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Showing content with the highest reputation on 2016-08-09 in all areas

  1. No worries lots of non English speakers here on the forum just use google translate or when that does not work try your native language we do not bite Enjoy the Choice
    3 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!
    2 points
  3. I was like to see healing at the temple be a more active thing. I would like to see the units praying at the temple like Greek villagers do in Age of Mythologie. I think this would be more interesting than to just see the units standing around getting free health. You can say it is "unrealistic" to get healing from praying at a Greek or Persian temple, but healing in the game is generally unrealistic anyway. I think it would be more interest from gameplay perspective to see them praying to get the health and for the player to "task" them to the temple to do this (instead of task them to stand around the temple passive). What do you think? I think it would look a lot neater.
    1 point
  4. No, the poly numbers is ok
    1 point
  5. Even if you are unsure of your English, you could help with playtesting and improving the already translated strings, and flag up any inconsistencies you find
    1 point
  6. You are welcome to sign up on Transifex and help. I am sure that the other translators will welcome you
    1 point
  7. As Loki said. Capitalize them in English, but not in Romanian. You are free to do in your translation as best fits your language's conventions Regarding 4., you don't need to do that. As soon as you add/change and save a translation, your version will come up in Suggestions as well. It just might take the Transifex server a bit to catch up and display them, but they will be there if you wait a bit. Regarding 5., you can add new items to the glossary to help with consistency. You could also contact the Romanian translators individually - maybe it will motivate some of them to return to the project.
    1 point
  8. @sphyrth http://trac.wildfiregames.com/ticket/3823 There is open ticket to solve the back to work bug
    1 point
  9. Make the bridge, yes, allow units to cross it, no. Though I have plans for a draw bridge for boats.
    1 point
  10. I think what he meant was he wanted to see a "praying" animation to indicate them being healed while being idle.
    1 point
  11. You actually want to garrison units in the temple, which is 3x faster healing than the aura.
    1 point
  12. I admire your work. Unfortunately, I do not speak English. I really want to help you. All what I can. Contact me by e-mail if interested in my help.
    1 point
  13. Greetings; As I say in the title, I want to offer my service and help in case you need voices to the tutorials, units, presentations, campaign, etc. My name is Daniel, and I can make voices in both types of Spanish and English, I have two professional certifies and I from Latin America. I truly love what you guys are doing; I play Age of Empires Since I have 7 years old so I’m will be happy to help to make this game be a success. My contact: danielxdmatute@gmail.com
    1 point
  14. It's online now, so perhaps it was just some temporary error or shutdown.
    1 point
  15. We currently support 1024x768 and up. This limits what we can do. We could stretch the GUI across the screen, but we wouldn't be able to take advantage of the extra width because we have to fit everything within 1024 pixels. We considered having multiple layouts awhile back, but determined that it would be too much maintenance for very little gain. I personally like the minimal GUI in AoE3 myself. I find it a bit more usable than the full AoE3 GUI shown in that screenshot.
    1 point
  16. Seems that Jos3 stopped working on them. At least, he shared the files to the devs. Right now Enrique had done some work on them, but don't know what is the currenr state. IRC he showed some wip in some news report. Feels like he's working, slowly, but working of them.
    1 point
  17. @Paradox15 Probablemente el error por el que el cambio de idioma no crea el archivo de configuración. La solución más sencilla es ir primero a la configuración, cambiar algo al azar, guardar la configuración, y entonces podrás cambiar el idioma
    1 point
  18. Probably the bug where changing the language doesn't create the settings file. The easiest workaround is to first go to the settings, change something random, save the setting, and then you can change the language.
    1 point
  19. Basically the Insula is the "house" for the Principate Romans. It cost 250 and 100 , and gives 25 . It covers 2x as much ground as a Republican Roman house, being 2 Republican Roman houses wide (but same depth, so the footprint is a rectangle). Here, show the footprint: The 2 story part of Market looks very mich like how a Insula can look. Here is great reference: Need at least 3 variation.
    1 point
  20. Gonna see what I can do, was working on something else today aka
    1 point
  21. Thanks klod! Comments like this also help the project keep going by spending motivation. So thanks a lot and have a nice time playing 0 A.D. and exploring the forum
    1 point
  22. Hi, I like this. Here's you can use thise I made for you if you like it. Here is screenshot:
    1 point
  23. Added 3 bones to the rig for capes animation. All capes in the game already rigged and set up to work with the armature, now I just have to animate those bones on the anims I already have in stock. Animated shield in the back of the chopping animation, have to test it in-game when I fix my PC. Here is a glimpse of some more animations on the way...
    1 point
  24. Working with this blend file is fantastic, all the handles cooperate and everything! I'll definitely be jumping on the animation wagon every once in a while. Brilliant work Enrique
    1 point
  25. @Enrique But who have these skills? If I post this in sub forum nobody can answer. We have a plane in the game and other fantasy units, so I don't see the problem, obviusly I'm not asking by my own need. So we need await from more animators, we can learn but... After try to do an anthropomorphic model, to animate some expert say ago it's need learn about natural anatomy and how the human body moves. so was simple suggest... So no problem. i know the horses are more important because the old models aren't enough good right now,neither actual standard. @Palaxin no offenses but the images looks tiny for me I will try to put in spoilers.
    1 point
  26. And possibility to add anims when one set is finished? I mean, for example, add spearman animations although other animations sets aren't finished (I know that could be modded easily)
    1 point
  27. @Enrique Any plans to add Jos3bv's anims ?
    1 point
  28. That would do for Millennium AD mod, thanks! Also, I'm sorry it this request will take some of your time. We need the mesh for the Chinese, Arab and Norman units.
    1 point
  29. Just wanted to post and update and let you know that this task is not dead. The new units are currently in the training camp learning some cool moves. Can't post every single animation done since the gifs would take forever to load but I made some so you can take a peek of what we have in stock. Javelin attack: Archer attack: Walk cycle relax: Walk cycle ready: When I have some time I'll be streaming the process of the creation of animations for these new meshes if someone is interested, although it's much more boring than a modelling or sculpting session. I hope you like them. You can also check Jos3BV work on female animations in this thread:
    1 point
  30. You're a godsend mate Thanks!
    1 point
  31. Just modify the templates. <BuildRestrictions> <Territory>own neutral ally</Territory> </BuildRestrictions> Then add these to the template to stop the structures from losing loyalty and from casting a territory effect: <TerritoryDecay disable=""/> <TerritoryInfluence disable=""/> If you want to do some moddding, I suggest you download svn version of game. It is developer version and all files are moddable. From there we can help you make a mod folder where you can put your new files into without worrying about mess up core game files.
    1 point
  32. This is really a little bit offtopic and I'm sorry for furthering this discussion, but he has a point, IMO. I'll just post it here instead of a making a new topic in the forum since this is just a very trivial matter. Yeah, the 0AD Facebook page was not that active lately. We would love to see more in-game screenshots and teasers posted on Facebook (The same goes for the 0AD profiles on other sites like ModDB/IndieDB, etc.) IMO, regular updates or things like these entice players who have never played the game for quite some time to play the game again (or even those who managed to try several of the past alphas but have quite forgotten about the game) Things like seeing good screenshots and current gameplay makes you want to play the game again when you see them, and social networking sites are the best places where people can easily view and access it, almost everyone has them nowadays, and most people regularly checks them. (Specially in Fb, where, the things that you have liked appear on your friends/acquaintances home screen/timeline)
    1 point
  33. I have a Spanish fan page, I'm not sure if is working but I see many guys from Latin America support the project.
    1 point
  34. I think someone need to share about 0 ad in fb fans page, cause not many people have write this topics
    1 point
  35. I'm really looking forward to see Enrique and Jos3BV's work to be implemented in-game. Everyone was busy lately, I hope that more skilled people could soon join and can help speed up the process.
    1 point
  36. He is not active, but im not sure if he share the documents with the devs.
    1 point
  37. I don't think so. We haven't someone who can give the animations.
    1 point
  38. i have 1 question this file already install in version alpha 18 or install version 19 ????
    1 point
  39. Actually the latter is not true. When I managed to get the armature in Blender, Enrique was able to make new animations, (ie : fishing guy + Testudo anim...) We basically can use the new unit meshes and the old anims. Enrique wanted (wants ?) to get rid of everything and start from scratch, therefore he made new rigs for units (ie : see my archer thread where the guy is opening the hand. Typically, you couldn't do that before, because hands were only one bone). Even that need new anims. At least walking, running, attacking (one handed, two handed, spear, archer, slinger), dying + gathering (wood, stone bush fish etc.) I am the only one I know of that is working on it, and my work doesn't meet the required quality. So I believe we will stay with old meshes, at least until april, if not June. After playing the settlers you can only do
    1 point
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