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Showing content with the highest reputation on 2019-11-26 in all areas

  1. Playing around with the time i have been animating and looking for a smoother animations got this 3 for cavalry attacking: Frame lenght are 40 for the 3 animations. Doing cavalry attacking animations is quite hard because every reference is a combat in movemente, there is not a lot of stationary figthing animations like it is in RTS games like AoE, Empire Earth, Even Warcraft 3 Reforged but they went too lazy with cavalry and only added 1 attacking animation. At least this have more movement for a battlefield showing a more scared or lets call it a more reaction-like horse compared to the actual attacking wich is good in some animations and bad in others. Note; Spear is just for reference, two handed attacking animations haven't been done yet.
    5 points
  2. All melee new attacking animations are done.
    4 points
  3. The first of many inwant share with WFG community. https://www.strategygamer.com/articles/age-of-empires-4-0-ad-game/
    2 points
  4. After a very long variant's cleaning for all horse related actors ended with this result: Horse props such as hair or blankets now properly supports multiple variants with different movement animations and/or idles. Horse props such as trader or fauna no longer are required, neither their variants so a lot of duplicated files will be deleted. Breaking changes: Horses variants in order to work just like capes work now for infantry they require to have the id tag exactly as the prop tag ie: Where it used to be <variant name="Idle"/> now it needs to be replaced with something like this: <variant file="quadraped/base_horse_fauna.xml" name="Horse-Fauna" frequency="1"/> Here a list of the variants: As you can see, theres no longer required a "horse_swordsman" since it doesn't make any difference spearman from swordsman, so it is now related only to the walking animation Currently movement animations (Blend file have some more): Horse_Walk. (Used in trader horse) Horse_Walk_Relax. (Used in fauna horse) Horse_Trot. (Used in Cavalry horse) Horse_Pace. (Used in Champion's horse) Horse_Gallop. (Used by most of horses for running) Variants were usually placed in biped/ folder being them a children of another variant placed in biped/rider/cavalry. In order to reduce amount of files in biped/ folder and also reducing redundant names All riders variants will be moved to biped/rider/cavalry folder for have a cleaner biped/ folder. List of variants so far for melee cavalry: The main objective i had in mind was to standarize rider capes just like done with the infantry for have less annoying cape folder, but one thing led to another and i've ended fixing the initial bug we had whitout knowledge for the horse props. So for be less specific: Fixes/Changes: Horses now are able to handle more movement animations whitout duplicating props wich wasn't possible before. Less variants files for horses and riders. Less actors for horse props, less actors needed for capes. Added xml header for some variant's wich didn't had them before. Improvements: Better visual looking attacking melee animations. Better visual looking attacking ranged javelin animatios. New walking animations for horses. Stored in blender; Charge attacking spear and sword animations, Attack ranged with bow while moving.
    2 points
  5. The Map Making Inspiration Thread (Please hide all large images using the spoiler tag) Modern Afghanistan/Ancient Bactria This one shows a nice meandering washed out river bed, surrounded by farmland and then desert beyond.
    2 points
  6. Sorry about the crappy logo.
    2 points
  7. There are a few things we'd like to have other than fixing the release blockers. Pathfinder Threading Network Server Threading Spidermonkey 62 Some gameplay features. Borg's mod somehow. Maybe something special
    2 points
  8. 2 points
  9. Capture points. Like CoH, Total War Arena, Ancestor Legacy.
    2 points
  10. Hi, As i'm nearly finishing the map of the Acropolis of Athens, i would like to receive any feedback or suggestions regarding historical facts. So please if you are willing to help me, pointing me where i did a mistake by including or not, an historical building, let me know. The depicting period is the classical. Some references: Starting with the @wowgetoffyourcellphone suggestion, but waiting to know which building i have to remove, as it confused me. lol Of course, the official presentation of the map will have its proper introduction with some historical background, i will do my best at it. Here it goes
    1 point
  11. I'm trying to learn the game, so I am following the tutorial. Now I see the language in the text box constantly switching back and forth between English and Dutch. Is this a bug, or is this because parts of the tutorial are not translated yet? If so, can I help?
    1 point
  12. First in movement ranged attack animation:
    1 point
  13. @FeXoR Yes, at least Achaean places had this setup. A citadel or fortified place surrounded by villages.
    1 point
  14. Fair enough, I will try to make the script run on windows though.
    1 point
  15. I can't stop laugh, looking at that models. They reminds me old toys.
    1 point
  16. Windows users get autobuild everyday, so everyone on windows can actually use svn without anything else than tortoise.
    1 point
  17. new game modes based in popular rts, own ideas, mixing existent modes. Like capture points, capture flag, protect wonder...etc New units time to be more far away than AoE. Maybe mix with stronghold defenses and special units, bandits, assassins, arsonist, spies, diplomatic (conversion). New diplomacy features like make peace for minutes. Improve the GUI divide buildings in groups. New maps, like shipwreck , where you start nomad with a cart and use your ship as source to build a CC made from wood. Kind a surviving mode. New buildings. Mercenary camps like DE mod. More technologies. Change hotkeys and customize them. GUI alerts. More scenarios with triggers.
    1 point
  18. Move-Attacks are a thing I've wanted for a long time, especially when chasing.
    1 point
  19. Like with a metal/wood etc. trickle or pure victory condition? Love the idea though.
    1 point
  20. Yeah, wedged cavalry archers feel weird
    1 point
  21. Hah! This stile of city can actually be rather simply be created with the customFortress placement method of wall builder in random maps (I didn't imagine that something that suited would turn out to be actual historic city style :p ) Would a random map around one of those city hills be interesting? (or rather one city for each player - might be a bit much )
    1 point
  22. Hi @Basshunter That is the ingame wall placement you seem to be talking about which would be in walls.js. If you also want to have the original wall styles (with towers in between each wall part for at least some civilizations) you'd need to add a condition for that there. I'd add a new keyword to the wall sets to distinguish between those cases like "OnlyCornerTowers" witch would be False for the usual placement and True for your proposed method. I wouldn't fiddle to much with the ways walls are picked (if long, medium or short) for the current behavior closely resembles your proposal anyways. If you also want to have placed walls for civs that use only corner towers for random maps like the Iberians get or make Fortress map also have that placement you could take a look at the random map library file wall_placer.js. Many of those placement functions already support choosing the parts between the edges of fortresses (rather shapes) and only put towers as cornerWallElement (like for placePolygonalWall) or just add a custom fortress to that map that suits your needs
    1 point
  23. Thanks Stan, and of course i will enjoy it, this game its freakin awesome, nice job to all you guys from the wildfire for making such a nice and cool game.
    1 point
  24. Thanks for all the attention and help, but i've managed to make a small modification just for one single file (unlock_shared_los.json) so the cartography is already researched from the start of the match, the mod its attached down below, fell free to change and tweak it as you want or maybe even add it as a option in the match menu. Its all up to you guys. Again, thanks for all the messages and ideas. Vision_Sharing.zip
    1 point
  25. @wowgetoffyourcellphone I have some new poplars from @Bigtiger that aren't committed yet, they will improve things a bit I'm just waiting cause there is a bug @vladislavbelov is investigating.
    1 point
  26. In "gui/session/chat" there is a file called "ChatMessageFormatSimulation.js" in which, I think, you could remove " || msg.player != g_ViewedPlayer && !g_IsObserver && !g_Players[msg.player].isMutualAlly[g_ViewedPlayer]" at line 91. Perhaps you'd also need to remove line 270 from the "TechnologyManager"-component (it defaults to all players). This should allow the phase completed notifications to show to all players, for the start and abort notifications remove the appropriate lines in the "TechnologyManager"-component (just a few lines further). I hope this helps, otherwise I'll have to look more closely ;)
    1 point
  27. From my point of view, enable the reveal map in the gamesetup takes out a part of the expirence of RTS games (like exploring, trying to find the resources you will need for later, etc), but thanks for the help!
    1 point
  28. Man, you should really write a blog about this. I'd read the shirt out of it.
    1 point
  29. Actually siege units are here, that's nice, but not really implemented into gameplay (even Spear-Sword-Ranged-Cavallery is not really ready). 0AD is playable, but it's important to take care, that we players don't learn to play with unfinished concepts and try to keep them for convenience, because we just learned to use them for our advantage. These interesting ideas are giving some sort of solutions about walls and siege units Walls are now pretty weak and expensive, beside of blocking choke points and decorative reasons (mostly in singleplayer, in multiplayer not really recommended), they have no use. At some point they will need rework. - by soldiers nearly indestructible stone walls make need for now dispensable siege engines or ropes and ladders to climb and conquer them faster. Climbing walls adds one more aspect of ancient warfare into 0AD for new mid-game rushing strategies against weak turtles: siege assaults. Siege engines are commonly spammed mid-late-game for trying to raid civil centers, if enemies keep up with equal strenght. Siege engines are relatively cheap, powerful, comfortable. Attackers now don't really try to protect, improve some engine by manpower (packing units into it, similar to towers) and then to advance them on enemy positions. - protecting stone walls were built with increasing prosperity, one thing lead to another over time - trade increased more, prosperity has grown, walls got bigger, economy boomed. Why not some economy bonus for walling civil centers? If there is some number of wall-towers and walls around civil center, it can be classified mostly as a city in ancient times. Walls could get some economic use in gameplay, beside of warfare, returning in some sort investment into them. Probably some aspects fit more for mod-making (several ways of balancing economy by walls), but could still exist as rough basic concept in 0 AD. Persians, Greeks and many more were first citybuilders with walled cities, before they waged war about land and cities. Walls were essential for ancient cities and now we have a gameplay with optional walls
    1 point
  30. Hi @Alexandermb , if i played ptol or sele, i noticed thureophori spearmen have no phalax animation yet. if u would plan to implante it, here are some pics about rome 2 phalanx : Thx for read my post. greetings Hidan
    1 point
  31. I feel that the game in single player and probably in multiplayer is going very fast, what aggravates it more is lousy control of the hotkeys. There is a lack of technology to clarify the role of the classes. Added to this is the regular speed of the units. Lack of counters. Disorder of the purposes of the stances and formations.
    1 point
  32. Hallo all, map maker here. After making random generated maps it was time for some skirmish map this time. Here it is. As you can see is the same map as this one but extended to a whole new level! Some players will start at the beach where there is abundance of food and stone, some others at the bluffs where there's abundance of metal and good defense positions. Search the hidden treasures spread throughout the map to gain the upper-hand with those extra resources. The volcano being what it is will be in the middle thus forcing everybody to go by water or the shore to reach the enemy. Be warned, don't touch the lava! Files here (only alpha 24 compatible): Volcano Island (8).pmp Volcano Island (8).xml That's all. Nani. old versions:
    1 point
  33. Update: Added coastal actors Fixed players' starting entities. Fixed some inaccessible stone mines.
    1 point
  34. Good evening to everybody, This post aims to get volunteers who want to work with me in the creation of The Bronze Age mod. I'm specially seeking the help of those with coding skills. However, all kinds of help will be highly welcome. This is an overview of the project so far. More ideas will be added over time. If it catches your eye and you'd like to help just PM me and let me know.
    1 point
  35. I think you will find yourself in a stark minority on that.
    1 point
  36. This alpha being over a year going, I think adding the Han (and archery ranges, stables, and workshops) would make it worth the wait.
    1 point
  37. Hey guys, here I have another question: How can I remove all gathering capabilities from military units? I would like to delete the citizen-soldier concept from my mod so soldiers can only fight and build some structures.
    1 point
  38. borges, one year has passed, tip list need to be bigger stronger sexier and larger!
    1 point
  39. Hey @crazy_Baboon well first it would be nice to have some screenshots Then if it's good you will need to sign the art legal waiver before we can do anything with it.
    1 point
  40. Hi guys, do you know where I should look to learn about the functions that I can call from a map script (.js file)? For example, I have this: let targets = Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager).GetNonGaiaEntities().filter(ent => { let cmpIdentity = Engine.QueryInterface(ent, IID_Identity); return cmpIdentity && MatchesClassList(cmpIdentity.GetClassesList(), target_classes); }); Where do I look to find this function GetNonGaiaEntities()? I wanted to include in this filter also the player number. Okay, problem solved... I used eval() to see what is this object Engine.QueryInterface(SYSTEM_ENTITY, IID_RangeManager) and found that it is an ICmpRangeManager. Then I googled it and found a list of methods in http://sathyam.me/0adblog/docs/classICmpRangeManager.html.
    1 point
  41. Ctrl + middle mouse button to rotate the view Middle mouse button on its own pans the view, but I guess you've found that on your own
    1 point
  42. Version 0.1.1: Followed some of the recommendations from elexis but not all ()/
    1 point
  43. Nice little guide, @borg-. Should help a lot of rookie players. This^ kind of thing I would really like the team to look into minimizing in the gameplay. I think these are the kinds of "tips" which are really exploits of poor unit behavior, things @Sundiata has lamented. Not a slam on you, borg, since players play with the game they are given, not what they wish it to be.
    1 point
  44. So more blue and less gray. more orange. This wasn't bad. I mean color are right only need more clear and blue less saturated.
    1 point
  45. I think you guys are misunderstanding what "soft shadows" means. In the context of graphics, 'soft shadows' means 'variable penumbra shadows'. In real life the size of a shadow's penumbra increases based on the size of the light and the distance between the shadow caster and the shadow receiver. So for example a tall tree casts a blurrier shadow than a short one: Or a giraffe's head casts a blurrier shadow than its legs do: And you can see here how the shadow smoothly becomes blurrier from the base of the tower to its top: The shadows are still sharp, but they look dramatically more realistic in terms of creating the impression of distance.
    1 point
  46. Not in the main game, there is a mod that is set to feature the ancient far east however: http://wildfiregames.com/forum/index.php?showtopic=20297&hl=
    1 point
  47. i want a Alien ware desktop with video card . to run like that. i can see a video how see that oic in motion.
    1 point
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