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Showing content with the highest reputation on 2018-12-29 in all areas
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Celtic Noblemen Reworked the chainmail textures. Completed the Kirkburn Chain Mail. Added torque and other accessories. Together with @Alexandermbs new helmets. Should we commit this together with the updated Celtic woman textures? @Genava55@stanislas69@LordGood Also adding the cape textures for final review. (Middle row)3 points
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@stanislas69 The cape mesh distorts it, it would be tricky it manually adjust the texture. I will try to add more accessories to the Celtic woman2 points
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Would it be possible to add some more gravitas to the male sounds? I realize these may be recorded by a young man, so it might be difficult to get a more mature sound for the voices, but I think that would help. I think the Persian voices could be a little louder compared to the Greek ones, but that can be controlled from the XML files very easily. It's great to hear more languages in the game!2 points
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Such bright colors would go great for battalions, but when you have to pick out these individual little ant-sized dudes on the battlefield such colors can add confusion since they match the player colors. (With battalions you can have other things to help you pick out your troops, like banner carriers and general organization, but with the current mosh pit combat it's all a jumble.) That's just my perspective though.2 points
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Ita vero, but that is something for translation, not a matter for a master list. For example, translating 'Yes?' into Latin might read more literally as "What is it?" (Quid est?). They have the same connotation/contextual meaning in language, but are localized to fit in the grammar and culture of each language. All good translations are not just simple word-for-word swaps, but rather translate the meaning behind the words above the actual text. Regardless, my main issue with the proposed restructuring is that it infers we will be specifically hiring or casting people for specific roles. I just don't think this will happen. Perhaps someone will perform some lines and sound like a hero or something, and we will then implement those lines as 'hero' lines, but I don't think we will be able to actively plan ahead different voices or even different sets of lines for different units beyond simple exceptions and additions. As it stands right now, I think we'll be very lucky to have at least one male & one female voice in each language within the next two years, especially the more extinct languages. I think anyone showing up on the 0AD project, wishing to record voices, just wants to see a list. They don't want to scroll through spreadsheets, dig through forums, pick a unit, have a debate, etc.. They just want to be told "here are the 20-30 lines you should record", and judging by how few voices we've had implemented and recorded so far, I think we need to simplify this process rather than make it any more complicated. So, while this restructure isn't a bad idea, it is my opinion that there is nothing broken about our current list that makes it so we must replace it, we just need more terms added and translated and clean up a few that aren't relevant, then standardize it and put it somewhere everyone can see/access, updating instructions to simplify the process and comply with our current workflow. Right now the information is there, it's just scattered and not all in agreement.2 points
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I make this topic to ask for some help on references and naming for the celtic helmets. So far i have made thise: Updated 11/06/18 : 17 helmets Total. Agen type: Montefortino: Ciumesti Raven: Ciumesti: Berru: Classic Coolus: Coolus: Crested Etruscan: Crested Urnfield: Marne: Port Alessia: Waterloo: References i have for now: Osprey Rome Enemies 2 Unknow source:1 point
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Hello, To track the status of my open topics I will keep all of them here in below list 1- New voice structure: - Structure proposed - Persian (new) voice recorded and ready for test Pending WFG team to decide Update [20181008]: Voice list updated based on new structure https://trac.wildfiregames.com/wiki/Audio_Voice_List Update [20181014] Itms will try to provide missing voice in new structure we need community to help [ML20181229] Persian voice based on old structure committed thanks to @stanislas69 2- Persian language translation - Translation completed - Review completed Pending GDRP issue, when development start over J DEV team should fix render issue … so I can test Persian translation in DEV version Pending WFG team for clarification, AFAIK it is in progress but it is not clear when they can bypass this issue Render issue: Translation completed topic 3- Trader: camel - Persian trader (camel) , need a cameleer [apparently It was an open topic for long time but not closed yet ] - Other civ traders can garrison in RAM , but Persian trader cant … im not sure what is the conclusion , is it a bug? None of them should garrison in RAM , or all of them should? Or it is not bug and it should be like this … For me none of them should, because cavalry also cant.. Pending WFG team Old camel topic: 4- Gaia AI improvement Pending WFG team to decide 5 - Unit abilities ( mentioned by others as well [maybe] ) - melee cavalry/elephants : charge ability when they are attacking infantry (auto cast / enable disable) --> for me high priority to add , make game play better - ability to build canal / traps to kill enemy infantry or reduce speed of ram... (Enable/disable) ---> For me low priority but nice to have - ability to use ladder to attack walls / defense towers to kill garrisoned unit (Enable/disable)--> for me high priority to add , make game play better - Ability to build Not-mobile ram to destroy buildings , only deploy near wall or building to use it to destroy it (Enable/disable) ---> For me low priority but nice to have - Ability to use fire (building fire mound) to protect infantry against cavalry/elephant charge (Enable/disable) ---> For me low priority but nice to have - for archers , ability to use fire arrow (when its active reduce attack rate / increase damage to mechanical units , ram , catapult , chips , wooden buildings ...) (Enable/disable) --> for me high priority to add , make game play better Just some ideas im not sure what is the next step , anyone know>? WFG team should make decision? Topic: 6 Hunt & Gather food voice mechanic i proposed specific scenario for Hunt & gather food voice Im not sure if WFG team is going to consider it or not 7 - Wild animal & trees & berry & fruits reproduction (raised by community as well)1 point
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1. chainmail Sure go ahead they look good enough. I would like to have spec maps for them though. 2 Women textures Yeah they look nice. I believe they already are in DE so thats great. 3. Capes. Is there no way you can fix the texture distortion ? If not it'll do but Id rather have clean textures1 point
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The berru type should be exclusive to the Gauls but the montefortino helmets are widespread in the Celtic cultures of the iberian peninsula and also in the region of modern Catalunya (Illergetes and Indiketes).1 point
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Other feature are the mask-cheekpieces And im not sure if you want include some hybrids like Phrygian Chalcidian. And there is this other, but I'm not sure by the name.1 point
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Delenda Est mod has Flaming Pitch as a technology. This gives your javelin dudes flaming javelins.1 point
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So its good to have them (blue and red) but just doesn't use it yet.1 point
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Not all behave the same. Where there is one phrase in English, there might be dozens in another language, each for a specific situation. Just one example: English and most modern European languages have "yes" and "no"; Latin, Greek, and other ancient languages don't.1 point
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its a clear abuse of the bug. however people call it micro. It has no connection with RTS. Although a dancing league can be arranged to award the top 0ad dancers. Also suggest a special lobby for the dancers. lul.1 point
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Helmet type Alésia - 1st century BC Helmet type Agen - 1st century BC Helmet type Forêt de Rouvray - 1st century BC Helmet variante of Forêt de Louviers - 1st century BC Helmet type Port - 1st century BC Helmet type Port variant of Mihovo: Helmet type Siemiechowa (Poland) - 1st century BC Helmet type Mihovo - 1st century BC Helmet type Boé - 1st century BC1 point
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Hey @makiman Thanks for woking on this. Do you have any references for your model with historical backup ?1 point