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Showing content with the highest reputation on 2018-04-02 in all areas
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i hope so it will need some balance changes but that remains in the hands of stan, mine is just artistic work, programming, balance or history knowledge is in yours.2 points
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Another good point of having several walking types, other walk animations i have in mind is crouched slow walking when hunting wild fauna animals (Gazelle, deer), wolfs, lions and other wild dangerous animals should have another behavior variant for walking types, a wolf should run fast when attacking units, lions should run for attack units, crocodiles won't gonna run, if we have leopard or hiena they could be even more faster and more dangerous, none of them should just walk for attack an unit and always should chase the infantry if someone approach their territory.2 points
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There is a lot of factors that could be added for make this works for example: if units is slowed down by injuries then javelins cavalry and archers will be stronger from afar right? Deadly as they should be, alright then as i proposed before the different walking type animation when the unit is "combat_approaching" is crucial to make a shielded unit type change from relax mary poppyins walking animation to something similar to this: a front shield walking/jog/running animation covering from the fire of the arrows and add a bonus to shield bearer units against arrows but if the unit isn't using a shield wich they are quite low in 0AD they wouldn't have bonus defense. I could do the animations whitout problems. Cavalry should always be dangerous for an injured batallion no mather wich animation they use or how slow are them, same as arrows. players will think it twice forcing a fight if they have planned retreat when their units reach dangerous hp level, defending players will be more stronger of course but that will force the attacking player to use more siege weapons. Variety, mechanics, strong strategy choices, realism, i don't see where it could fail after all big games like AoE DE have clipping and weird animations in some things and people don't criticize it, total war have the strong staring love story between units in a battle when they remain like 10 seconds looking each other before attempt a hit, AoE 2 switch weapons from left to right depending of the walking direction, Dawn of War have the moral System and is very good, battle realms have the injure animations as @wackyserious mentioned and i remember when i used to play it long time ago and never payed to much attention to the little details. Nowadays if the game is low poly like 0 AD but good looking it matters more the mechanics, complexity and performance than the animations changes but it always attract more people the new features no matter how small they are. Btw if this kind of units or structures are planned a simple arrow damage type protection small aura could make it work too.2 points
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The Moche culture was an ancient andean civilization, which flourished in northern coast of Peru between 100 AD to 750 AD. It could be interesting to add this civ to the mod, though the timeframe is closer to the second part of the game, than that of "Empires ascendant"... Wiki page: https://en.wikipedia.org/wiki/Moche_culture1 point
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About batallions, is somehow possible to spawn an entity when units are in formation or define the first unit of the formation to play another animation of formation type in the UnitAi or Formation json file ? lets call it banner_wearer for example if phalanx formation is reached then the first unit of the formation will play 1 animation holding the banner of the unit class. I mean, this can be reached by making something similar of what i did for the roman testudo it could just be adding other idle_testudo animation or idle_walk animation, but in some point it will switch position with another unit and then it will be switching props but thats not the idea, what i think is better is just have one unit until the formation dies holding the banner.1 point
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Its beautiful you saved me some time of 3D work, @Lion.Kanzen what you have in mind for the spherical back shield?1 point
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This is really awesome! Thanks, keep it up! This will be useful in the future. This can be nice eyecandy for map editors too. Maybe animate the Gaulish tavern too, like what Stan does to some building, maybe put some drunkards there.1 point
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i was looking for that game some time ago and i wasn't able to remember the name.1 point
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I was thinking add death animation trying to be accurate by type of weapon that caused the death, similar to SC2 animation (the marines killed by Zerg or Protoss)1 point
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Gonna necro this one, in case this is possible to implement. Plus we have an active and capable animator right now ( @Alexandermb )1 point
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Some files are unused, i moved the used cavalry animations to the biped/cavalry folder i assume someday the biped/new will be merged into biped only i think it will be better to have a folder for specific rider or garrison types. i know you don't have a lot of free time so you want me to update the whole chinese cavalry and merge them into the crossbow and shoushe committ? also i didn't know the zebu was only using the white textures here i leave the others 2 i've made some time ago while making the xiongnu. Not yet, the texture is needed.1 point
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it could be nice to have a tech tree interface for researching i always forgot theres a blacksmith for upgrades, and have different tabs: Default: all technologies with their respective buildings. Military: separate each unit classes and their upgrades. Gathering: all upgrades for improve resource gathering. Diplomacy: Allies vision, spy, merchant and market improvements.1 point
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Meroitic Pikeman (v2.0) Concept art/historical reconstruction A collaboration between an artist friend and myself. My friend friend provided the original sketch (originally posted here), and I adapted, and coloured the piece. The sketch already served as a basis for the Meroitic pikeman in game, I just felt bad not finishing it, so here it is... A veteran Meroitic Pikeman, wearing a quilted cotton garment and carrying a round shield attached to the shoulder. He's also wearing a headband, as commonly depicted in reliefs, but still missing from our units in game. I might not have mentioned the headbands clearly before I also stumbled across a horde of hundreds of leather sandals from Gebel Adda, a northern Kushite site. Many of the sandals were post-Meroitic, but some were also Meroitic period, and they were very varied in design and type. Sandals were probably more common than i first realized.1 point
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Do you plan to use BoTW's champions (Mipha, Rivali), Yunobo (maybe as a member of the Lost Gorons?), Sidon and Teba? If not as playable characters in campaign mode, characters that will appear in Hyrule Hystoria? I was also wondering if Groose and princess Oren and the other sages from ALBW would appear. For example will Groose appear as a member of the Akkala faction? or will Oren appear at all considering she doesn't fit the corrupted nature of the River Zora in Conquest? Sorry if I'm asking to much questions, It's just I love your take on every characters of the Zelda series I'm really excited to see what you have in store for the Kokiri!1 point
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Any chance we'll be seeing mercenaries, armos and Silent Ones in the following update?1 point
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@stanislas69 @wowgetoffyourcellphone @LordGood @Hannibal_Barca @Nescio Plus other modders who might find good use for it.1 point
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