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Showing content with the highest reputation on 2017-12-13 in all areas

  1. We are happy to announce that we made it in the top 100 of Indie of the Year 2017! In this competition celebrating the independent games and mods created by professionals and hobbyists alike, we made it to the second round and you can send your votes until December 21st. We need your help to overcome in the Players Choice - Unreleased category, in which we have some serious contenders - and you can of course cast as many votes as you want in the Released Games category, and in the Mod of the Year sister competition. Do not forget to log in to your IndieDB account if you have one, as this action gives you a chance to win prizes, and it also means more points for us. Vote for us here! 2017 Indie of the Year Awards via Indie DB The first part of the competition was the easy one, now is the time to highlight 0 A.D.! Spread the word for the competition but also because everyone deserves to play a great free and open-source game of ancient warfare.
    4 points
  2. I like the idea of finding ruins or hostile villages on the map. Makes the world feel lived in, expansive. It's also a good way to add additional lore not given by the playable civs directly. 0 a.d developers take note.
    4 points
  3. @Sundiata the animation is 150 frames lenght 150/6=25 that means it will took 25x2 to manouver while the current animation is 0>50 flat 51>150 manouvering for smooth look like, what i could do is copy the animation in the flat time and make another animation with only flat movement and use 3 variants 2 flat 1 manouvering.
    4 points
  4. Well hey there it's a Zora River map: Is there a tutorial on how to do that? I kind of need specifics when it comes to anything that involves scripting.
    2 points
  5. It remembers me what Warcraft 3 have in their maps which AoE doesn't but many other RTS have (Rise and fall civilization at war/ Rising Kingdoms) and adds a delightfull touch to the gameplay about map control this is a really nice touch i'll like to see in 0 A.D. Good job!
    2 points
  6. @Alexandermb Here are the files it's only missing the death anim, and the one currently in the blend is so lame I won't display it lol. Zebu-Stash.zip Zebu17.blend
    1 point
  7. I'm still not sure what this means, nor do I see an example of what specifically I need to do. I probably need instructions, something like "Open this file, put these lines of code in this file." I really need this only-4-resource-per-faction thing it's the only thing left preventing the next release.
    1 point
  8. @leper If you still feel like it you can implement amphibious animals using the Croc_swim.dae anim. @Alexandermb Thanks a lot. would you help me by making that zebu death animation ?
    1 point
  9. I suggest you to start on low resources ( 300 ) since it is the standard in multiplayer games among medium-high skill players. While prioritizing food is the way to go in Village Phase, it is also the resource with the highest gain/sec you can have that grants you an adeguate defense, basically because cavalry is a nice defense / offense and can also hunt high rates of food. You will need 5 grainfields then, and eventually 1 barracks if you want to train out soldiers and boost your population as fast as you can since soldiers gather wood faster than women ( there is a threshold after you can notice the difference between soldiers and women gather rate on wood ) to eventually switch from wood to mines. if you have advantage in population and/or not enough food gain, you can still research technologies before to build your 6 and 7th grainfield ( usually 7 grainfields grant enough food for almost any situation but for champions and especially champion cavalry )
    1 point
  10. Shared Allied Vision tech should be auto-researched on this map, methinks.
    1 point
  11. Kind of reminds me of the Paradise Lost map specced by Ken Woods way back in the day.
    1 point
  12. Thank you my friend.I used IPv4 ip number and connected
    1 point
  13. Hello to you all, a couple of months ago we joined the translation team that is translating 0AD in Transifex into CAT. We are proud to say that our updates and improvements in the translation of the different archives are currently in disposal to be implemented in the game. Could you please help us to implement them to the game interface? We have tried to do so by following the instrucions from the website, but we have been unsuccessful so far. Many thanks for your advice. Best regards, Ambar and Maria
    1 point
  14. Hello, when we release Alpha versions, we pull complete enough translations inside the game installer. If you keep up with the pace, that means CAT will be in Alpha 23, good job! If you want to test your translation in-game, you should play the development version. It contains the latest translations from Transifex, which are pulled in twice a week. Follow these instructions (note that if you are on Windows, you don't even need to compile the game, just start binaries/system/pyrogenesis.exe). Thanks again for the work!
    1 point
  15. It's already planned, but needs some time, as a proper implementation means a gamesetup rewrite.
    1 point
  16. Well I guess start looking at where those are used. Then a sane implementation IMHO would be to put those new resources in civ.json files, and parse them to do stuff afterwards. I believe @elexis has somewhat unified the json parsing functions so that should be easier.
    1 point
  17. Units gain experience (in barracks, or for romans after researching tech) In time
    1 point
  18. A little shout-out to the devs. I didn't really think that the svn builds can actually be playable.
    1 point
  19. Te lo enseƱe en el video, es cuando atacan en el agua.
    1 point
  20. What do we have here... some map creeps to fight, maybe even capture: I had a feeling it was a Class, I just couldnt seem to find any examples in 0AD. That seems to do the trick though.
    1 point
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