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Did not want to name names that time, but since Alpha 24 most of the hero portraits were updated thanks to volunteers such as @m7600 (no longer with us, but mention remains at the thread below) and @kul. The rest are just putting the new sky-blue background. No offense, but the current German counterparts are like going back to antiquity with modern sugarcoating. Point proven; little information to add. What have you been contributing to the Han civilization lately? Appreciate the extra hands towards that "completion"... Don't take it seriously; unlike this time, there weren't things like Gendered Citizens and messy code back then that compromised the release of Alpha 26. Few more years and everyone wouldn't mind another faction added; this is a blatant departure in the name of balance. Honest opinion, Germanic needs not to divide into separate Cimbris and Teutons; early Suebi elements could be integrated. Iberians are another story. I must protest that the current Roman civilization situation is worse. Don't even want to know where to start, the insertion of auxiliaries after promoting elite Roman and Social cavalry?
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Yes in => https://wildfiregames.com/forum/forum/448-delenda-est/
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Guide to follow to make Heroes portraits.
Devavella replied to Lion.Kanzen's topic in Art Development
I just want to ask—has anyone tried using AI tools to generate base portraits and then paint over them? Could speed things up and still keep a consistent style. I'm curious how others approach lighting—especially getting that soft but detailed look seen in some of the better portraits. Would love to hear if anyone's refined their workflow since this was last active. - Today
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Sohail21 joined the community
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Note: This has already been fixed on the release branch. The Germans will be actually playable in the next release candidate.
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nedatransgendersurgery joined the community
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Atreyee Interiors changed their profile photo
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Capture only damaged buildings?
Adeimantos replied to Adeimantos's topic in Game Development & Technical Discussion
A couple citizens is enough to hold a tower in enemy territory. Other than that I agree. -
Atreyee Interiors joined the community
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ayers joined the community
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Capture only damaged buildings?
Gurken Khan replied to Adeimantos's topic in Game Development & Technical Discussion
As of this version I train my tower guys to elite rank and two of them can hold a building in enemy territory. Edit: I forgot to mention that I was referring to p3; doesn't work like that before. -
Capture only damaged buildings?
Atrik replied to Adeimantos's topic in Game Development & Technical Discussion
An enemy already cannot hold a sentry tower in your territory, unless putting hero or champs inside, the tower will decay and return to you. So basically the only way to please you in this case would be to increase building decay. In previous alphas, towers with 5 guys inside almost couldn't ever be captured. But that worked both ways. And it was silly. A garrisoned tower in your territory could not be captured unless a very unreasonable effort was made to do so by your opponent, but if ever he did capture it (for example you forgot to garrison it and enemy took it), you would never get it back unless you ram it down first. Since so much players have a hard time managing to defend their buildings, I would have suggested to do something that increase capture point, instead of capture regeneration. It's very different because increasing capture point is only slowing the capturing of buildings, while capture regeneration have a exponential effect that leads into buildings being not capturable. Here are some ideas as a middle ground: Sentry (Tower tech) => +50% arrows and +50% capture points for towers Professional Garrison (Fort tech) => +100% arrows and +100% capture points for forts CCs 2500 => 3000 base capture points. I've saw so much capture CC fails this alpha I don't know why some players still think buildings are too easy to capture. It's just different as you need to garrison it with best units and protect your CC more then using it as if it was actually a fort. -
Capture only damaged buildings?
Adeimantos replied to Adeimantos's topic in Game Development & Technical Discussion
Towers are not too strong, but a tower full of enemies in your homeland shooting your women after you've just lost most of your troops repelling their invasion is too strong. -
Capture only damaged buildings?
Atrik replied to Adeimantos's topic in Game Development & Technical Discussion
A tower cost 200 resources, same as 2 infantry, we'll take account build time and say 3 infantry... Considering this, you can see why building a tower SHOULDNT be too strong as to for the enemy spend excessive time to take it out. When the building balance is making buildings too strong, then game stalls and it's boring. Which is why this alpha (a27) is refreshing because building are balanced. We can make the same comparison we did with towers with other buildings like CC and forts both as costly as 9 infantry. Yet a CC even being easier to capture now can score 80 kills as I often witness in games, and forts even more (100 not being uncommon even saw 169 once). The towers enemy capture in your own territory, decay 10 capture point/sec iirc, so recapturing them is actually much more at the advantage of the original owner. Next alpha, CC and forts will be back at being almost impossible to capture, which I regret because it will close strategic options, forcing players to always go for rams, even when you only need to defeat a naked CC. But I guess the majority of people think that's how it should be.. - Yesterday
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Capture only damaged buildings?
Adeimantos replied to Adeimantos's topic in Game Development & Technical Discussion
Yes I like capturing in general, it's just that the difficulty of doing it needs to be proportional to the amount of harm it does. -
Capture only damaged buildings?
Grautvornix replied to Adeimantos's topic in Game Development & Technical Discussion
But it is a nice strategic element in decimating a powerful opponent Also useful is capturing a temple and heal your units, or capture barracks and locally train more forces without the need for long haul troup transport. -
Capture only damaged buildings?
Adeimantos replied to Adeimantos's topic in Game Development & Technical Discussion
The main building I want less capturable is the tower. It's too easy to take a tower in enemy territory and fill it up with units, and too hard to prevent that. -
Release 28 Branch
Classic-Burger replied to phosit's topic in Game Development & Technical Discussion
Even this civ has taken time and will take more time. This is supposed to be a civilization based on the Germanic tribes that attacked the Roman Republic. We weren't even sure about the name. On one hand, Teutons or Cimbri. We don't even agree with the marvel/wonder. The current civ is as generic as the Celts were years ago and as the Iberians still are. -
Hi, it's not currently available for download. Because I've heavily modified the game, the AI will need to be redone...
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Release 28 Branch
BreakfastBurrito_007 replied to phosit's topic in Game Development & Technical Discussion
"Bad developers you made a civ too fast, it should at least take a decade!" -
Release 28 Branch
real_tabasco_sauce replied to phosit's topic in Game Development & Technical Discussion
My disagreement stems from that I forgot to add "Hero"; someone might notice the departure from the norm, as with the Han counterparts, Cleopatra, or those since Alpha 24. Still awaiting a volunteer for Candragupta... How are the German hero portraits a departure from the norm? -
Capture only damaged buildings?
Perzival12 replied to Adeimantos's topic in Game Development & Technical Discussion
Hmm. Yeah, I guess Civic Centers at least, maybe barracks and stables (anything military, TBH). Houses should just be capturable flat-out, same with any non-Civil Center civic or economic building. IMO fortresses should not be capturable at all, only destroyed (I know that doesn't really fit with history, but it would make the game more challenging). -
Capture only damaged buildings?
Classic-Burger replied to Adeimantos's topic in Game Development & Technical Discussion
To make it effective, some other ideas(features) are needed, such as damage from units with torches. Therefore, there would be fire damage, the capture doesn't necessarily need to be 50%, and not necessarily all buildings. -
Release 28 Branch
Classic-Burger replied to phosit's topic in Game Development & Technical Discussion
Han took years to develop.And yet it is not complete today. The main idea dates back to 2010. https://aom.heavengames.com/cgi-bin/forums/display.cgi?action=st&fn=15&tn=28877 And debit in its own mod around 2014. https://www.moddb.com/mods/rise-of-the-east -
Is there a place where I can download this?
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Capture only damaged buildings?
Perzival12 replied to Adeimantos's topic in Game Development & Technical Discussion
The only problem with that is it means that if you want to capture a building, you have to micromanage the attack. Often times you will look away from your invasion to train more troops or check on your economy, and that means any battering rams or catapults (the only units able to damage buildings quickly) can destroy a building you want to capture before you notice. And, it would be useless to code them so that when a building reaches 1/2 life (or whatever) to just stop attacking or move on. Plenty of historical battles involved surrenders without having to beat the building down, so there is another point. -
Sorry, meant no disrespect there, just so much concern; this is unlike the process with the Han civilization, which took at least double that time after about a decade in the making. A case of bad timing or coming late to the party, so I see... my share has been accounted for. My disagreement stems from that I forgot to add "Hero"; someone might notice the departure from the norm, as with the Han counterparts, Cleopatra, or those since Alpha 24. Still awaiting a volunteer for Candragupta... Anyway, the game breaks if setting at least one player with the German civilization: 0 A.D. 2025-11-18 09-48-54.mp4 Has anybody also noticed that the select sounds like Ti estis, Quid ests, and Salaams as well as for buildings etc. lost the pitch differences?
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Olá a todos! Trago excelentes notícias e atualizações significativas sobre o desenvolvimento do meu projeto, World Rising! Tenho trabalhado arduamente para aprimorar a experiência de jogo, focando em mais realismo e detalhes. Confiram as principais mudanças: Artes e Gráficos Ícones de Unidades Mais Fiéis: As artes dos ícones das unidades estão sendo completamente refeitas para refletir de forma mais precisa cada tipo de unidade. Texturas de Unidades Renovadas: As texturas das unidades também foram refeitas, garantindo um visual mais detalhado e imersivo. O estilo de textura também foi refeito deixando numa única imagem. a pele, roupas e acessórios, facilitando a criando e diminuindo o numero de props. Construções, Tecnologias e Edifícios Novos Edifícios e Tecnologias: O jogo conta agora com a introdução de novos edifícios e um conjunto inédito de tecnologias. Detalhes dos Edifícios: Refizemos alguns edifícios e adicionamos NPCs dentro deles, tornando as construções muito mais realistas e "vivas". Sistema de Upgrade Aprimorado: Desenvolvi uma nova tecnologia de upgrade que permite evoluir todos os edifícios de um mesmo tipo simultaneamente, agilizando o desenvolvimento da sua civilização. Novo Modo de Jogo e Papéis de Gênero O modo de jogo foi modificado para introduzir uma distribuição de tarefas baseada em gênero, com o objetivo de simular uma divisão de trabalho mais historicamente plausível para a época: Mulheres: Não constroem mais e nem coletam recursos pesados. Elas se dedicam à coleta de alimentos, cuidado com a lavoura, coleta de água e prece. Homens: São responsáveis pela coleta de recursos pesados (madeira, cobre, argila, pedra, etc.) e por todas as construções. Transição de Era Dinâmica A mudança de era está agora mais impactante: Evolução Automática de Aldeões: Ao avançar para uma nova era, seus aldeões são automaticamente transformados com novos atributos, texturas e acesso a novos edifícios de construção. Progresso das Culturas Cultura Jomon: Está aproximadamente 80% finalizada! Próxima Etapa: Focar na parte naval, criando upgrades para as canoas, evoluir as docas, criar upgrade para o centro comunitário, criar novas tecnologias, finalizar as novas texturas das unidades, criar destroços das construções e por ultimo acrescentar mais npcs nas construções com animações próprias . Espero que gostem destas novidades! Deixarei algumas imagens para apreciação. Comentem e me digam o que acharam!
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I see, thanks for the clarification
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Release 28 Branch
Classic-Burger replied to phosit's topic in Game Development & Technical Discussion
One civ per release. The Scythians could be next. But the Germans must be finished.
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