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Showing content with the highest reputation on 2013-03-07 in all areas

  1. Thanks for the ref. And yea, I typically paint totally from a blank page, though I can and have painted over blender renders. Anyways, here's a hannibal final with background.
    6 points
  2. I know I've been here for a while, but I've stayed confined to the Art forums for the most part while I'm here. That of course does not excuse me from an introduction I've been a fan of the RTS genre since I've discovered it, seeing how it allows interactive creativity. Age of Empires Gold was my first RTS game and it is what kickstarted my interest in the ancient world. Age of Kings spiked my interest in the medieval genre. The art of these games is what compels me to play them, I rarely engage the enemy but build massive superfluous cities instead. I've sank quite a few hours into the Stronghold series as well. I am an architect at heart, though I've pursued art for the freedom of media and subject, though at times I regret the decision. The video games I've played greatly influence my art and my will to learn, giving me quite a narrow subject focus. I'm attending Montserrat College of Art in Beverly, Massachusetts at the moment. College presents a whole host of new challenges, but I am getting a little bit better, and widen my media every day. I'm a brony too, so cool beans 20% cooler brohoof ten seconds flat blah blah Fluttershy is best poni /) Now I came to know of 0 AD by Ludo, he found my DeviantArt page and my modelling work and asked me to check the game out and possibly join the team. I'll have to admit I was skeptical at first, but after sinking three days worth of free time into the game I decided I would give modelling some game buildings a go. It is a beautiful game and I would love to help. I posted a lousy model on the forum, and you guys were actually quite receptive. I had worked for teams before, collaboration and compromise have been two big issues with me. I figured learning how to work like this would help me out, help me in finding the areas I fall short, at least. This would be a learning experience. I had around five years of Sketchup under my belt and of course, Sketchup doesn't cut it in game design. But I've learned how to build reasonably complex models quite fast, given my familiarity with the program. I'm having a tough time learning how to model in blender, but hopefully I'll have time over the summer to get a handle on it. You guys have been receptive and generous in your comments and have helped me learn heaps. I will leave these forums a better artist than I came in, and for that you have my thanks. A big thanks to all the modellers that helped me get some designs through the complexities of the inferiority of Sketchup's mesh exports and UV systems. and the awesome texture artists, and our reference finders! This team is great, y'all are cool cheers! -Johnny
    2 points
  3. tl;dr hi I go to art school, draw and build 3D models you're all awesome thank you brohoof -johnny
    2 points
  4. Hey guys, for my thesis (and in the end run to contribute to 0 A.D.) I'm developing an adaptive and dynamic AI for 0 A.D. which will not be based on scripting (since scripting is static) and will be implemented in C++. The interfacing idea, i.e. communication between the AI and the game engine, has these requirements: The AI will need to have access during gameplay to these structures: The map (along with all units/buildings on it, areas occupied by AI / player) Any game status Player information / status and logs of all the actions he/she performs AI status (all units, buildings, what units are doing, scores, available resources / upgrades, etc The AI will also need to send (to the game engine) these during gameplay: Actions / commands what the AI decided to do (Ex: actions for certain units / changing the stance for other units / tech or age upgrades, etc Now the problem I have is that it's been quite difficult to get an idea of which classes and methods in the engine I will need to use to perform this interfacing and communication between the AI and engine. Also, since I will not be implementing any static scripts (unlike qbot for example), the implementation will be very different from the other existing AIs. Thus, I need to implement a direct communication, via C++, between the AI and engine. Any idea on what classes and methods in the engine I will need to use? I've been on this for two weeks and barely got anywhere. Btw this is my first post...hello to all of you
    1 point
  5. Thanks for reporting, Yves. Just committed an update, issues 1 and 8 are definitely fixed, 2/3/4/5 might be to some extent, 6: unsure, but could be related to 1.
    1 point
  6. hai im lucio, im from argentina, ill be 21 in about 3 weeks, im studying informatics engineering and im amazed about some things 1) the game looks pretty 2) its free and open source 3) its cross platform 4) its available through APT im really glad someone picked the idea of aoe and decided to make a game inspired in it not much else to say
    1 point
  7. Walls fixed and commited. Gate animations are not there yet. It will probably need someone with more knowledge about the gate actors to tweak the obstructions for the door.
    1 point
  8. Garrisoning 5 spearmen on each ram. In case you cannot move other spearmen quicker than enemy cavalry to defend the rams, you can always pop out the garrisoned spearmen to avoid losing your siege.
    1 point
  9. I must say, exponential armor seems both cleaner and more elegant to me too.
    1 point
  10. My vote is definitely for exponential armor, mostly because IMO the behavior of percentage armor and techs is definitely not desirable. It's really not at all difficult to grasp (I do not have a particularly high math education (yet...) but I understood it just fine).
    1 point
  11. On the topic of a possible wonder or other unique buildigs for the Celtic tribes: The Gauls aren't known to have build any large structures like the Britons did. Their largest known buildings are sanctuaries such as 'Gournay sur Aronde' and 'Ribemont-sur-Ancre' but I feel this is already well covered in-game by the current temple structure. However there were these large megalithic structures such als Dolmen(graves) and Menhir(?). However, like Stonehenge they are believed to be build long before the time of the Gauls and Britons. However, they might still be useful to the game, but in need of some tweaking. Since the original history on these objects is lost that shouldn't be too big of a deal. My idea would be to have for multiple smaller ones like the Dolmen and/or Menhir. Although they didn't build them does not mean they didn't hold any value for them, since their druids are known as keepers of the old knowledge. (They could have used these for their rituals.) The option could be added to have a druid 'find' or 'discover' such a structure instead of having your villagers build one. These could then give small area boosts such as replenish forests or lure wildlife. (Deforestation was a problem for Celts, especially for the Britons. Giving the Gauls a small forest boost over the Britons wouldn't be unreasonable.)
    1 point
  12. As a Chinese, I have to say that I can't thank you guys enough for bringing the Han as a playable faction into the game! Its not very often for ancient China to be accurately represented in a RTS game. However I do have a couple of mild criticisms regarding the buildings: The civic center to me dosen't look very historically accurate because as far I know octagonal pagoda like buildings didn't really appear until the Song dynasty, and its shape makes it look odd when compared to the rest of the buildings (which all look awesome btw). Maybe something more similar to this would be better? Also have you tried using dark grey roofs and red pillars and brackets for the buildings in general?
    1 point
  13. (just for fun, a little comparison between "now" and "then"). A screenshot I had posted in early august, back when I had just started work on what would become Aegis, of a victory against qBot on the RM Continent (I was blue, did nothing on purpose. qBot was red, Aegis green. Can't see the timer but it was at 41 minutes). Screenshot of the same thing happening now (aegis blue, qBot red). (You'll also notice Aegis sucked at attacking. It had won by 25:00).
    1 point
  14. Allright, everyone, so this has finally been committed to SVN, and will show up in Alpha 13. A short list of new features (the AI referring to Aegis): -Speed ups in many parts of the AI, in particular having many Aegis Bots should be noticeably faster (though not yet fast) -Improvements in many parts of the AI. Defense should be slightly better, dropsite placement has been noticeably improved. Aegis should be able to be more efficient. Many many bug fixed. -Support for technologies. Aegis itself goes up in phases, and will research technologies (though it chooses which randomly) -Early support for naval maps. On some maps, the AI will build a dock and try an amphibious attack (very experimental still). -Early difficulty support. You can choose from one in three settings (note: this may get a GUI side before Alpha 13). More technically: You may experience a little lag when the map generation reaches 100%: that's from the AIs initializing. It should not feel too long. I can't recall if there was still some, but that should seriously help with the weird "initial lag" that sometimes happened right at the start of a game. Expect Aegis on the hardest difficulty to be noticeably sharper in the first 15 minutes if you leave it alone.
    1 point
  15. Actually no, he's devoting himself to working on his own project using our existing engine and asking for our help However, I'm sure it can be useful in some way regardless of whether it will end up being included in the game or not, and either way, it's always nice to see that the game draws interest, especially this serious interest, so I'll most definitely add my welcome and well-wishes to the already existing ones
    1 point
  16. Here's a guy that is devoting himself to contribute in the coding side. I think he needs a better, more decent welcome
    1 point
  17. Imperial Romans will not be included until part 2, so no, there will not be any in Alpha 13.
    1 point
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