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Enrique

WFG Retired
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Everything posted by Enrique

  1. Lion, nadie se enojó porque discutieseis una alternativa más viable (que no es el caso). Simplemente todos los post que hiciste en ese thread fueron off-topic, de ahí la queja del posteador inicial. No cuesta nada admitir que te fuistes del tema inicial como hizo Unarmed y seguir con la discusión en lugar de decir que la única forma de evitarlo es que te expulsen. Es verdad que los citizen-soldiers es una característica única de 0AD, pero se puede sugerir y dar tu opinión sobre cualquier tema del juego, igual que haces tú. Lion, nobody got angry because you discussed a viable alternative (which is not the case). Just every post you made on that thread was off-topic, therefore the complaint of the original poster. It's not too hard to admit that you went of topic like Unarmed did and continue the discussion on-topic instead of saying that the only way to avoid it is being banned. We're civilized persons and we all can go off-topic sometimes It's true that citizen-soldiers is a unique feature of 0AD but everyone can suggest and give his/her opinion about any feature in the game, just like you do. On-topic... Those examples you give, I personally prefer to have the option to train directly that kind of unit instead of having to select a citizen-soldier and click on a button to "upgrade" the unit to a new type of unit. You also just name the unit types, but you don't specify what would do each one and you named two unit types which are already in the game, so not sure the point you want to make.
  2. Hola Juan! Respecto al tema principal... yo pensaba como tú. De hecho, cuando jugaba multiplayer, sólo creaba citizen-soldiers para la economía ya que pensé exactamente con el mismo razonamiento de tu primer post. Resulta que después de jugar unas cuantas partidas y que me funcionase el sistema de sólo crear citizen-soldiers, los desarrolladores tuvimos una charla sobre la aparente inutilidad de los ciudadanos que sólo recolectan/construyen (ciudadanas en este caso ) Así que se les dio un bonus de recolección (sobre todo alimento) para equilibrar y que fueran algo más útiles. Yo seguí con mi estrategia de hacer sólo soldados después de este cambio, y cuando jugué contra alpha123 y quantumstate (los mejores jugadores de 0AD contra los que he jugado) me reventaron usando principalmente mujeres para la recolección. Evidentemente, vi que después del cambio la manera de jugar había cambiado completamente. Ganas más recursos al empezar la partida creando ciudadanas, pero te arriesgas a que te puedan rushear al principio del juego y no poder defenderte adecuadamente. El truco está en encontrar el equilibrio entre ambos y empezar en el early-game con más ciudadanas que soldados para ayudar a tu economía a crecer antes. A mí personalmente me parece novedosa la idea de tener citizen-soldiers que puedan recolectar/construir y pelear. También ten en cuenta que contra más luchan los citizen-soldiers y suben de rango, pelean mejor, pero recolectan peor los recursos. Esto no significa que no estemos abiertos a sugerencias para hacer más interesante el sistema Para finalizar te recomiendo experimentar usando muchas ciudadanas en el early-game si sabes que tus enemigos se van a centrar en citizen-soldiers y compruebes la ventaja inicial que tendrás en la economía respecto a tus adversarios. Dicho esto también te invito a pasarte por el canal de IRC #0ad para quedar algún día para echar una partida, hace mucho que no juego y probablemente estaré algo oxidado pero prometo que plantaré algo de resistencia Saludos Hello Juan! Regarding your first post... I used to play just like you. In fact, when I played multiplayer I only trained citizen-soldiers to work in the economy because I used the same logic as you do in your first post. After playing several matches with this system (and working out for me) the devs had a chat about the barely-usefulness of normal citizens so it was decided to give them a boost recollecting (food mostly) and improve their meaning in the game. I continued with my strategy of training citizen-soldiers-only after this change, and when I played alpha123 and quantumstate (the best 0AD players I know) they destroyed me using almost females-only for economic tasks. That was a clear demonstration for me that normal citizens became much more important in the game after the change. You build your economy much faster with females-only in the early game, but you leave yourself open for early rush without soldiers to defend yourself. The trick is to find the equilibrium and play the early-game with mostly females to build up quickly. Personally, I like the idea of citizen-soldiers that can build/recolect as well as normal citizens. Also keep in mind that the more the citizen-soldiers fight and rank up, the worse they make economy tasks. This doesn't mean we're not open to suggestions to make the system more interesting. To conclude, I suggest to experiment to use a lot of females in the early-game if you know that your opponents are going to focus in citizen-soldiers and check the initial economy advantage that you'll get. I also invite you to joint on #0ad IRC channel to play someday a match, it has been a lot of time since I played a match, but I promise I'll resist to lose quickly
  3. Looking awesome Micket! I love your animal models! I hope to finish the blacksmith buildings soon so I can texture them! (if no one does it first ) I really enjoy texturing them. Keep up the good work!
  4. Yep. Those are placeholders actually, I reused them from the roman blacksmith to get the overall feel. I also had the idea to alter the AO maps on the chimneys parts baking a lightmap from a single orangish point lamp in blender and overlay it in top of the normal AO map. This should give a fairly cool (and subtle) look of fire light where the fire is. It's not done yet so I cannot show how it will look but you can expect it on the final building.
  5. IIRC There's a match of quantumstate vs alpha123 (best 0ad players) on youtube and posted somewhere in the forums. Interesting match to see, it hasn't sound though.
  6. Hello Vincent! Glad to see you grasping Blender so fast! That rig setup looks very nice! If you are interested in further Blender knowledge about animation here are several tutorials about Blender's animation system: http://cgcookie.com/blender/category/tutorials/animation/ Looking forward to see your animations!
  7. Right.. That was unintended xDI'll try to come up with something else then
  8. I guess you mean the SVN version...There's no commit related to blacksmith 21/06... I'm not at home now and I can't test it properly, but last time I checked the smoke was showing correctly... Have you tried to update your SVN?
  9. Here's another concept joining previous ideas. I think this one is looking better Still some props to add (armor stands, helmets, weapons...) and the interior needs detailing, but the layout will be like in the screenshot. I've also came up with the idea of making a "sand" mountain with the same texture as the decal, and place a ramp where the doors or entrances should be. It's like a "decal with geometry", that extends underground. This way we can avoid floating props, unlike just extending the structure further into the ground.
  10. It's totally ok to give your opinion and criticism. It's the process of making good art assets. You can give constructive criticism if you make your points an say 'why' you think it look good or bad to you. About the hammers you are probably right, I just had the idea and tried it to see how it looks. But the more I see it, the less I like it :-P I agree with you. I reused a lot of the barracks geometry to throw some quick layout on that one. I'll try to make it more unique or make the L shaped concept more interesting.
  11. Two celt blacksmith concepts. Not sure which direction to go, or if give it one to brits and the other to gauls. Props not final. Chimney is big and 4 sided to reflect the "advantage" of celts in blacksmithing. It's also separated from the main structure for safety reasons because of the roofs.
  12. Yes it is, it's a little stretched but that will be fixed. I tried with the other grey bricks texture (the one used by the roman fortress) but didn't looked as good as this IMO. I'll remove the tiles then, but it looks like the blacksmith is more outdoors than indoors that way I'm going to give the last touches to both blacksmiths (needed props points are already in place) and figure something out to avoid floating props on uneven terrain (most props are placed on the ground and may be a problem) After that I'll start with the greek and celt blacksmiths (that will be tomorrow)
  13. I found this and I was wondering if it could be somewhat useful/ported/working in pyrogenesis? It's for blender game engine, so I have no idea if it could be used in our engine.... http://www.blendernation.com/2013/06/22/waterunderwater-sky-shader/
  14. Made some changes with your feedback. Still WIP
  15. This one was hard. Sources: http://commons.wikimedia.org/wiki/File:Cocodrilo.jpg http://commons.wikimedia.org/wiki/File:Croco-du-nil-04.jpg
  16. Blue water is a placeholder. We have a nice water material for water in buildings in-game, so don't worry about it, they're only concepts yet
  17. I also thought about the floating props solution. I haven't tried it yet (and I can't right now) but I think the prop's origin is inherited from the building "main" actor, therefore, I think the prop height will stay the same as the main building actor. It's just a guess, haven't tried it yet as I said.
  18. Hello! The rig is looking nice so far. As far as I know, you can use fk-ik as you like. I think the only limitation is that bone scaling do not work for animation (not sure if you meant that with blend shapes) If I remember correctly, the animations need to be baked (record every bone position for each frame) because fk-ik targets are not taken into account when exporting into the game. But I'm afraid we cannot use it :'( I was taking a look about the license issue and found this: (see post #9) http://www.worldofle...ercial-UDK-game Have you ever worked with Blender3D? the UI may seem intimidating at first, but animating is exatcly the same (go to frame X, pose the armature, select bones, insert keyframe, repeat)
  19. Nope, I tried a few times but I wasn't able to make the armature work and make the wheels rotate (and I made the same process as the mauryan chariots). I was about to ask Pureon's help when I was working on it but I forgot completely.
  20. Looking awesome Micket! Maybe the tail is a little thick where it connects with the body, but it can be the screenshot angle. Can't wait to see crocodiles ingame! I'd like to see them making a lot of damage but moving slow on land.
  21. Not sure how the walls would work divided in pieces. It would also break the wall placement system I guess. If I understand correctly, you want to divide the long section in, for example, 5 pieces? I think that would make the wall a little weird on uneven terrain, probably with big differences in height between pieces, and probably hard not to see the seams between pieces and discontinued texture. It also could make difficult to place gates I guess. Not sure if I understood the method you are proposing correctly xD Having multiple props in each building means a lot more actors per building. One per prop seems to me a too much, but it could be done. Another thing to point out: in your example screenshot, you placed the mill in atlas? the game doesn't let you build on such steep terrain, 90% of the time you can't see the extended underground structure end even on extreme cases. The props are easy to see them floating though. I would like to see partial terrain flattening to test it out to see how it works and if it's so easy to generate impassable terrain. I also wonder if it can be possible to make some kind of check on the surroundings of the building before placement and don't let it build where it would make impassable terrain? this seems harder to get it right though.
  22. It could be a solution, but a tricky one. IMO having to make each prop a separate mesh doesn't sound like the best method. It also sounds hard to mod. I think partial flattening + clever prop positioning (see mauryan market or mauryan elephant stables) is the way to go.
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