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Showing content with the highest reputation on 2019-08-18 in all areas

  1. PROPOSAL: As we already know A LOT of infantry looks pretty much unnatural and weird with their high movement speed while using a "walk" animation, so i changed as test the walk animation from "jog_relax" to "run_relax" in the javelinist variant and pretty much fixed the issue and looks more natural. Should this be applied to fix once for all the Inhuman walk speed animation? To be honest this behave just like the bug of the fauna animals walking ultra fast while moving just 2 steps from the run speed change to multiplier.
    5 points
  2. The original idea behind the different walk/jog/run was to having the game decide which animation play based on the current unit speed (also thought that in the future with batallions unit may have the need of acceleration/exhausted mechanic and this would help with the different speeds transitions) And the purpose of relax/ready animation variants was in the case that the units could became aware of enemies being close and change their animations to the "ready" variants dinamically, so they would behave more realistically
    4 points
  3. Quixel is one of the cooler VFX asset libraries I've seen lately, available for Unity and Unreal Engine and more. Its having a greater role It has a large amount of assets available for free as well. I don't know whether its license allows it to be used in 0AD however this is an incredible resource I'm sharing for inspiration and technical direction for any artists here. https://quixel.com/megascans/library/latest Youtube also has tons of videos of how these are used in Unreal Engine and Unity for level design.
    3 points
  4. 2 points
  5. it have little specular, maybe thats what you reffer to:
    2 points
  6. The shield is called πέλτη peltē (hence peltast) and its primary characteristic was that it's rimless (i.e. no metal edge). It could be round as well.
    2 points
  7. Maybe the specularity is missing or maybe it is missing the wear leather like that should have on the edges ? Some references:
    2 points
  8. It's probably nice as inspiration, but they make it really hard to find information on what they mean by free/what you can do with the assets. The only thing that I could find that was relevant was a mention in the FAQs that images made from the scans could not be sold, and that goes against the CC-BY-SA license which doesn't limit the ability to resell the art.
    2 points
  9. The variant in the province of Zamboanga in the Southern Philippines is still fairing well. The variant in Cavite la Punta is not doing good though. I heard a story from my former instructor that the local parish is offering language classes for those interested in learning the language. Mostly the elderly were the only ones speaking it right now and they use it as a cryptolanguage when talking about sensitive issues in their local area.
    2 points
  10. I see a lot of duplicate actors in my future!
    2 points
  11. We have a lot of animations being unused just because "lets make the actors feels unnatural and use the same animation like others even when the actor walks 3 times faster than the actual animation lenght" Skirmishers and Champions feels like having a Cobra Car from AoE2 all the time.
    2 points
  12. Thank you for your reply. Somehow I knew that there was an incomptibility between the video card I used and GLSL. Never has this problem in Linux and Windows until now. Not necessary to disable post processing, but disabling GLSL did the trick!
    2 points
  13. Most of Europe during the iron age was based on clans (Celts, Iberians, Thracians etc.) and none were using motte-and-bailey castle. Because this is a development from the middles ages and this has little to do with being Germanic. Your syllogism is not correct. There is a Celtic-like hillfort used by the Rhine Germans during the 3rd century AD: Else, there are some very simple stones hillforts from pre-roman Iron Age but with no schematic illustrations: https://journals.ub.uni-heidelberg.de/index.php/afwl/article/download/26262/19977 https://journals.ub.uni-heidelberg.de/index.php/aiw/article/download/25924/19641/
    2 points
  14. 5 Shapes, this one is pelta_thrac_02: Haven't started to modify player color.
    2 points
  15. I don't know what none of that means but I hope you get it sorted. I Love Atlas!!! I just wish there was a way to get some more props! Good luck to ya pal!
    1 point
  16. Because its a nice colour? No i like to dj and my last laptop was not cutting it. Never having a mac before i wanted to play around with one. Probably should of just got a darn gaming laptop for the amount of time i use it for gaming as opposed to creating.. i guess that's why i want to use atlas so darn bad
    1 point
  17. @wowgetoffyourcellphone i left a few animations for "market stall" citizen but didn't feel very satisfied with the result. i'll let you know when i smooth them and finish them.
    1 point
  18. Code supports the possibility to make immersive the game, all we need is just imagination.
    1 point
  19. 1 point
  20. Maybe @Freagarach and @wraitii could review your patch
    1 point
  21. Yeah, i proposed that many times. In fact we can already have that ready/relax state for infantry with just changing a few stuff in UnitAi.
    1 point
  22. You compiled 0ad but not the glooxwrapper library, fixed by the last glooxwrapper autobuild.
    1 point
  23. That looks promising! To summarize what I'd like to have (yes, the list has grown): twelve Roman numerals: i, ii, iii, iv, v, vi, vii, viii, ix, x, xi, xii six melee weapons: pike, spear, gladius/xiphos/sword, falcata/kopis/sabre, sagaris/axe, mace six ranged weapons: javelin, bow-and-arrow, crossbow, sling, staff sling, throwing axe six unit categories: infantry, cavalry, camelry, chariotry, elephantry, artillery (maybe chess-like?) six resources: bricks, charcoal, cheese, fish (cursor), fruit (olives?), time (clock) PNG, 128×128 pixels, transparent background.
    1 point
  24. Gelduba helmet from the Batavians, probably a modification on a second-hand helmet: Batavian auxiliary equipment (Gallic Imperial A): Imitation of a Roman helmet found in the Balkans (badly dated although, again a auctioneer thing, It could be related to the Marcomannic Wars):
    1 point
  25. Was a joke we are give the goodnews about DE. The real faith ...i mean mod.
    1 point
  26. Indeed. The animations ready to go for potential future features.
    1 point
  27. In latin america many thibgs becomes different. And vulgar. Carajo for example. The other is very dirty to explain.
    1 point
  28. Many local dialects / language (I'm not sure which term to actually use) are disappearing. I didn't even know that we had Chavacano and Castillano variants. All I'm using Spanish for is counting prices.
    1 point
  29. The textures are interesting but, where is the license? @Alexandermb
    1 point
  30. @sphyrth This guy ABC is just a troll with no proper manners, just ignore him. Must be a little kid. His recent posts were deleted.
    1 point
  31. . Indeed, the upper two refs are medieval, the third one is Continental Celts and the last one is a reconstruction of an Irish ringfort from c. 500 AD. Not ideal refs
    1 point
  32. So many things I should do. Might as well do nothing
    1 point
  33. I totally agree. I hope one day the battalion system will work better and could change the dynamics of the fight.
    1 point
  34. @s0600204 gave you a correct answer and he is a dev as you can see by the little badge. Nescio's answer is also correct. So I don't know what answer you expect but I don't think we can do much better than that unfortunately.
    1 point
  35. 1 point
  36. Apart from that from a game design point of view, I don't find that kind of bonuses stupid if one wants hard counters. There are mainly two ways to do things: - emergent behaviors with lot of factors (an abstract game physic) - full gameplay control with hard counters My personal preference is the first one but both are ok. Just coherence is needed. If one choose the second part, which is sometimes the cleaner/easiest for balancing, especially for an rts, you just have to have a set of rules. No stats are really actually needed (or a little set). That's what are hard counters. In that context, the civ counters perfectly fit. To be more clear: you need only one stat: health and then you have a set of bonus of units against units (by type or by civ). Doing that way, you have a full control of the balance and the gameplay.
    1 point
  37. How about they slowly lose attack strength? XP is used for ranking/promotions, so instead just have the militia slowly get worse at fighting.
    1 point
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