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Showing content with the highest reputation on 2018-04-05 in all areas

  1. The obvious reply: It's not a sexy feature But more seriously: it is more of a low-level feature, while still being visible to ordinary users
    2 points
  2. Gave the shield more size and a bit more geometry instead of a plain mesh. Both animations have the chance to hit or to miss.
    2 points
  3. I have designed an op map imo 1.How can I place units Where can I find the xml file and can i share it here, to play it in lobby with you?
    1 point
  4. It's a coitus feature. Calling it now. Very innovation. Much wow.
    1 point
  5. Releasing an Unfinished Game because the devs had to. Delaying it further doesn't help either. Every consumer will rightfully feel ripped off. No matter how you look at it, failure was at the door.
    1 point
  6. Nope. I don't think it's publicly available anywhere but then I believe that's the idea.
    1 point
  7. Watch the way you twist a man's wrist. The range of motion in the wrist is not as great as you depict on the sparabara here: Make sure to try these kinds of movements with your own body/hands so you can understand what each joint is capable of. The wrist is not capable of the angle you have here.
    1 point
  8. Fixed: @stanislas69 Fixed Chariot deaths: Fixed Boudicca: Fixed spearmans whitout shield using shield attack animation instead of no shield (Also fixed wrong attack capture and wrong death animations): Fixed saddle_rome: Fixed droped rein going through armor (However is highly possible that the clipping remains in other cases, since is quite hard to control sometimes the rein armature in blender) : Removed unused group in the cavalry armors since with only 1 pool of blood or dust is enough. Why chariots have slaughter attack? they should only be war unit type not citizen soldier in any case is fixed. Moved the crossbow variants to terra magna crossbow mod. Files:Horse_update.7z
    1 point
  9. Resurrecting an old thread... I just built 0AD for the first time and saw a bunch of these compiler warnings: ../../../source/tools/atlas/AtlasObject/AtlasObjectXML.cpp: In function ‘std::__cxx11::wstring fromXmlChar(const xmlChar*)’: ../../../source/tools/atlas/AtlasObject/AtlasObjectXML.cpp:96:31: warning: this statement may fall through [-Wimplicit-fallthrough=] case 5: ch += *source++; ch <<= 6; ~~~^~~~~ To get my feet wet with 0AD, I think I can rewrite the code to avoid these warnings and be a little cleaner. These break-less case statements are all repetitive. I could replace them with for loops. The number of cases (and if I were to make the change in #1, loop iterations) is hard-coded. They should be replaced with a constant for more clarity. Let me know what you think.
    1 point
  10. In theory, yes. But in practice we are waiting for something I hope the community will really like. So no game changer commits but little things can come in, in reasonable amounts of course.
    1 point
  11. 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.
    1 point
  12. Just in case it can be reached the knocked status:
    1 point
  13. Will make 2 winged version, i have 2 references one says later 5th century, but stills looks good and offers a good range of vision for reference the other i can see just a side and how it is inside but this does fit with the cavalry champion pers.
    1 point
  14. This is what it will look like, missing the saddle. (changed the texture of the right horse for comparisson)
    1 point
  15. Update: Iberian: athenian Carthaginian Fur: Persian basic rank:
    1 point
  16. Yellow gold or keep the same colour of the charioth metal ? Less yellow
    1 point
  17. I guess I am very very unlucky indeed! Remember, that the horse actors have been updated recently. All three of the Persian stable horse actors are exactly the same, even the variant names in the actors are identical. This causes the game to choose the same variant name for all 3 horses, since they are props to the main actor. This is generally a good thing for actors to do, but in instanced like this where you want each prop to have its own variation you have to have tricks like renaming the variants in each of the horse actors to be unique across all three actors. I simple added 1, 1,1, etc. and 2,2,2, and 3,3,3 etc. to do this. Here is an amended patch for the stable horses, since I forgot they existed [I thought you were using the fauna_horse actor, but I was wrong; likely these persian stable horse actors were created previously in order to fix this very issue, albeit with older assets]. persians_stable_horses.zip
    1 point
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