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Everything posted by Alexandermb
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Borg Expansion Pack Mod implementation in 0ad alpha 24 release.
Alexandermb replied to snelius's topic in Game Modification
thats sounds good for a immersive perspective however we would lack some good textures for differentiate some of them. -
Borg Expansion Pack Mod implementation in 0ad alpha 24 release.
Alexandermb replied to snelius's topic in Game Modification
For Slaves, maybe spawn entity on death could be spawn some slaves based on buildings such houses and civ center. Civ center: 10-15 Male Slaves. Houses 2-3 Female Slaves. After being destroyed the house spawn a capturable on sight gaia entity slave. This could be good for force early game rushes attacking houses of the enemy in order to get some early slaves and economy boom. -
Can you mention what features? i would like to have a vision of it. New idle relax for archer done, as well as the new jog animation: Plan: New Idle Ready for archer: While the idle relax keeps the bow whitout being stretched in order to retain the silouete of the archer, the ready version stretch the bow as if its "ready" to fire: All of this with having in mind to retain as much as possible from the main animation, considerating that we only have archers using ready variant pose: Now i just need to do some relaxed idles and ready jog animation and we are done with the archer and probably covered all the infantry natural idles.
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Made jog relax and ready animation for the slinger as well as some idles
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Borg Expansion Pack Mod implementation in 0ad alpha 24 release.
Alexandermb replied to snelius's topic in Game Modification
If possible, take spearman cavalry and pikeman attack speed to a realistic level, at this moment the spearman cavalry attacking animation is too slow because of the attacking speed. -
Approaching to resource? if decition is made, i am willing to make the animations As soon as possible. @Stan` thoughts?
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@Stan` also would be nice if we could have approaching to resource variant. showing tools while walking to gather. Axe in the shoulder or holding with both hands while approaching to the trees (like aoe aha)
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Yep, they do one on one. If you mean by death animation, i would only take the latest attacking entity.
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@Imarok @Freagarach would you know a way of implement death variant's based on attack? also attack variant based on entitiy? For death; if i got hit by an arrow i would play an animation with an arrow on the knee... in the heart. For attack: if im attacking a cavalry i would hit the rider, not only the horse.
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"COMBAT.APPROACHING" remains the same, so they always gonna walk attacking the enemy in "ready" variant, however stance based variant would help if stances make a difference in future gameplay. Like this: Violent: increment movement speed 10% while reducing defenses 10% Aggresive: incrementing movement speed 5% while reducing defenses 5% Defensive: Movement speed and defenses as usual. Hold Ground: Attack Reduced by 5% defenses increased by 10% while standing ground. Passive: Defenses Reduced as the infantry isn't aware of any threat (perfectly for ambushes) Walk speed to a human realistic walking speed, attack lowered and gathering rate increased. just an example stats arent 100% accurate. If that were the case, aiming for realism and making 0.A.D. one of the few making stances more than just a behavior but also an strategy.
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I'm kinda Lost on what could be the differences between animations variants for stance. Passive from Defensive por example. Aggressive from Violent.
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i think i've managed to implement variant based on stance following @Angen works on Assault Rifle UnitAi Test.
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===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
Scutum is ready (Not committed yet), but gonna implement a new actor on the main game for have some shields covered: *Oval whitout spina and round boss* Round boss gonna be used on parma shield. Praetorian Guard: @wackyserious do you have some texture stored in your assets for this guy ? -
Age of Empires 2 Definitive Edition
Alexandermb replied to Lion.Kanzen's topic in Introductions & Off-Topic Discussion
And probably for the long weeks of bugs that will come at the beginning -
===[COMMITTED]=== Civ: Rome Scutum
Alexandermb replied to Alexandermb's topic in Completed Art Tasks
New one: I'm gonna start the preparatives for commit later tomorrow, gonna rename shields from _a to _0# following @Stan` request of naming convention. -
i swear i had good plans last night when ended with the capes for the hero animations but today i totally forgot what i was about to do.
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Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
Maybe a panoramic camera under the cube and a 4k Render. -
Blender AddOns, Materials & Tutorials.
Alexandermb replied to Alexandermb's topic in Tutorials, references and art help
@Stan` procedural clouds: -
Thanks! i need to check if it could also use riders variants and so we can delete rider capes folder, but this weekend is for finish scutum and if its possible hero specific animations.
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Just committed the fix for those, anything else missing? thanks for the checkref!
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@wackyserious maybe we could use this in the meantime if you have something planned for later: In the current state the brit champion texture terrible compared to the rest of the units, because of the low texture resolution it has.
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Committed the standarization of capes. Part 1.
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A small preview of the cape new actor: All of these units use the same cape actor: The actor cape have all the variants in the variants group: First implementation will be with infantry, if its possible and doest not break cavalry, it will be applied too for horse riders and elephant riders.
