
    1 point
  28. Most of your points have been taken in consideration in my balance mod Monkey Wrench. Matter of fact i proposed a cavalry hp nerf in order to let buildings be more effective against cavalry, especially skirmish cav (spear cav can be hit by spearmen) without the need of a bonus against cavalry. Despite the realism, sentry towers are weak against a bunch of skirmish cavalry which shouldn't destroy any building. Buildings should be basically immune to any kind of pierce damage. Having a general reduction of ranged units Max Attack Range and scaling their accuracy would also make them more vulnerable to melee attacks (perhaps ranged units should also deal slightly less damage). Indeed skirmishers deal more damage than melee units, but they should be easy to kill with no protection. Spear cavalry should basically have a role as cavalry counter ( hard hit while in movement and higher attack range than a sword cav).
    1 point
  29. But have sense in many ways. if you are starting a colony you don't have so many horses, unless you are a horse breeder. It doesn't have sense an archer inside a tower can even have that accuracy or take a heavy horse man. the best counter ranged cavalry is... other horse rider. "Nerf them".... in this way all units will be nerfed. I agree with 3 and 4 because is historical for most of factions. 6- we need investigate that unit, in AoM each faction have their own type. 7-(this don't have sense, hunting is one of things they do. Herd... can be nice quit some bonus. 8 depends of civ. For me cavalry can start to shine in phase 2. Mostly European faction are non cavalry faction. Increasing 2-3 pop max is fine we are count the horse, the rider and the trainer may be(?)
    1 point
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