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Showing content with the highest reputation on 2019-11-10 in all areas

  1. Actually the engine does not allow it. The impact crater will disapear as quickly as the particles... And it cannot be attached to the projectile else you'd see it flying... So I guess we can call it a day.
    3 points
  2. Ctrl+ right click Convertable entities convert faster on low health too, something to keep in mind
    2 points
  3. we've already passed AAA graphics noone in their right mind would spend this much time on anything if there was a budget involved lol
    2 points
  4. @Alexandermb hi, capes are buggy. see https://code.wildfiregames.com/rP23124
    2 points
  5. Sorry but im sure you can. Lol.
    2 points
  6. The server hard drives were replaced today at 10AM GMT+1. There should be little downtime from now on.
    2 points
  7. By the way, if you're looking to experiment with compiling sounds from foley but don't have the materials you need to make it, hmu I'll see if I cant help you out with some of these materials here there'll be a fair bit of noise though unfortunately, you can remove most of it in audacity, but make sure your final file doesn't extend the silence too long
    2 points
  8. The Romans used dogs as well part of their auxiliaries on the march they where cattle drovers the army's meat on the hoof loosed at the start of an engagement ahead of the skirmishers.Most of the larger dog breeds all over Europe are their descendants. Enjoy the Choice
    2 points
  9. Could battle grunts and cries be simultaneously played with these attacks? Like an occasional grunting while attacking. I imagine that would make battles even more alive. I really enjoyed the variety of the sounds presented. It really made a noticeable change and improvement.
    2 points
  10. I have been making noises I'll reintroduce the Ponies Ascendant legacy sound question as well. Swordsmen are getting a tone down before you ask, were a bit quiet and overcompensated with gain anywho, fishing for opinions again
    1 point
  11. @HMS-Surprise thanks for organizing this tournament's third week round ! Let's see if I have better luck next one lol
    1 point
  12. thank you very much guys you help me a lot, i didn't know that, a noob yesterday win me using ballista and i was thinking because i didn't kill him fast enough before building them.
    1 point
  13. Needs to be mildly all-biome friendly, this will be fine on temperate maps but mediterranean and desert maps will contrast a lot more the the darker dirt
    1 point
  14. if its attached to the projectile after impact it will stay in the ground, however don't know if its possible to change projectile after impact.
    1 point
  15. i belive i will have to split for ranged but also if ready variant is ever implemented it will also should be split for match the ready variant of the actor.
    1 point
  16. Just another question because I expect this game to have the same graphical quality as a triple A title. Could the explosion particle effect more emerge from the area of impact as opposed to it just popping into existence? Maybe it's just the slo-mo that makes it look a bit problematic.
    1 point
  17. A small fading crater would be nice... Not necessary, but nice to have. Perhaps it could be a graphics option that can be disabled? Either way, I love the effects as they are already.
    1 point
  18. Thanks! That was quite easy, the AI isn't complaining either, and it's nice in combination with capturable foundations, so I've incorporated in my 0abc mod.
    1 point
  19. post all the replays once in a .zip this time
    1 point
  20. Mostly are conventions, but some roles according loosely from history can be designed. BTW, I think that it's better to make the bonus not related to mainly specific units, but to armour classes: Because I love a middle ground philosphy design between AoE3 and AoE2 in units roles and civs distinction, I would love to have "special units" with some role/stats change, but without overcomplicate the design. Dogs could be one of this special units: I would make them good against workers and light infantry. If Britons are designed as a Rush civs, dogs could be a cheap and fast unit, to support infantry and skirmishers in p1 to harass economy, but later maybe they would be useless because cavalry.
    1 point
  21. @HMS-Surprise can you spread the word so people give feedback ? Thanks ! @borg- @ValihrAnt @Feldfeld
    1 point
  22. I have a plan like this it's called Pyrogenesis-1944 and it's currently looking for people to import models from the Spring Engine to the pyrogenesis engine https://github.com/0ADMods/pyrogenesis-1944 I don't have any screenshot to show because I can't find them anymore
    1 point
  23. I like the clatter sound you have of the shaft hitting the bow, but could it be made a bit higher? As is, it sounds a bit odd, like pieces of bamboo striking. Maybe a demonstration of a medieval warbow might give a better representation of what I'm trying to communicate. https://www.youtube.com/watch?v=o4Vd3KP-LnQ&frags=pl%2Cwn
    0 points
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