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Stan`

0 A.D. Project Leader
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Everything posted by Stan`

  1. You can try to play survival of the fittest which is a bit like a zombie survival because you have to overcome waves. If you tweak it a bit you could have the buildings already built
  2. The capture not working is probably due to the fact it's slaughter not attack Id like to see that patche AFAIK it was deleted from the ticket
  3. You can open atlas (the scenario editor) and load this map that should be named something like combat demo huge Or create you own battle.
  4. Here is the link to the ticket[PATCH] Show graphs in the summary screen http://trac.wildfiregames.com/ticket/3403
  5. About the charts there is a patch in trac for that. However it's not following coding conventions so it has to be updated.
  6. Code is nearly done. Might need some specifics to prevent unit from rotating over horse
  7. Ah you can't do that. There is two solutions 1. Hack the code to display the dev overlay(Since shortcuts dont work you currently cant. 2. Build everything with your units and change player afterwards. Before running sim you can change the civ.
  8. Could you attach the map ? And what do you mean by "simulation test" ? /OFFTOPIC : When clicking on the link of your website it says "subscription expired"
  9. Hello, and welcome to the forums The game is mostly based on historical accuracy, and still trying to get a good balance between civs to make them all with pros and cons. For now we got rid of hard counters apart from some units like spearmen that would get crushed by cavalry otherwise. This is planned see http://trac.wildfiregames.com/ticket/3177 Glad you like it
  10. Well they were pre exported as daes the format we use. They were tested in game by Jose too. For 3dsmax the process is shorter now that blender supports a bit more fbx Trial versions exists and we cannot just say no to models. Also cinema4D files will be more useful than imported fbx in blends because that will likely mess up and that will lose all the IK setup and constraints of c4d during export. Also you do not need them to make new ones as the original armature was made in blender by Enrique
  11. Well those anims were quite fine so they could be included directly. I found a nearly painless way of importing anims from max to blender
  12. I attached all the source files provided by Jos3BV, Here are also exported DAEs ready to be used. Thanks for the files ! 0AD_Animations-2015-12-20.zip
  13. The other point should be fixed by the Random Map generation code FeXor is making
  14. Relevant ticket http://trac.wildfiregames.com/ticket/1437
  15. I wasn't taking it personnaly just pointing out that unless you have a terrible graphic card graphics are not the issue.I have a HD7950 and get at most 110Fps on 3840x1024 which is basically the same than battlefield 3. Well with 0ad you can drop windows So don't worry graphics arent going to kill your fps but game AI and pathfinder might
  16. Graphics are not responsible for the lag. You can disable everything and still experience the lag. We are trying hard to fix the engine anf have improved with pathfinder and the rest. There is still things to be done and graphics will be optimized too.
  17. May main concern would be the performance impact because making a global aura on all units will probably be heavy...
  18. Apart from ambiance not much. Affecting all the units on a per daylight basis seems a bit weird unless you can't gather at night. It would make rushes have a different impact. Though the game would quickly be the sims.
  19. The later, that's better It should be similar though, like attack this should not be I want to have a cookie
  20. Well I guess you could ask people with more expertise to testify, but it would still be better than nothing
  21. You might want to provide translation for those : Might want to adapt the phrases in your language, see for instance greek persian and romans have different idioms. Welcome to the forums, and thanks for contributing
  22. Don't worry, game is 15years old, it can wait for some time
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