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Posts posted by Stan`
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Code is nearly done. Might need some specifics to prevent unit from rotating over horse
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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.
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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"
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Hello, and welcome to the forums

For 0 A.D I'm interested to see how the game balance is developed further. I won't criticise the game right now because it's not finished yet but I will say that things are looking promising. Developers just remember, all units must have a useful purpose (main strength) and a main weakness. Hard counters work well and they also expose the over powered units early in development, which makes this a good time to look into it further.
Any unit that is considered ‘multi role’ tends to become an awkward problem later.
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.
One of the great features in Act of War was that infantry units could be set to 'ambush' mode in a bush where they would inflict a one time double attack bonus verses the enemy. This created interesting situations because there were already hard counters to everything. A tank or humvee rushing your base early could be 'one shot' by the singe rocket launcher hiding in wait.This is planned see http://trac.wildfiregames.com/ticket/3177
Glad you like it

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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
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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
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I attached all the source files provided by Jos3BV, Here are also exported DAEs ready to be used.
Thanks for the files !
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The other point should be fixed by the Random Map generation code FeXor is making
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Relevant ticket http://trac.wildfiregames.com/ticket/1437
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Yup released for it

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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

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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.
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May main concern would be the performance impact because making a global aura on all units will probably be heavy...
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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.
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The later, that's better
It should be similar though, like attack this should not be I want to have a cookie 
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Well I guess you could ask people with more expertise to testify, but it would still be better than nothing

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You might want to provide translation for those :
If folks want to pursue recording other languages, we first need help from language experts to submit and verify translated phrases for each of the factions.
The only translations we're satisfied with currently are Ancient Greek - those were written and reviewed by a number of individuals with knowledge of Ancient Greek. Since nobody on the team is a language expert, we are relying on the online community to help out with this.
The phrases can be viewed here:
http://trac.wildfire...udio_Voice_List
If someone has knowledge of ancient Carthaginian, Celt, Iberian, Persian, Roman, or Mauryan languages you can help us by translating our phrases in this format:
Please post translations in this topic - trac should be used for storing 'approved' translations only.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

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Don't worry, game is 15years old, it can wait for some time

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Well, this game is based on volunteering, so If you feel like you can provide good artistic references for the roster in this thread., please do so. Our Artistic workforce isn't that big, but It might interest other people to fix that for us. Which they wouldn't be able without references.
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Hello, please read
http://wildfiregames.com/forum/index.php?showtopic=20129
Might help you understand why it was not done, and what is done to fix that

Your feedback is welcome.
Welcome to the forums
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What would not work? The guy behind that tool is pretty responsive and would probably be willing to fix smaller issues.
No I meant I bought the relevant equipment to me my Kinect, and never managed to record footage, so I'm going to try his method.

My first impression
in General Discussion
Posted
About the charts there is a patch in trac for that. However it's not following coding conventions so it has to be updated.