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Showing content with the highest reputation on 2017-10-18 in all areas

  1. (Offtopic but I really appreciate the stables is a nice idea (in many rts we have a factory for infantry and a factory for vehicles).)
    4 points
  2. I guess there are also technically theoretical 'archers' in the towers. ooh that's something, imagine if the archery range was a village phase prereq for towers and fortresses?
    3 points
  3. empires ascendant cuts off at 1 AD with a little wiggle room, its a roman vaulted theater no doubt about it. It'll be a good atlas object when i get around to replacing it but like I said I'm in no rush to do so
    2 points
  4. Yes, the targets are very cool! Targets for archery range and dummies for barracks seems like a good distinguishing feature indeed...
    2 points
  5. I think there needs to be a "slotting" system implemented, like how in Age of Mythology you could only build CCs by slotting them onto an unclaimed settlement. Same basic concept as the BfME1 base-building scheme.
    2 points
  6. One thing that this range does better than the Spartan one is show the targets to the viewer at the standard building position. I think the spartan one should be rotated 180 degrees so that the targets can be seen. But you also have to remember the civ, Stan. The Iberians don't have archers, at least not as a standard unit, so the projectiles embedded in the targets should be javelins, methinks.
    2 points
  7. That's a nice feature from BFME1. (BFME2 removed it and had free placement for everything.) Probably would be done through the upgrade system like the small tower to large tower upgrade, or even the conversion of a wall segment to a gate. If you wanted to change what you had already built there, you would have to have a default upgrade that "destroys" it to return to a state that would allow you to upgrade again. Would have to link several entities together somehow to allow the separate upgrade plots and to create the overall shape to allow for concave sections in the footprint of the combined entity. I'm not sure how to do the combination part or if the upgrade system is the best method either. Just some ideas. Someone else may have a better option.
    2 points
  8. I got another question. How easy would it be to implement a build system kind of like Battle for Middle Earth 1? For example the Civic Center spawns several placement circles around it and you use those to build additional structures instead of using workers. I'd really love for the Gorons to have a build style like this, to give the illusion that their bases are one giant ever expanding mountain: I have no idea how to pull this off in 0AD though.
    2 points
  9. @LordGood Any idea what the cloth should like ? If the market is not commitable right now that is.
    1 point
  10. @LordGood Thanks for the commit Started working on the stables.
    1 point
  11. Sorry, I meant 0 A.D. Part 1 timeframe.
    1 point
  12. This sounds very good for a first attempt, good job We already have full music tracks for winning and losing, so I don't think we are in need in this area. I like the notification sounds though, they fit very well the game IMO! The Attack ones lack a bit the "emergency" feeling to be good attack notifications, but I totally imagine them for message notifications, or for game start... We already have some sounds for this kind of situations but we'd need a roadmap of the ones that are missing, or that could be improved. Do you think you could help us in this "organization" area, before tackling the actual production of sounds? As you say it's difficult, even for us, to see the big picture.
    1 point
  13. Hey, the Sound-Design-History of 0ad seems to be verry complicated because of so many people worked on that years ago and its not easy for me to oversee everything. There are already hundreds of sounds. And that creators were just "ghosting"? Here are some Sounds from yesterday and todays work. Its is verry "alpha" preview like... https://www.dropbox.com/s/ly7iscpe4mbm24o/1 Alpha.rar?dl=0
    1 point
  14. Brought the targets back <3 That separation looks like a very good idea. I liked them a lot too, I just wasn't sure on what people would practise javelins, Usually you would do that without any target. Indeed. Would be nice though to unify it with other civs, so they all benefit from the player color. iber_rg3.7z
    1 point
  15. i did really like those targets, and yes we'll be following your shape stan, maybe a little more squat in future iterations and with the tower being more of an option than a distinguishing feature I can get behind that, Iberians are sorely lacking in playercolor options aside from the banners and vases
    1 point
  16. of course, why didnt I think of that I dont have to defend my base if my base is their base
    1 point
  17. Their help tooltip had an excuse for tower upgrades being researched at the granary, something along the lines of 'with the onset of farming, villages needed ways of protecting their now stored food from their greedy or desperate hunter-gatherer neighbors, fortifications were erected to ward off these attackers and allowed sedentary lifestyle to thrive blah blah blah' whatever hey, its good enough for me. also towers don't cost pop because they free up your armies to attack. I know you remember that land grab mission, dont pretend you didnt build towers, cheeky, its hell without them
    1 point
  18. Yeah that's I guess the only way of doing it without adding any more code. Would be a really nice feature to have.
    1 point
  19. well shoot, i dunno lion, you try shooting a raiding horseman at full gallop from a tower with nowhere to practice. lol i have a hard enough time when my targets don't move. these tower archers are PROS
    1 point
  20. Part of the problem is that the texture itself has a lot contrasty areas and grain. Another problem is the zoom, the player isn't gonna see it this way generally. And another problem is that the parallax is quite extreme and stretches the texture. Lastly, you've also UV mapped the rooftiles on a lot of these buildings to be very large compared to the other Greek buildings. The other Greek buildings UV mapped them smaller so that they look higher res and less stretchy. In this shot you see the difference in the mapping and the size difference of the tiles. Perhaps some adjustments to the UV mapping can help. I also reduced the contrast of the parallax alpha layer so that it doesn't stretch the diffuse map so much, to this:
    1 point
  21. That's oine of the reasons the "Sentries" tech in Delenda Est makes towers cost pop.
    1 point
  22. Those are the basic shapes I would like for the stables, siege workshop and archery range to follow respectively. If all of the buildings of similar function are of a similar shape, then (especially once freshly implemented) players will be able to recognize the buildings between civs at a distance, without the need to zoom in and look at the props, like how the 0 AD barracks follow the AoK format, and are easily recognizable as a result. normally this wouldn't be much of a problem, but we're going to be adding a lot of 'military training buildings' and things could get confusing very quickly for a new player. Making these variations easily recognizable at any distance is a must now.
    1 point
  23. noooo that looks way more suitable for a spartan wonder. caryatids? gah someone should have told them that doric columns dont have bases, and I'm left wondering if that superstructure is wooden thats an interesting mix of things, could be fun to model just for the hell of it. Your researching skills again exceed my expectations lol
    1 point
  24. Here is a variant. I kept both so they can be used as variation by modders, I upload everything after then. Thanks. Here is backview Sure I'm interested, I have been for six years Yeah coherence could be nice.
    1 point
  25. @wowgetoffyourcellphone Rooftiles are all grainy and still has this odd split. the 3D-ness is restored, though
    1 point
  26. I think this is one of the points where 0AD has a potentially major advantage over AoE. The 200 pop-cap thing was one the most aggravating limits in the game, and 0AD can potentially handle thousands of units. A lot of room for epicness right there. But without a battalion and army system, it's going to be a hot mess. Armour upgrade researched at the blacksmith makes perfect sense. I also think tower upgrades at the tower make a lot more sense than at a granary. Alternatively they could be researched at the fortress or a "research institution" like a library.
    1 point
  27. I figured out the positions for garrisoned soldiers on the Fortress. Also, an attempt at Amanirenas, or Amanitore, or some other Kandake. Not entirely satisfied with this one. Of course, needs the bronze snake helmet. Here she is with her retinue. Shields temporary. 4K
    1 point
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