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Showing content with the highest reputation on 2017-12-16 in all areas
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@Alexandermb It could be nice if you could provide a post with little gifs of every animation. As a reference you can see what @Jos3BV did. See : That would allow you to showcase your work and it could even be used for promotional stuff. And non modders / non blender people could see them as well4 points
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i Guess when everything is commited i could start working on mount/dismount animations so we have the files ready to go before the gameplay feature goes implemented.3 points
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3 points
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The problem is not getting balance feedback. The number of mods changing balance prove that. The issue is having someone taking the decision while keeping in mind changes to the game engine. Until we are in beta stage some new features can break totally the game balancing like capturing did. So it makes not much sense to balance Ana ever-changing game. Once those features are settled itll make more sense and it will be easier.3 points
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Here are the files with the latest changes including the promotion/capturing animations, the heads of the gaul horse and some fixes, also slowed by 20 the death animation time. Horse_new.7z When everything its commited i'll upload the blender files cleaned for the art repo. Also when i got time i'll make another gif files for every animation, older gifs won't work anymore they are all modified, or in case someone could record in the atlas directly it will be very helpfull, otherwise i'll make an escene for a more Drama-like effect like the Enrique's animation showcase in blender.2 points
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2 points
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2 points
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2 points
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Yes, Alexander's animations have the potential to really bring 0AD alive, like training animations at the barracks/stables when training units, or a blacksmith hamering away at an anvil, when researching techs, for example.. Or women walking around the farm while plowing/seeding/weeding/harvesting, instead of just perpetually standing there at the edge of the field scraping at the same patch of dirt throughout the game.2 points
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2 points
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True, but this is a different thing: the sound system uses the existing sound files and slightly changes them to make it sound as if there are more different sounds than there actually is. So the solution might be to tie that modification to the entity rather than just have it random2 points
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2 points
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2 points
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So I've compressed most of my reasources into 4 generic resources, which should make trading between all races work. I combined Wood and Stone into a generic resource, I'll have to think of ways to differentiate harvesting them for races that can use both. I'm also still not sure what to do with the Aura and Sols resources, seeing as their nature basically makes them impossible to trade. It's still a very long way off before I get to factions that use those two resources so I won't worry about them in the meantime. A quick question though, what files determine the sprites that shows up when you select a worker and then hover the cursor over a resource to harvest it? EDIT: also how do you link animations with harvesting of specific resource subtypes? My workers now just have idle animations when harvesting subtypes that are not from 0AD. EDITEDIT: And the Ai..... the ai is still trying to harvest subtypes I cant harvest now. The Goron AI is going after berry bushes that it cant harvest and ignoring the Sirloin Mines it built.2 points
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2 points
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@Tomcelmare it's planned I just need some time. But you'll have it for A23. Also I need to review every actor.2 points
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I'll consider turning everything into sub-resources. My only issue is the Aura resource, it's essentially a supernatural magic that can't exactly be translated into food or stone or anything else. It'd be like asking to trade the Force from Star Wars for bundles of wood and stone. EDIT: At the very least would it be easy to make it so that the resource icons change depending on the civ you are playing as? If you are playing as the Hylians it shows the steak icon for food, but when you are the Gorons it shows the Rock Sirloin icon for food, for example. It would also be neat for the Pop Cap icon, it could show little faces for the race you are playing as instead of just a generic icon.2 points
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Hello! Firstly, I am not a native English speaker so I can make mistakes. Secondly, can you add to block enemy workers from build anything in range of my units or something like that? In most rts I can see similar function. It's very anoying when my friends on my back build a wall/towers close to me in his castle/city or in mountain terrain and killing all my units . Also unit movment it's quite bugged in large numbers, especially in formations.1 point
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sounds like one to me. Perhaps he means the mod selection page with that.1 point
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I think i found somewhere its planned but not yet High Priority, and well in the way 0 A.D. Goes by now isn't imposible nor yet a bad feature, imagine how good can be having this feature specialy in campaing gameplay. With carefull and good development 0 A.D. could be whatever you liked before in any RTS specially now that this good kind of RTS are dying by Turn Based horrible gameplay games with just pretty graphics for satisfy PS4 XboxOne people complaining about lack of graphics for games they aren't going to play.1 point
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1 point
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yes, good catch. I've added a fix in svn https://trac.wildfiregames.com/changeset/20658 But i encourage you to report such issues either on trac (if you only report it) or phabricator (if you also provide a patch). Forum posts are not always read (at least by me) and it would be a pity to have to rediscover all these issues in the next version a few months from now.1 point
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For example if the youtubers don't say anything like, is free, or needs developers, or coders is needed, nobody comes here to ask be part. that's even mistake we in our announcements don't put focus. people outside thinks we need money.1 point
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Isn't personally, is professional matters. these advertising is similar to war. you need be effective, accurate, that's why we call them Campaigns, needs strategy.1 point
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I believe what is needed is not someone to tell us how bad the game is or whether its bad or not but mostly someone who can help fixing it. It's easy to criticize but harder to actually do something about it.1 point
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The difficult is unit moving around field, that's don't depends on animation only.1 point
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He is asking if it.s a bug that units of the AI attack without formation. El codigo de las formaciones, y en cierta medida el comportamiento individual de las unidades, se tiene que rehacer. Por eso probablemente los desarolladores no han hecho que la IA ataque en formaciones. Asi que no es ningun bug.1 point
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I think @vrork is right. More than anything, 0AD needs publicity to grow. It's a game in development, yes, so that needs to be emphasised in any video, but having a well known youtuber doing an occasional development video on 0AD is potentially gold. Maybe vrork could convince him to make an account on this forum so we can publicly discuss what he wants to do, and how we could help him with that? And clarify that he doesn't need permission to do a video on an opensource project.1 point
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I've been wanting to bring this up for a while, but there are so many little details that could be changed, that I want discus them in a single post/list. Anyway, for now: It's really awkward that you're able to start construction on a building within range of enemy units/buildings. It's kind of an immersion breaker, and borderline cheating, in my book. Tower-creeping is so, ugh.. Basically taking advantage of a less than ideal game mechanic, I think. Both, building a tower/fortress on your enemies' border within range of your enemies' buildings/units as well as starting construction on new structures when you're base is already overrun is just, ugh... Like sending 30 guys to rebuild a destroyed CC when the enemy army is still in your base??? Ugh... Sorry for all the ughs There are many of these "micro-cheats" that take advantage of less than ideal game-mechanics and pathfinder issues, like using 1 soldier to lure an entire army in to a kill box. Or pressing the halt button every couple of seconds while in combat, so that all the soldiers are reassigned to the most nearby target (this should happen automatically). It looks horrendous to see an entire army cut to pieces because they obsessively chased a single unit, passing an entire army that's systematically cutting them down. There's a lot of this weird advantage taking. For example: Supposedly pro-players don't use walls. Nonsense! All these so called pro-players are building "house"walls" instead. What in the actual "explicative". Why would a row of houses stop an army? You just go through the backdoor, and exit through the front. Or crawl through the windows. O just kick through the wattle and daub or mudbrick house walls. But it's a little ridiculous that civilian housing provides an effective wall. Just use the actual walls... You know... Plus house walls look really ugly... Ugly like building farms around the CC (an illogical AoE convention), for easy garrisonability of women and skimping out on wood by not building a farmstead (which really should be a pre-requisite for building farms, or even gathering food in general. Why is the CC used as a storage yard, when a storehouse is one of the earliest structures you need to build anyway??)... I derive no pleasure from defeating an enemy like this, and "pro-players" destroy "noobs", because the noobs don't know about these "faulty" mechanics. How is that fun? A lot of the "pro-players" depend on the ignorance of their opponents to win... This is supposed to be a strategy game, not a take-advantage-of-mechanics-that-new-players-can't-possibly-know-about game, because this stuff is not clearly written down anywhere. That's cheating, i.m.o... At least, their should be a strategy and tactical guide that explains the mechanics that should be looked out for, like: diminishing farm returns, embedding women with your workers, and the effect of experience on gather rates, garrisoning ships with siege and units so they actually become effective, never using formation when fighting, the effectiveness of kiting, the amazing efficiency with which women can take out battering rams... Those kind of things... Ideally, you should have easy access to this info in game, like a question mark button with each unit/building that brings up a pop-up message explaining all the specifics about that unit/building.1 point
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1 point
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My Goron workers do not have the ability to gather fruit, nor do any of their parent templates. I've gotten rid of gathering from template_unit as well. They are still clustering around fruit bushes and apple trees like they want to gather from them, and they will not gather from the Rock Sirloin mines like they should.1 point
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Lol true enough. Though one could blame the previous gamesetup authors for not writing extensible code. I mean, this feature isn't exactly innovative. It's a pretty standard feature for multiplayer to have and I can't imagine it wasn't talked about before previous "rewrites."1 point
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That does stop the Gorons from clustering around meat sources, but they still seem to be doing it for bushes. Im guessing more script is needed for bushes?1 point
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1 point
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SirPope seems to be stuck in a mindset that the engine cannot be changed. That is one of those things where we do have an advantage over other engines. The requirements listed in response to s600204's questions seem to indicate that there should be different resources, with limitations on bartering and possibly trading. But trying to shove those into the resources currently present in the public mod seems to be more than just wrong. Yes, having quite a few of resources will require quite a few changes to template files, but since this is the closest thing to a total conversion mod we have that seems ok. And yes, a few of the requirements/wanted changes might require changes to the AI, the tributing code, the bartering code and the trading code, but in case those changes are only done after figuring out what needs doing those should be stable and not require any future changes.1 point
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It does seem like it's an AI problem. Hovering over bushes, meat, and farms brings up no gathering icon for my Goron workers and it doesn't let me right click to harvest them, so it's all correct. Their template entries are fine and none of their parents have fruit or meat as possibilities: <Rates> <food.rocksirloin>1</food.rocksirloin> <wood.rock>0.7</wood.rock> <wood.ruins>5</wood.ruins> <stone.ore>0.35</stone.ore> <stone.ruins>2</stone.ruins> <metal.rupees>0.35</metal.rupees> </Rates>1 point
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1 point
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Formations have not been fully implemented and the pathfinder(the code that figures out where and how to move units) still needs some work it is being worked on though. Enjoy the Choice1 point
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ZeroEmpires already did a review of 0 A.D. (albeit very old). Resonance22 and ZeroEmpires are quite close friends, so I believe he knows that 0 A.D. exists. He just doesn't want to bother with it unless you might be willing to pay him to do it. And besides, like others said, it's too early. There are already concerns that the big youtubers are losing their enthusiasm for this game. Resonance22 might have a similar effect. Edit: In a homophonal note, Resonant (not Resonance22) just did a lively Review. He presented the game in the way of how I looked at 0 A.D. when I first saw it. It's quite refreshing, actually. I just hope that his videos can give the game enough publicity.1 point
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I understand, but i think it would help you guys if Resonance22 would make reviews and soo on as the game develops. Especially since he worked with the AoE2 HD team, he is able to give much better and more based balance (and other things) suggestions/tips. And if i am not wrong, he is bigger than the ZeroEmpires.1 point
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1 point
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Calm down, don't get the hype blind your judgment. need the approval of Art Department and the community.0 points