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Showing content with the highest reputation on 2013-11-19 in all areas
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I always forget about the famed nuclear power plants of Classical Greece or the towering assembly line factories of the Celts.4 points
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I think, that those maps with many trees don't need many trees to regrow. Only a little percentage, 10% or so, should regrow. There wouldn't be many Problems with path finding. On maps with less trees that percentage could be higher. On desert maps you have a Oasis, and trees might regrow only near of them. Maybe a technologie could be designed to plant new trees, if necessary.2 points
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Regarding tree regrowth, perhaps it would be more practical if there were only regrowth of previously existing trees (rather than dynamic growth), as long as nothing has been built over that space.2 points
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P2 starts when P1 is about finished. And P1 will only be finished when the performance problems are solved at first.2 points
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Forest regeneration isn't very easy to get right. You need to take different maps into account. Some forest maps have a lot of trees, and if you add forest regeneration there, it can block your paths (I don't think we want that). On the other hand, forest regeneration would probably be way too slow on desert maps to be noticeable. We can avoid the overlapping trees mentioned by LordGood, but the simulation engine doesn't really know about textures, and even if it did, it would be a lot of work to bind every texture to a class of trees it can grow, and also pass that info to f.e. the random map scripts.2 points
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I think "Achmenids", "Ptolemaics" "Mauryans" ... are good for small spaces, but when more space is available (like in the history section), I'd prefer "Ptolemaic Egyptians", "Mauryan Indians", "Achmenid Persians" ...2 points
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The Slovakians and Scots are represented by the Celtic faction in game and the Arabs are Persians. If you can think of some way to distinguish the factions, feel free to draft a design document.2 points
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Does this really merit a thread on it's own? You're starting new topics at five minute intervals. But yes, there will be a Part 2, hopefully. It hasn't begun actual development though and probably won't for a while now.2 points
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Today, we are proud to announce the first design team dedicated to 0 A.D. Scion Development is a collection of ambitious developers and game enthusiasts who have come together to develop third-party content for Wildfire Games' real-time strategy title. Our group of talented, tight-knit designers donate their free time to development with a common goal in mind: to contribute to the 0 A.D. community and further the limits of the game. After extensive construction of the team's logistic aspects, we are thrilled to announce our debut project, The Rise of the East, introducing a brand new faction to the game: China. As a team, our mission is to deliver quality modifications and scenarios to the game community, all while adhering to a policy of high expectations and strong work ethics. Through our dedication to development, we hope to become an integral part the 0 A.D. community. The Team Rob Kimball is a texture artist from Solana Beach, CA. Mikhail Filimonov is a marketing representative and scenario designer from the Bay Area, CA. Robert Schultz is a 3D modeler from New Jersey. Matthijs de Rijk is a 3D modeler from the Netherlands. Joining the Team At the moment we are open to any person willing to contribute to the team, particularly those with artistic abilities or those who possess some form of experience with Atlas. Obviously, anyone wishing to join must have a genuine passion for mod development and must be able to actively contribute to the team on a regular basis. If you think if you have the mindset, and more importantly the skills to become a part of our team, fill out and post an application in our forums. The form and job descriptions may be found in this thread. Rise of the East The Rise of the East is a modification that strives to bring China as a civilization into the game, meticulously researched to be as historically accurate as possible. In addition to the civilization, we plan to implement a full campaign, featuring recreations of famous historical moments, new random maps, and more. As development progresses, we will periodically update the fans with the latest news, and release promotional media although it will take some time before the entire modification is finished. To commemorate our debut, we've released a small unit pack to give the fans a preview of what is to come, which can be downloaded below. Follow us on our official Twitter for the latest updates and news. Also, be sure to stop by our forum and introduce yourself to the community and the rest of the team. We'd love to hear from you! Downloads Below, you can find a small demo of our progress so far. We've included three infantry units from our Chinese faction in this demo release: Dāo Fú Shǒu (刀斧手, infantry swordsman), Cháng Máo Bīng (长矛兵, infantry spearman) and Nú Shǒu (弩手, infantry archer). We've also released the Bīng Yíng (兵营, military center) so you'll have a building from which to train your three new units. Download Rise of the East Demo Release : Infantry (0.1)1 point
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The term persian empire even if originally referred to the achemenid persian empire is often used as a generic term for all the empires, sultanates and dinasties that have ruled the region through history and corresponds more to a region or culture than to a state. We should consider also, the different meanings of persia: -The geographical region. -The people and culture. -The numerous "persian" states through history. Since more "persian" empires are planned for the game (Parthians, Sassanids and Seleucids) i propose that the name of the civ "Persian Empire" change to "Achemenid Empire". Besides i think is more accurate since the empire was more than just the geographical region of persia. Just that a simple name change. It would be less confusing for people who are not very informed in the subject of persia and its different dinasties and states that ruled the region in the ancient times. What do you think?1 point
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Hello! 0 A.D. Could someone tell me exactly when this year happened? I know what are 1st century B.C. and 1st century A.D. I know what is the year 1 B.C. (which began circa 365 days before official C. birth.). I'd guess that 1st year A.D. is called 1 A.D. by scientists and calendars. I'm pretty sure the game's name won't change, and that's not a problem for me. But maybe, we could make it clear to the newcomer and the outsider that we perfectly know how years are counted. So, I'd suggest that in in-game descriptions, we change the string "0 A.D." to "1 A.D.", first year of the new era. As an example, lets talk about the "500 B.C. - 1 A.D." period, that ended with C. birth.Let's keep "0 A.D." as the main title and let's take responsibility for it as a fancy that would allegorically represent the change of area, which the game is centered on (before: period 1; after: period 2), rather than a given historical year that isn't even the first imperial century stricto sensu.A bit like a "ground zero" date, maybe the very one second between the day 1 B.C. ended and the day 1 A.D. began, maybe around the 6th stroke of midnight.1 point
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I think a whole faction based on this would indeed be too much (at most a scenario featuring the Romans or something of the sort would be factible). Even the historical Mesoamerican civilizations would be difficult to justify including, considering they are out of the game's geographical range, specially since the devs have so far ruled out even including far eastern civilizations.1 point
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There are already food trees and bushes just no game mechanism to plant them there has been some discussion on having berries and such growing back after you strip them but that has not been implemented. Enjoy the Choice1 point
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In fact, it's good to have a clear license for any content added to the game, even community content about the game, because the question will inevitably arise when someone else wants to modify or use your work, whether or not that's allowed and under what conditions1 point
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I'm from Latin America as well Anyway, it could have been just a stranded Roman ship, or a ship of other nationality which bore Roman goods. Or, like it was said in one of the links, it could have been something which was brought later on and ended up in a Mesoamerican burial site.1 point
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Wow, cool stuff: http://www.econ.ohio-state.edu/jhm/arch/calix.htm http://www.webcitation.org/65PlUfqJr I hadn't heard of this before. It could be false (as the second link discusses), but it is nevertheless interesting. The first Latin Americans1 point
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I agree and Some time ago I was talk about plant trees for food like apple tree etc. I never think in trees for wood, but is good idea but if the trees are planted in a bunch not one per one XD.1 point
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Thanks! You raise an important issue, but that could possibly be solved by affecting not only where the building is actually built, but also a certain radius around it. This way, a city wouldn't end up filled with trees. It would be important to think how making trees be able to regrow would affect resource scarcity, though, so that gameplay is not hurt.1 point
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I can get behind this idea, but I feel like that could get infuriating, building cities over leveled forests, only having your buildings completely surrounded when they grow back. In crusader there was spacing, armies could move easily through forested areas, with only minor breaks in formation. As far as I know, the Total War series also follows this. to some extent in AOE you could build buildings over cut forests as well1 point
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Thanks. I will work on this over the next few days and do some research to make a high-quality document.1 point
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Yes, I have seen the technical specification, my point was more about the purpose of the AIs (the "gameplay"). For example, in some elder threads there was a desire for a "real hard AI that does not cheat", which is probably category #1,#2. Let's imagine there was a perfect-playing(*) AI - what would one do with it? Another issue is the "partial AI rewrite in C++" mentioned before. If the primary audience is multiplayer, a 100% hardcoded/scripted AI might be sufficient with respect to the performance troubles. (* For tic-tac-toe, checkers and similar games a database of *all possible gameplays* has been built - one can formally prove an AI using that DB can enforce a stalemate at least => it is invincible)1 point
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Here are some ideas for this possible faction: -Level one-Early Baltic cultures -Spearman Link -Light infantry Link -Archer Link -Light cavalry Link -Level two-Late Baltic cultures -Spearman Link -Javelineer Link -Warband swordsman Link -Heavy horseman-(Mounted swordsman) Link -Archer Link -Level three-Pagan Grand duchy of Lithuania -Archer Link -Light cavalry Link -Axeman Link -Spearman Link -Noble swordsman-(At upper right part) Link -Noble cavalry Link -Level four-Christian Grand Duchy of Lithuania -Knight Link -Karaims-(Fight with bow and spear/sword) Link Link -Spearman Link -Axeman Link -Crossbowman Link -Swordsman Link -Boyar Link -Vytis Link What do you think?(I think we will need an lithuanian/polish/person who knows about hte area to see the rooster and correct the mistakes,since there are controversies about the lithuanian military)1 point
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It's still rather up-to-date (those are big features, they aren't added that often). Some features are already partially implemented, but you'll notice when you click on the ticket numbers. It true it's not accurate though, as most of the work happens by volunteers, they choose what they want to do. That can be something on the list, or something else. And it's perfectly possible that the list won't be finished at the release of part 1, just because nobody wanted to do a certain task.1 point
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The Sassanids were a Persian dynasty, not Parthian. This is what sparked the proposal to rename the "Persians" in Part 1 to Achaemenids and the possible "Persians" in Part 2 to "Sassanids." There is no such need for the Parthians.1 point
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The design document just includes what units, buildings and bonuses the civ has (based on historical information). There are examples of design documents on the wiki (http://trac.wildfiregames.com/wiki/Civ%3A_Ptolemies http://trac.wildfiregames.com/wiki/Civ%3A_Spartans ), but it's the content that matters, not the style.1 point
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You can read about it at the indiegogo page, under funding targets. After finishing pt. 1 the development team will start pt. 2, but I can tell you that that will take quite some time.1 point
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Regrowing trees should definitely be a thing though, Hunting and Lumbering were done extremely well in the first Stronghold games. Overlumbering would come back to bite you in the butt, as would overhunting. The trees would actually go through stages of growth and spread depending on how many were left standing, some would only grow in the desert and others only grew on the oasis three stages of growth, wood content would increase with each stage, and spread to adjacent tiles at max stage Issue with the 0 AD terrain is that it's not divided into tiles so randomising tree spread could lead to overlapping1 point
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When you have resources, you also need a way to use it. What will cost x Wind f.e.? And they need to be separatable, like I guess "Water" is included in "Food". No need to have both when they'll always be used together. You know 0 A.D. is fully moddable, right? So every mod can add his own resources. But I don't think we need to overcomplicate the default game with more resources.1 point
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There weren't any "Slovakians" in the area then - it's just the same geographical area as modern Slovakia, but the tribes there were Germanic.1 point
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I personally think it would be a good idea. After all, we already have Mauryans, Ptolemies, and would probably also have the Seleucids.1 point
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That idea of limiting time periods has been part of the original game conception for years the game engine is generalized it's the content that varies creating it takes lots of time. Enjoy the Choice1 point
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Is not dead, it's in pause mode. There is not download yet. We are waiting for the game to be more complete. In the meanwhile you can help with ideas, art and research.1 point
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There is a page on the wiki: GameplayFeatureStatus. However I think it is neither accurate and neither up to date .1 point
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The actual version of 0ad deals with the time about 500 BC until 0 AD. I think, that I’ve read somewhere, that a second part of 0ad, should one be released, would deal with the 500 years AD. I hope, they could release another part after that, so those resources could be added there.1 point
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Very nice ideas, especially growing trees would be nice. I’m no developer, so I’m not sure, how difficult this would be to implement. About Uranium, Fossil Fuels and Wind/Solar power, I think they would not fit in a game, that is about the times BC. They would fit into a game about the modern era. Cotton could be used to make Clothing for the units, maybe in form of a little amount of Cotton to get a new soldier.1 point
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We already have an Arabic and a Chinese translator signed up, so I would think this should be ready for gold, so their work can be used.1 point
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Then, I guess it is the privilege of the age. As I finished the campaigns in AoE2, AoM, Age of Legends, Spellforce, all the same, I won't present myself as a beginner in RTS, however (still no Iron Man mode for me!).1 point
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Leónidas: Mesopotamia es una región que albergó muchas civilizaciones a través de la historia. Los asirios y babilonios eran civilizaciones mesopotámicas que existieron antes del periodo de tiempo de 0 AD (500 AC - 500 DC); sin embargo, existe un mod que abarca desde la Edad del Bronce hasta la Edad de Hierro (las épocas en las que existieron los asirios y babilonios), el mod se llama "Bronze Age Mod", ellos ya tienen planeado incluir a los babilonios y asirios , puedes apoyar con ideas, ve a la sección de Mods en el foro y ahí lo encontrarás, también hay una sección en español. Mod:http://www.wildfiregames.com/forum/index.php?showforum=420 Sección en español: http://www.wildfiregames.com/forum/index.php?showtopic=168151 point
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I've composed two soundtrack songs for it, and while it's my first effort outside of punk and rock music they didn't turn out that bad. If anyone is interested or willing to give feedback they are attached to the post. Once authorized by Moddb moderators, a little blog post with some extra info on them will appear here. Music.zip1 point
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Just a reminder this is a predominantly English forum so a very few will be able to actually read what you have written with out using goggle translate and most will just not bother so you end up speaking in a vacuum,You can not expect Lion to translate all your posts Enjoy the Choice1 point
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In synaptic the very first thing in the list is 0ad :-p makes it easy for linux users1 point
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The other reason is 0 is in alphanumeric sort is the first in list, so the game can be sort to first or top.1 point
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From the main website: “0 A.D.” is a time period that never actually existed: In the usual calendar, one goes from 1 B.C. to 1 A.D. and skips zero. This reflects the historical fiction in the game: Who would have won if all the factions were pitted against each other when each of them was at its prime? http://play0ad.com/game-info/project-overview/ When it's used in in-game descriptions, it should be a reference to the game, not to a date.1 point
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The Germanic tribes lived during empires assedant, and i have some ideas for it! * Rebuild the civic centre,, 6 celt longhouses wit h walls shrinking it, with a result as this * New Temple: /props/structures/celts/crannog_wall.xml /props/structures/celts/megalith_b_2.xml Mantain the rest of Biuldings, add a Kennel, use as fortress the celtic tavern, but with more size "22px" in this fortess train: * Naked Fanatics * Flame Javalinists "Javelinists thah launches flaming javelins" * Rams * Heores "Aminius, Alaricus, Odoacrus" the celtic building used for this factios are: * Celt Barracks * Celt Blacksmits * Celt Hut as germanic house * Celtc Market * Celtic Soldiers "less campion units" * Celt Dock and Ships + Viking Boat * Brit Kennel * Walls and Towers1 point
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Second part , this ascendant empires. The Germanic and other tribes comes when Besieged Empires. When Roman Empire are in decadence and Huns, Goths and Germans, defeat the roman armies.1 point