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Showing content with the highest reputation on 2016-03-17 in all areas

  1. Hi, We've been discussing this for a while in the community and reception of the idea of attending LinuxWochen is positive so far. Attached is a proposal from @leper and me to represent 0 A.D. and Wildfire Games at LinuxWochen 2016 in Vienna. Looking forward to reading your reply. Kindest regards, Jan Middelkoop LinuxWochen.pdf
    3 points
  2. New ongoing work, Aeolian islands, in the north of Sicilia. Here are 3 of these Islands, from north to south, Salina, Lipari, Vulcano. And here is my map (ongoing work): 3D modeling is complete (will be some little adjustments), work in progress on texturing and adding entities. Salina: Lipari: Vulcano: I have some fun gameplay ideas with this map. The different islands allow to imagine nice games.
    2 points
  3. I agree to reimburse you and Georg as well. As long as we make sure to do what we can to make it easier for people to join the project/remember us when they get home so to speak I think it will be beneficial for the project.
    2 points
  4. After having read the proposal, I think its a wonderful idea to attend the conference once again! It's not only a great way to reach out and attract a larger following, but also an opportunity to recruit developers for the project. I agree to reimburse both Jan and Georg for travel and promotional materials costs of 348.40 euros.
    2 points
  5. To attack buildings (if they are well-defended), it is advised that you use siege engines (rams, catapults, ...). You can normally train the siege engines from the fortress, or for some civs, from a special building. Units can also attack buildings, but they aren't nearly as strong. The effect you saw when capturing was probably because it was garrisoned. Every unit garrisoned in a building counts to defend the building against capturing. And the military units inside the building also raise the arrow count. So a fully-garrisoned CC is indeed very hard to capture. But if your enemy doesn't pay attention, and doesn't garrison its CC, it's quite easy to capture one (and hold it if you defend it well). Make sure your strategy is balanced. Attacking only with siege engines won't work either, as siege engines are very weak against attacks from soldiers. So if your enemy sees you are attacking his CC with your siege engines, he could come out of his CC, and capture all your siege engines quickly.
    2 points
  6. Could this be a javascript issue? I would assume that the js engines for windows and linux would probably be different, which could explain the discrepancy. I have no idea how that works though. OOM issues with scripting languages aren't that uncommon though, sometimes happening even when there is technically free RAM available.
    1 point
  7. No, they are old meshes with the old promote animations. Look way better than poking building with pitchfork (lol) or just standing there peeing on a wall (confusing).
    1 point
  8. Sorry for the Off-Topic. These are the new meshes with the old animations, right? (work done by stan, irc) Never understood why vanilla doesn't use the promotion animation as placeholder.
    1 point
  9. I think it is quite good modeling Micket. Maybe I would adjust the feet a bit, they look too straight. What's the matter about them? modeling? In fact the lion's mane seems flat as if it walked against the wind
    1 point
  10. Grab the actors from Delenda Est and use those for now:
    1 point
  11. Most of the players that I know don't rotate buildings.. They can make awesome looking settlements if they rotate the structures, I even see competitive players use houses as a wall of sort, very effective, yeah, but breaks immersion, IMHO.. Am I the only one who rotates structures when playing a match?
    1 point
  12. Lions/Lioness need a lot of help too.
    1 point
  13. I put most of my models on opengameart.org as CC0, so i don't know if they are used elsewhere. It's just a bit of future proofing from my side. Since I've made a halfdecent selection of animals now, with similar polycount, it could probably find some use in mobile games and whatnot.
    1 point
  14. walk cycle WIP http://gifmaker.cc/PlayGIFAnimation.php?folder=2015111714MnO1xs6BPGr2qRe2kV2SsN&file=output_eJo6Iy.gif Edit: Fixed gif
    1 point
  15. V9. Blendfile attached. Should fix the looping glitch. If you bake till the end (0:47) there is the same keyframe so should be okay for the looping bug. ZebuV9.zip
    1 point
  16. Thanks for the references Micket Here is a WIP for the auroch bull! Of course at this time there are still seams, I'll clean it after. And I think about adding opacity at the end of the tail, but maybe it won't be noticeable on a 128² texture... And also some highlights to show its musculature.
    1 point
  17. Don't cobras fold the fan shaped skin close to their body when moving? I don't think they look like that when they are on the ground?
    1 point
  18. That's a good looking animation Strannik! May I ask you how you animated it? used spline bones or something? Looking forward to the rest of the animation set
    1 point
  19. Salute. Another great model by Micket. The only thing I changed: applied location on the armature. Walk animation (sounds weird): This is work in progress. There are some problems but I think it's better then other cobra walk animations I've made. I'll choose the best animations for death, attack, and idle and will try to make preview tomorrow. Any suggestions are much appreciated.
    1 point
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