Jump to content

wackyserious

0 A.D. Art Team
  • Content Count

    990
  • Joined

  • Last visited

  • Days Won

    37

wackyserious last won the day on June 17

wackyserious had the most liked content!

Community Reputation

1,090 Excellent

4 Followers

About wackyserious

  • Rank
    Centurio

Contact Methods

  • Website URL
    http://www.moddb.com/members/wackyserious

Profile Information

  • Gender
    Male
  • Location
    Asia - Pacific

Recent Profile Visitors

2,062 profile views
  1. Maturing trees. Where the new spawns would be tree saplings and these saplings would auto research a maturity tech which is set to, let us say 10 minutes. Saplings provide minimal wood, while moderately aged trees provide decent amount of wood, on the other hand, fully mature trees provide large amounts of wood and are capable of spawning new trees in its vicinity.
  2. I also envision this to myself. Thank you very much @Sundiata Your thoughts and words are truly inspirational. It is nice to have you around, here in the community.
  3. I stand with the same POV as Stan. What we really lack is the manpower needed for the maintenance of adding more factions the game and merging it with the dev priority hierarchy. I am not against this, I am very supportive of custom projects as a part of our modding community and would gladly participate in it, once it has been green-lit. What I am really concerned into is the feasibility of adding it under present circumstances. The inclusion of mod.io is a big step towards this, IMO. Mod projects are now directly provided to the players. If popular demand would push this initiative towards the game then I would be overjoyed about it. Having Terra Magna as an umbrella project for civs that parallel the game timeline is also good. Everything was consolidated in it and the workload during release was reduced.
  4. In marketing aspects, I believe what the game is trying to achieve in its Mediterranean-centered theme is to have its own branding. Branding plays an important role in establishing an impact on your target market. You need to have a strong and solid identity in order to be remarkable. In my opinion, this is part of the game design. This is the objective of the developers, to come up with a historical RTS with an ancient Mediterranean. DLCs or expansion packs could come along afterwards. This could be observed in the industry, best example for this would be how the developers of the Total War series, slowly absorb other cultures via DLCs. This is also why we have mods for the game and an active modding community here, to satisfy the urge of the community to have them as playable factions which the game could not include at the moment, for reasons stated in previous discussions. Adding more factions at the current state of the game will only increase the workload of the developers and moderators and will consume their schedule even more at the sacrifice of the free time which could have been spent on currently open tickets which will further speed up the overall development progress of the game. In my personal opinion, I am not against this, I personally like the idea of having more factions. It is just that this feature is not ideal for the current state of the game. Maybe this could be worked out in the future.
  5. wackyserious

    NoMaDiC CiViLiZaTiOnS

    Also, we could add Falconry as a tech. It will boost meat gathering rate for the nomadic factions.
  6. wackyserious

    NoMaDiC CiViLiZaTiOnS

    I suggest that you name the nomadic livestock bonus as pastoralism in contrast with sedentary animal husbandry. Nomads are more reliant to livestock than settled folks, thus making them more practiced in animal husbandry than the sedentary communities that prefer plant cultivation as a primary source of food, which they then supplement with livestock. Nomadic horse breeding tradition. Reduced training time for cavalry units too, compared with non-nomadic factions.
  7. wackyserious

    ===[TASK]=== Hellenic Unit Textures

    I see, it also has a variety, should we stick to the kidaris then?
  8. wackyserious

    ===[TASK]=== Hellenic Unit Textures

    Proposal for the Scythian archers of the Athenian faction. The current actor file uses the Persian kidaris while the one below uses the Thracian cap which far more resembles the one that Scythians wore. Amphora depictions of Scythian archers also suggest that they sometimes worn armor. http://www.stoa.org/projects/demos/article_scythian_archers?page=all The Scythian archers acted as a police force for the Athenian urban society.
  9. wackyserious

    ===[TASK]=== Hellenic Unit Textures

    So I got some free time this weekend and decided to progress with this thread. An upgrade and proposal for the Spartiates. Their current texture was very outdated, so I've decided to enhance it.
  10. wackyserious

    [Terra Magna] Terra Magna is now available!

    The Thracian building set was already started by Stan too, merging the assets to the mod could be a good start. What if we also include the added factions of DE (Thebans, Epirotes) to Terra Magna?
  11. wackyserious

    [Terra Magna] Terra Magna is now available!

    What should we work on next? Scythians? Thracians?
  12. wackyserious

    [Millennium A.D.] X├Żlo 23 now available!

    How about this one?
  13. wackyserious

    Lack of Eastern

    Was expecting these stuff in Aristeia too. Too bad the project has been in a very long hiatus.
  14. wackyserious

    Faction: Norse

    @woodpecker Here you could find the previous releases which are compatible with the previous alpha versions of 0ad. https://www.moddb.com/mods/millennium-ad/downloads This particular release is compatible with 0ad Alpha 22 https://www.moddb.com/mods/millennium-ad/downloads/dellingr-22 The latest version of Millennium AD mod will soon be available at 0ad's built-in mod downloader (mod.io) which is a new feature of the recent alpha relsease of the game.
  15. wackyserious

    Millennium A.D. - Alpha 23 Release Discussion

    https://github.com/0ADMods/millenniumad/blob/master/art/textures/ui/pregame/shell/logo/0ad_logo.png Here is a .png format from the mod directory. I could not provide a high resolution file since that logo was constructed using the recommended resolution for the menu logo file. Do you need it to look like a banner?
×