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Pureon

WFG Retired
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Posts posted by Pureon

  1. My idea that they should drop off their resources at the nearest dropsite before fighting back is based on the logic that they stored their arms and armor at the dropsite to go to work. You guys have to think simply.

    I really like it, great idea Mythos! It makes perfect sense, and means resource gatherers will need greater protection from raiding, which with the existing system isn't really needed.

    Would units turn into soldiers on their way back to pick up more resources after dropping off the resources they were carrying?

  2. Thanks for posting the screenshots! Good point about health bars, having them as player colour in 0AD would make a lot of sense.

    The unit icons are fun, I like that they stick out of the GUI - Strangely some are more realistic looking than the units themselves :)

  3. This weekend I started working on a bridge inspired by reconstructions of Roman wooden bridges:

    0ADwoodenbridge02.jpg

    0ADwoodenbridge01.jpg

    It's still a work-in-progress, especially the walkway texture, but I don't have any more time to work on it today so thought I'd share :)

    Historical note: Julius Caesar, with the help of around 40,000 Roman soldiers, built a wooden bridge over the river Rhine in just 10 days during the Gallic War in 55 BC.

  4. * Minimap problems: "Is it possible to make the coloured dots on the map more distingishable? Some of the colours are too similar, ie. red and orange."; "The mini map could scale; too small to see anything on it."; "It's hard to see Player 2's buildings on the mini-map." An option to make the mini map expand to full screen would be useful actually, especially for the bigger maps.

    * "If I select mulitple buildings and create a number of units only 1 building will make them. It would be great if by making 1 unit when you have more of the same kind of building selected you would make 1 in every building not just in 1 of the buildings." Agree this would be useful.

    * "If you garrison units into a siege ram and don't unselect them befor garissoned your not abel to control/select any other units or buildings" Is this true? If so, that's a bug that needs fixing.

    * "Gaul towers (not outpost) do not fire and an error message appears" If still broken I'll fix this. Edit: Fixed in r9403.

  5. 0ADspikeheight01.jpg

    I'd say they are tall enough to stop cavalry jumping over them :)

    If these spikes do become functional in 0AD, it'll be after each faction's walls and gates are fully functioning, so for now I'll add them to the Atlas editor as non-functional eyecandy.

  6. Has anyone tried to play as Player 3 on Acropolis before? Both in Alpha 4 and in the latest revision I'm unable to attack the 2 enemy players, but instead am able to attack my Ally, Player 4.

    The same bug happens when I set myself as Player 4, I can attack my Ally, but not the enemy. The enemy however can attack me. I've never noticed this before, but then I rarely open Acropolis because it's so huge.

  7. I spent a bit of time creating some spiked defences using my palisade wall assets:

    0ADPalisadeSpikes01.jpg

    0ADPalisadeSpikes02.jpg

    Screenshots show a standard fence, tall impassable spikes, and small crossable spikes. The tall impassable wall could damage melee units while it is being destroyed, while the small spikes could deal a small amount of damage when crossed.

  8. Edit:

    When I exported a third idle animation for the lion, it showed up in the game with the head and body spinning in a circle every few seconds (seemingly when one of the bones crosses the Y axis, negative or positive), so something'll have to be done about that... and since I don't know C++, I'll leave it to someone who does to try and fix it. Here is the set of animations I had done yesterday, which includes at least two broken animations (since then, I've animated two or three more, all of which didn't import into the game correctly...).

    Unfortunately I've experienced similar bugs and difficulties with importing. In the Iberian siege ram's animation the wheels spin backwards after spinning forwards - which is a bug with the way 0AD converts the Collada files. I'd like to know if the same bug also affects 3DS Max Collada animations - in theory it should.

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