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Showing content with the highest reputation on 2019-12-03 in all areas
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5 points
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Ok, probably not going further than this, this was a pain to do and i don't remember how many times i've started from scratch because blender rotation bones bugs or clipping with the hip. And i want to look this beast already ingame. (Probably i will have to reduce attack speed for avoid having a tarzan climbing the lithobolos)5 points
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4 points
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@borg- I tag you here so you read my proposal at the first post talking about a new artillery gameplay. I wonder if its reasonable what i have proposed and if its possible make huge ballista/lithobolos being build on battlefield instead of carrying it on a chariot. Gameplay speaking i need to split artillery in different clases. Boltshooter: Scorpion, Polybolos, Oxybeles. Good for killing infantry, this artillery should be able to be killed with arrows and slings and shouldn't be capturable, so you should use them for skirmishes and protect them as well. Stonethrower: Sling ammunation medium lithobolos/ballista. This should work well for fast siege deploy and ambushes with a decent range (Range should be about the same of a tower). Should also be killed by arrows and slings but this time allow to be captured. Heavy Stonethrower: Huge Rock thrower specially for siege towns from the distance. If its accepted that should be built on the battlefield whitout rotation i would do some meshes of the ballista being built. However this should require about half time of a Fortress. Why that? Well, you build a fortress with a full manpower and resources. If you are building a siege weapon on a battlefield that means time isn't your friend here being enemies able to see you will give them the chance to send the cavalry and destroy your ballista before its finished. The range of this one should be more than a tower. But this will have a decent amount of min range to give a chance of infantry and cavalry to destroy it before getting hited if they get closer. Stat speaking: I need to increase repeat time of stonethrower from 5000 to at least 7000-8000 in order to avoid visual glitches of siege artillery being shot faster. For Heavy stonethrower since it could be a new template this one should be around 10000 being slow but buffing the range and crush damage. Boltshooter will see if it doesn't shoot faster when i've done the first new light artillery.2 points
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I mirrored your post about development progress, with a little more information and there seem to be a few bites: 2 programmers and an artist showed interest, 2 other programmers were tagged by their friends and there were 9 shares . People definitely respond positively to open and honest communication. They don't mind if development takes a while, as long as they know development is ongoing. They just need to be reminded sometimes that it's Open Source, volunteer based, and free. Then they will be more sympathetic to "delays", although I think that's the wrong word to use. There are no delays, because there is no fixed schedule, nor would a fixed schedule benefit anyone at this stage. It will just lead to stress, unnecessary friction and burnouts. On a previous post, one of the fans said: "Este juego es como el vino porque entre mas tiempo pasa, más bueno se pone" A livestream with devs, a podcast or some youtube Q&A really isn't a bad idea, but it's also time consuming and perhaps a bit stressful, if you want to do it right. As you said, it needs to be announced well in advance, and people need to be prepared. I think currently the devs are in the middle of discussing some things to try to get a slightly smoother development process going, so I'd wait at least a month or so, to see how the programming side goes, and then, when the devs feel comfortable/confident enough with the direction of development, they can think about "releasing" a simple roadmap with some specific plans for alpha 24, easy to understand for the fans. Just a list of bullet points, followed by a live Q&A stream. Of course this all depends on the devs themselves, who probably prefer to spend their time coding, but perhaps one or two would be interested. Perhaps if some of the artists are interested, I'm sure they have a lot to say/share as well, and could provide a lot of visual interest for a well prepared stream. Either way, I think it would be a really good initiative, to engage the community in such an interactive way, but be prepared for a lot of work, for something on which you might not see immediate returns (more of a long term positive effect).1 point
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I just start it up by double clicking on pyrogenesis.exe. Just to make sure it was noted, before I got these 4 files and the modified .exe the game runs perfectly fine as long as I click Continue on those startup crashes. There doesn't seem to be anything wrong with 0AD after I skip through those.1 point
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is little more beggier some of them. Roman at last. https://www.shedblog.co.uk/2008/09/30/full-size-replica-roman-seige-catapult-for-sale/1 point
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Yes that's part of my plan. Remember have more than a month or weeks to announce this in case have a positive review. We can have other alternative more practical but less inclusive with the public. A podcast to reply common ask about different topics. The point will be: Get information about A24. Team report recorded about issues. About being volunteer to catch more of them. About mods. About hardware and optimization. The future of 0 A.D. (This rise the hype a lot).1 point
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Can't promise that. One of my goal is to split Pyrogenesis From 0 A.D. so that people can play whatever mod they'd like with Empires Ascendant and Empires Besieged being the two "Official Mods"1 point
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