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  1. Those are just perfect! Really... Doesn't need to be anything more or less than that. Love 'em! You have my seal of approval
    3 points
  2. There are a number of possible solutions listed in the ticket: #4724 . Someone needs to evaluate them, write an implementation of the chosen option and integrate it into the game
    2 points
  3. I remember reading the scutum was not solid wood, but rather laminated wood. There is a difference. One is a solid piece and the latter is achieved with layers of wood called plies. It's also possible the aspis was constructed in strips of wood and shaped on a rudimentary lathe. But there are few actual examples of either shield since the wood decays.
    2 points
  4. Lol. its nice but I can't stop thinking in this.
    2 points
  5. Yes indeed they will one day be ported over. The timing was pretty great as I posted this today: There's still a lot I have to get into the engine before I can port the missions over though, notably quite a few factions such as the Gohma, Lanayru, Wizzrobe, and Oocca. To my knowledge 0AD doesn't play pre-rendered cinematics at the moment, so that'd have to make it in first as well.
    2 points
  6. Amnesia - 1 day, 22 hours left
    1 point
  7. I've got some great war horn sounds, I'll be happy to make a few variations of an attack sound. Will post a few options to this forum, in the style of the AoE reference. I'll make a few levels of intensity, and they can be assigned to different events (i.e. enemy unit entering your territory, soldiers engaged in combat, civilians attacked etc). Omri
    1 point
  8. 0 "Después de Christo". is the translation to the Spanish. In this case Detective Comics.
    1 point
  9. i might have an idea for the middle guy, i have this idea before but never tried the cape's are based on the same armature of the body, but they are just a plane cloth in the back, maybe making the proper mesh with the proper bone influences it could be done a full body cape, or cape-scarf like, but i'm not sure if it could use the actual cape textures so maybe it will need a new one.
    1 point
  10. The effects look cartoonish, but it's not too bad. But I think those are placeholders. Overall it "feels" good - it's fun to play, looks nice, has very fluid gameplay and less 1 type of únit spam compared to normal aoe (Which is chariot archer spam 99% of the time). I'm sure I'll stick to it for quite a while, got me hooked. Which hasn't happened with RTS in a long time. Also I like that most people play it on "fast" instead of "very fast", so it's a nice mixture of micro and macro. Plus it's less campy than AoE II, since you can't protect your villagers so easily. This makes the game more like Starcraft/Warcraft, which is pretty cool. Putting pressure on the enemy, re-establish the base, and loosing vills isn't so bad in AoE because you get more resources overall. Stability is pretty excellent, much MUCH better than Steam AoE II, actually I didnt expect that, esp. since it's only a beta. Even with yellow connections.
    1 point
  11. Earlier in the thread he mentioned he was interested in porting it over, but needed to wait on the 0AD engine to add support for stuff such as in-game cutscenes.
    1 point
  12. Not a bad concept... Although it's not very clear in AoE 2. Maybe we can simplify it: have one attack sound when your units get attacked and another one when buildings get attacked? It would help assess the severity of the threat. (I've had my base overrun more than once without even realising because I was so engaged in a battle somewhere else on the map, and likewise, have overrun people's base without them realising because they were fighting somewhere else) Those distance and time-paramaters are quite good (gives you an idea of the scope of the attack), but single units shouldn't trigger an alarm within 10 sec or 10 tiles of setting of one. (try avoiding annoying "alarm spam"). Maybe we can have an attack sound for when one unit get's attacked, and a second more serious/urgent sound when more than 10 units are under attack at the same time. Same for buildings. After the second more serious/urgent alarm has gone of, no more alarms should go off within a 100 tile radius, for a full minute of that alarm to avoid "alarm spam" (by now you already know you're under massive attack, and don't need to be reminded every 10 sec)
    1 point
  13. Hi guys, I'm sorry, I was never really up to speed with the Sound Design of the game - so I'm not sure how these relate to the overall language. What I can do is provide feedback on these particular effects The human voice is the most ancient, instantly-recognizable, versatile musical instrument we have! I think it's super weird (especially in a history-based game) to use any kind of digital processing on it. The pitch shifter etc... it's just immediately obvious that this is synthetic, and not real. While I understand the effect you were going for (like a big choir of male monks?), I don't think this is the way to achieve it. What I normally do to "fake" a choir is gather 2-3 singers, have each one sing their part about 8 times, mix those channels up and spread them around - and then mix in some choir samples to beef it up. Bottom line - I think the processed voice will stick out and be a little foreign to the natural, historic feel of the game. Of course this is only my personal opinion, but I'd recommend trying a more convincing, not-processed way to create this effect! Omri
    1 point
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