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Showing content with the highest reputation on 2014-05-21 in all areas

  1. Roman Drill Commands: http://www.ludusmilitis.org/articles/LM_Tactica_May_2010.pdf These are based on a number of known commands form various texts ranging from Caesar's Gallic Wars to the Strategikon of Maurikos.
    2 points
  2. I agree that the new trading system might be confusing e.g.: The probability may be confusing at first glance (traders actually only trade one resource. But it might even teach PPL how probability works ^^) But I strongly agree that having all traders settings in one place is MUCH better to handle in the end.
    2 points
  3. Lol sorry my bad about the shared generic buildings then! I just thought since this is the period when Chinese & Japanese are most similar it somewhat justifies being a but lazy about keeping everything distinct to save time & effort. But yeah as Le Druide said we don't want that lame thing so many other rts does so keeping thing unique is the better way to go! Anyways Here's the concept for the Civic Centre:
    2 points
  4. Good to hear. Now, Strannik, get to work on the Rhino or something! I want to see it charge.
    2 points
  5. Hello! This is what I did, with a friend for female voices, for Latin sentences. The sentences can be found here: http://www.wildfiregames.com/forum/index.php?showtopic=18631, don't hesitate to correct things on my translation... Enjoy it, and please give me some feedback! Update (20/05) Male voices here Female voices here Thanks, Itms
    1 point
  6. Olmec : infantry Generic Name: Eagle Warrior Specific name : Cuāuhpipiltin Class: Spearman Armament: lance ( 1.20 m) and a round wooden shield . appearance : Basic: A tunic that starts from the waist to the knees , will gold bracelets on his left forearm , almost all basic units will look like this at first. Advanced: The robe will eagle feathers, have an ornate shield and leather armor . Elite : hull of a Golden Eagle , a layer of feathers that will be joined to the arms for a few bangles, a shield decorated with feathers at the bottom . History: cuāuhpipiltin (singular cuāuhpilli , "noble eagle " in classical Nahuatl) , also called warriors eagles were a special class of warriors in the Mexican military, which along with Guerrero jaguar or " ocēlōpipiltin " primarily composed warrior elites the old Aztec Empire. Function: good woodsman and explorer Generic Name : Hunter . Specific Name: Tequihua Weapons: A long bow appearance : Basic: cotton armor dyed black feathers on the shoulders . Advanced: a similar to that of the eagle warriors robe , round wooden shield . Elite : a helmet shaped head of a heron . History : Function : good hunter Generic Name : Mesoamerican Swordsman . Specific Name : Ocēlōpipiltin . Armament: obsidian sword and round shield ornamented or a gold shield . appearance : Basic : a robe from the waist to the knees. Advanced: layer jaguar skin , some gold bracelets on her right arm and one on his left forearm . History : Function: Anti- infantry Elite : A jaguar shaped helmet , a round shield with feathers and a gold necklace . Support Units : Generic Name : Warrior Priest Specific Name : tlatoani . Class: Healer . Appearance : white robes , she goes on a green color and another player . Good Function fighting. Generic Name : Meosoamerican Woman Specific Name: Elemicquicihuatl Function: cultivate better Appearance : a robe from the waist to the knees , has a poncho. Generic Name : Merchant . Specific Name: Appearance : wagon merchant like Aztec and Maya of AOE II Generic Name : Canoe Merchant Specific name : Appearance : logs tied in a row, a kind of straw check hold and sticks Generic Name : Canoe fishing Specific Name: appearance : Naval Armada : Generic Name : War Canoe Specific Name: Appearance : A kind of kayak (size 3 meters), has a sort of milky straw and sticks Units Champions : They have Units Civic Center : Melee Infantry : Jaguar Warrior . Infantry Long Range : Mesoamerican Archer. Eagle Warrior: replaces the cavalry Buildings : weapon workshop: replaces the armory Function: lumberyard Cost: 200 stone and 20 wood Lookout : similar to the outpost , is made of stone, has a weak attack (causes 1 damage ) Cost: 200 stone Function: spy on the enemy Circular Pyramid ( Wonder ) As normal pyramids of the continent, but made ​​from circles What you think of my design document
    1 point
  7. Main building of the Dojo. I'm thinking about reducing it to one floor only.
    1 point
  8. I can't believe your update is complete, in my version, the code at source/lobby/XmppClient.cpp:320 is something completely different.
    1 point
  9. Salute. It's good to know that everything works. Thanks, Enrique. Micket. Already started to work on another animal but when I complete it I'll take a look at Rhino. I'll try to upload what I made as soon as possible.
    1 point
  10. Salute. I apologize for my very late response. I hope that Lee's tutorial (already mentioned by Enrique) will be useful. If you have questions I'll do my best to answer. There is no secret, magic or conspiracy. If you take a closer look at those animations you'll see that they are far from being that good.
    1 point
  11. Should throw in "Illyrian Liburna" under the Illyrian roster.
    1 point
  12. Several collaborative projects seek for help in places where there are people with common interests and also who are able to assist in an objective manner. I think that, in 0a.d. case, this target are the courses of design, game design and 3D modeling. So, why not create a graphic material, like handout or a small brochure, to be printed and taken to the students and teachers of these courses showing what is the 0a.d. project and how they can contribute to the game, under activities conducted within their own courses? Instead of learning design models with no greater purpose tasks or modeling for simple, boring and fictional games, they could perform at least minor tasks in a large project with global visibility just like 0a.d. Why not? A mini tutorial for students and teachers related to game design courses showing them how they can start contributing to the project. We could translate and disseminate it in universities around the world.
    1 point
  13. That should be fixed now (it would have been a huge help if someone would have noticed it during the testing phase, the issue should have been there for months). But I don't think we'll do an A16.1 release (that would be version 0.0.16.1). As you said, it's quite unusual to get a sub-alpha. It looks like because of the lobby, this release hasn't been tested very well. Everyone just kept playing lobby games. While otherwise, (in my estimate) half of the played games in Multiplayer were SVN games. I guess we need to learn from this experience, and ask lobby players to install the SVN to play games about a month or two before we release A17. Maybe the syntagma bug will even help us getting testers
    1 point
  14. Some more sketches: HOUSES: -Model 2 would be the most common (it's also a completly symetrical building), whereas model 1 would be the rarest, since it's a little more complex ( the roof of this one could be of tiles instead of straw, what do you think?). 2 and 3 have straw roof. GUARD TOWER: -Looks like a little castle. TORII -Three cohexisting models.
    1 point
  15. A new major upgrade of Petra AI has just been commited in svn. It features a first version of naval support, as well as some bug fixes. Tests (specially that no regression were introducedfor land maps) would be very usefull. In case of errors, please provide the commands.txt file and the version of your svn build. Concerning naval maps, there are a few known issues - ship combat is not yet implemented (ship are mainly used for transport of armies in oversea attacks) - path finding issues with ships blocking themselves - the placement of defensive structure (tower and fortress) is not adapted for small islands, so the AI rarely built them - carthage does not yet use shipyard, so does not have war ships - trade is quite broken in naval maps - the reaction of the AI to its ennemies actions is still quite dumb Finally, if anybody want to help and improve this AI, all these issues are a good way to start. I can point you to the right file and piece of code if needed.
    1 point
  16. Apparently, Elvish has been proposed for inclusion in Unicode Plane 1 (Cirth and Tengwar in 00016000-000160FF), which raises the problem sanderd17 mentioned, but at least it's a possibility
    1 point
  17. It's definitely something to look into. I don't think there's any games out there that do something similar. Since we have the generic names anyway it's not really a problem if people can't read the name. It would be nice to see the pronunciation in the tooltips or something similar though. If there aren't any free fonts out there we could try making one. Even if it's just a crude one to start with. Since this is open source someone will come along and improve it eventually.
    1 point
  18. Micket, Strannik, The wolf is already commited I had some headache making the skeleton.xml but now it's in and working nice. Good work guys!
    1 point
  19. It's more than enough. I've been thinking if these animations with the same armature could be reused for a new dog mesh/meshes for britons... we'll see. I hadn't much free time lately, but I'll take care of creating the skeleton.xml for the wolf and commit your animations. Good work once again Feel free to jump into other animal's animations if you're in the mood. Like the Zebu for the Ox cart for example *wink* *wink* Although I think IK setups for legs and tail would make the animating process much easier for your end. I can help you to set them if you need it (it's quite easy actually and saves lots of time)
    1 point
  20. A small update from my texturing business: What it has: - a roof that adapts nicely the player's color - Baked AO-maps What it needs: - A full re-texture except the roof (and maybe those red bars) since I don't like the wall and wood textures since they lack a certain detail. Same goes for the door. On top of that you still see some seems since the textures weren't placed exactly against each other. Let me know what you think of it right now!
    1 point
  21. Hello all, I recently saw your post on Polycount looking for a Artists, as seen here, and was asked by Niek ten Brinke to introduce myself! Currently I am an undergraduate at Staffordshire University- about to graduate this may! When university is over I am able to work much more on the projects, cannot jeopardize quality. Really into my history mainly European Military history.- especially WW2. That is why I sent my application your polycount post. I am mainly a character artist: 3D Sculpting, modelling, unwrapping, texturing, rigging and animating. My mains skills are 3D Sculpting and Animation. Although I enjoy animation slightly more! 3DS Max, Zbrush, Photoshop, UDK, Blender and GIMP are the main software I used. Have worked on other game projects before, but always looking to broaden my experiences, knowledge and capabilities whilst making a cool RTS- and one base off history at that! My portfolio can be viewed here No Stagnant Skill.
    1 point
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