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Showing content with the highest reputation on 2013-09-16 in all areas
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Hi All, My name is Dave and I run the site FreeWargamer. Just wanted to let you know I've updated the page on 0 A.D. to reflect the latest developments. I'm very impressed by what the Wildfire team has accomplished. Keep up the good work. Respectfully, Dave2 points
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Position: Sound Lead - LAVS Do you understand that Wildfire Games is a non-commercial project, work for 0 A.D. is volunteer, and work is done for free? Yes Do you agree to distribute all your work for Wildfire Games under Creative Commons Attribution Share-Alike license? Yes Name: Matias B Email: contact@getlavs.com MSN Messenger: matiasbri@hotmail.com Location: Córdoba, Argentina Availability: 15/20 hours per Week Age: 32 Occupation: Head of Interactive Audio Department - Freelancer Composer Skills and Experience: Audio Programming Sound Design Musical Composition Project Management Team Management Motivation: Pasionate for Interactive media, Video Games and Sound Personality: Organized. Creative. Entrepreneur. Sense of humor. Short Essay: I found Wildfire games because one of the localization engineers I work with, performed a localization job on the game. The main motivation is the cooperative nature of the project. I'm seeking to learn from people and share my knowledge. Interests and Hobbies: I love growing plants. Staff: Not yet. Community: Gamasutra. IGDA. Sound Design Community. Favorite Game: The Last of Us. Minecraft. Work Examples: This is the company where I'm working nowadays: http://getlavs.com/index_eng.html I published a new alboum a few weeks ago (available for free download). The musical style is not the proper for this project, but could works as an interesting example as how I love to get fun with sounds: http://matiasbrzz.bandcamp.com/ Please note that I'm totally aware of the musical style we need on this project! More examples available if need. Thanks!1 point
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Unlike Warcraft 3, 0 AD have something that Warcraft 3 don't have: logistics and attrition. If upkeep was introduced, then there would be no space for logistics anymore. Unlike 0 AD, the resources was simple only gold and wood exist, and all it deducts is the gold that a player receive from the gold mine when they reach a certain number of population. Imagine what will it be when you introduce it to 0 AD, deducting food? metal? stone? wood or all of the resources you harvest?1 point
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The Murus Gallicus has an "inside" and an "outside" and so only one axis of symmetry in opposite to all other civs walls. The RMS wall builder can handle this but the ingame wall placement method has then to be reworked because the player should be able to define where "inside" is. Additionally the "earth" is not walkable because entities cant be walked on (yet) which makes it a bit strange. I like the style though and in principle like entities that can be walked upon (like bridges). I don't know if this feature is planned for part 1 though.1 point
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what so mess that fortress to close. but my Siege Engines are resdy to crush them.1 point
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Thanks for another detailed report Redfox. Some good news, and some bad, but you're still making progress!1 point
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If you have no specific knowledge, best might be to start with gameplay logic. This is quite easy if you know the game. Every entity (unit, building, plant, mine ...) has a template (in binaries/data/mods/public/simulation/templates). That template consists out of components that describe the behaviour and statistics (a health component, an armour component ...). When you want to fix something in gameplay, you search the right component to edit, and edit the code for that. Note that performance critical components are defined in C++, while other components are in JS. Also look for the easy tickets in trac: http://trac.wildfiregames.com/report/161 point
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It would be more realistic if mines didn't suddenly run out, but the labor to extract increased as you had to dig deeper, improved technology is required as well. Metal would become more expensive as surface outcroppings were exhausted.Don't know if this would be worth doing, but I can imagine how it could be implemented - mines could progress from surface mines to tunnel mines, maybe a deep mine phase after that.1 point
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I think that they asked for too much. The major comments I got from people asked what they were getting from the game. They didn't care about open source or the graphical quality which are 0AD's main selling points. They wanted to know how it would give them more fun as opposed to just playing AoE2.1 point
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The Tomb of Cyrus the Great would be a good Atlas building:1 point
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I definitely think the Gate of All Nations should be the Persian Wonder. We'll keep the Hanging Gardens of Babylon for either Atlas purposes or some kind of "capture the monument" gametype. http://www.persepoli...all_nations.htm Stairs: Front Gate: Back Gate:1 point
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Persepolis (Old Persian Pârsa, modern Takht-e Jamshid): Greek name of one of the capitals of the ancient Achaemenid empire, founded by the great king Darius (522-486 BCE). There were several satellite sites, like Naqš-i Rustam and Takht-e Rostam. The construction of the Stairs of All Nations and the Gate of All Nations was ordered by the Achaemenid king Xerxes (486-465), the successor of the founder of Persepolis, Darius I the Great. Originally, the main access was in the south; now, one had to ascend to the terrace from the west. Like Gate R in Pasargadae, the entrance of the Gate of All Nations was protected by bulls (front) and these mythological creatures, called lamassu's, bulls with the head of a bearded man. These bull-men originated in Babylonia and Assyria, but the Persians adopted them. The general idea behind them is that they warded off evil. Gate of all Nations, eastern entrance The entire monument was a giant construction with two large doors in the west and east and a hall between them. The columns of the central halls were 16½ meters high. The capitals had the form of a double bull. A third entrance was to the south. From here, one could walk to the Apadana.1 point
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And foun some things The construction of the large Stairs of All Nations in Persepolis was ordered by king Xerxes (486-465), the son and successor of the founder of the city, Darius I the Great. Originally, the main access had been in the south; now, one had to ascend to the terrace from the west. The individual stairs are very low. Perhaps this was to enable horsemen to climb to the terrace, but another, more likely explanation is that it was because you were forced to walk upright. The first building one encountered upstairs, was the Gate of All Nations. It inspired the Parthian architects of the sanctuary in Konkobar.1 point
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You know today a was involved in search find to Validate a Natural Wonder for Celts, The Sacred Grove, Nemeton, all answer was concerning to Lugo38 idea, he is French, but try to search about some concepts Gods, Temples, Nature, finally I found in Wikipedia the worship to the trees, and where their temple are the opposite to Romans and Helenistic, no are a Strcture by the man for the Gods, is a Strcture from Mother Earth to Celts, later finding cults, elven, Mthology from Celtic, I found in Age of Empires Online, they use as temple. In total war have same building. But I found Nemeton, very big can have many big of tree. But see the Persian Marvel... They a something named as "the Gate of All Nations" I want to Investigate about this , and give to Persian a Real own Marvel.1 point
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And of course that's what it was, thanks a lot Myconid. Okay, I'm taking various screenshots because it looks cool and the new post-proc effects are dead awesome, then I'm busy for a while. I think I'll commit tomorrow morning in case there's any problem. Else I can do it in circa 4 hours, but I'll only be here on and off for 5/6 hours. Link to said screenshots (I'm digging the full skyboxes BTW, but the lower bound should be slightly below the horizon. On the "man" image, I had to touch up the horizon because there were black lines). Apart from said slight touch-up of the horizon, it's all in-game screenshots.1 point
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Finished fiddling... This should be customizable and good-looking enough. Under this system, the water refraction is modified by depth and murkiness. The deeper/murkier, the more tinted toward "Water Colour", and the more the objects underwater are tinted toward "Water Tint" (! both colours can be very different). Usually, the ground will begin being tinted by Water Tint, and then Water Colour will take over at higher depths. By adjusting murkiness, the depth where the water is completely "Water Colour"-ed can be changed, so you can simulate very muddy water or very clear waters. Furthermore, sky reflection is less visible (at higher angles. In the distance, it's still basically the same). Had a little fun with the scenario editor... Here's the real thing, and here's the fake: (Still have to change the normal fancy water shader to sort of emulate this, though). @Zoot: should be able to. Edit: Sigh, now I want to make a "Polynesia" random map.1 point