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Showing content with the highest reputation on 2016-06-23 in all areas

  1. Alright, it's been about a month and I've had two heatwaves and a throat infection. That was pretty awful. Now that I'm back to 100% though, I think I'm finally ready to start on some 0 A.D. stuff in the coming week. After thinking about it for a while, I'm thinking that perhaps I'll use monday's Vlog to set up a day where I'll stream the game and anyone is invited to play it with me. Since the game is free I'm sure we'll get quite a few people who want to play. I think that would be a good way to garner some interest in the game from the people already on my channel to start.
    4 points
  2. I tried this game before, a few years ago, in 2013 or 2014 with a friend, for just a couple of games and gave it up because I didn't like it. Everything felt clunky, units would slide around awkwardly and combat was kind of random and hard to understand. Being an ambitious open-source 3D project and already long in development, I thought it was condemned to eternal stagnation, like GNU Hurd, but I'm amazed by how much progress has been made. Features are still missing and there are issues, but the game is really fun! Keep up the good work!
    3 points
  3. Attached is a small mod that modifies some trees. It's planned to be committed if you guys like it The content is split off from Delenda Est. Modifications: Adds a few more Autumn Oak variants. Makes Autumn Beeches sway in the wind (of you have GLSL enabled) Removes swaying from dead trees (to make them look even more dead) arbor.zip
    1 point
  4. (Third entry) trac ticket: #3403
    1 point
  5. 1 point
  6. I want to suggest some new combat and gameplay mechanics (I'm not sure if I had suggested these two before, but I posted something about the wounded-walk animation on the new unit mesh thread several days ago) 1.) Critical hit and Stumbling X% chance for a unit to perform critical hit, charge attack doubles the chance for a critical hit. Units that are hit by a critical attack will stumble and won't be able to attack for a couple of seconds, until they can stand up again (Stumbling animation needed) -Cavalry units can also stumble infantry units (Infantry units in a tight formation like testudo, phalanx and shield wall had lower chance to stumble) -These can be seen in Total war series' fight scenes, where the battles look more alive because of the causal stumbling of units. 2.) Wounded walk The walk animation of units with lower than 25% hp will switch to a wounded walk animation, unit speed also decreases by 50-75% - Wounded unit rescuing will be harder - Retreating becomes more crucial and can cause higher fatalities. -The only RTS that I remember using this mechanics was Battle Realms. I hope you guys find this suggestion interesting, it can add flavor to 0AD's combat system.
    1 point
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