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Showing content with the highest reputation on 2013-11-19 in Posts
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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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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 think this is the best solution, somewhat like the soldier/structure double names. It will make the game more accessible to people without "deep" historical knowledge.1 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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Some Chinese Sculpture,architecture,paper arts pics i took during my visit of a temple located in Tainan might useful to the texture artists(borden detection in gimp)? http://imgur.com/a/5BIyp/ for example1 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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1 point
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Developer is not much further up the heirarchal ladder than a community member on these forums, really. we can all contribute if we want to And there is no "beta", so there's no need for beta testers just yet.1 point
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to the this mod, is the best place, this guys never have other site, i think. all mods are based in Pyrogenesis engine, so if the main game is Alpha you can be a alpha tester. but if all progress are in this forum, the game is in Design mode, without art or units to test yet.1 point
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There is some Story to you know the Development of this project is not easy, and you and other expect the P2 starts next year. http://play0ad.com/game-info/project-overview/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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There is/was a mod about the modern era, but last thing I heard, was that they dropped pyrogenesis and were looking for something else.But definitely we should think about forest regeneration (perhaps by adding a Forrester like in the old settlers games?)1 point
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Many features aren't included in the game yet but since 2004 are to many topic talking about them. You can put the key words and search. I see Fabio in other post answer this. http://trac.wildfiregames.com/wiki/GameplayFeatureStatus This all main features in game and to add in game. The other source to search features or knowledge about the game is our wiki. http://trac.wildfiregames.com/wiki1 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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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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We had roads (at least the code was ready to have different move speeds for different terrain), but it causes too many problems with the pathfinder. When there are no roads, we can add jps pruning to the A* algorithm, and make the pathfinder a lot faster. As for bridges, when they are historical, I don't see a problem. I have some code ready for bridges, though it needs to be approved first.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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Using "The Achaemenids" for Part 1's Persians is okay with me. We already use "The Mauryans" for Part 1's Indians. Let's get some more input.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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lol, the only thing more shame less would be to call the game 0A. XDD Edit: WAIT a minute... the game already is called 0A: 0 AD jajaja jajaja XDDD well, the only thing more shame less would be to call the game 0AA then. XD1 point
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Median Federation ==> Achemenid Empire ==> Alexandrian Empire ==> Seleucid Empire ==> Parthian Empire ==> Sassanid Empire ==> The Khaliphate The ones in B are the persian empires planned in 0 AD EA or 0 AD EB. I know there is no "definitive" list of civs for part 2 yet but parthian and sassanid are a "must have" so is highly unlikely for them to don't appear in part 21 point
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De hecho hay bastantes hispanohablantes, pero aún así seguimos siendo una minoría. Si quieres que tus ideas tengan eco (sobretodo con los directores del juego que son anglosajones) deberías intentar en inglés. De todas formas, no está prohibido hablar en español, puedes hablar en el idioma que quieras, el único problema es que estarás limitado a los que hablen esa lengua. Creo que aún falta mucho para que se incluyan campañas en el juego, pero nunca está de más empezar a sugerir contextos históricos en los cuales basar las campañas. I think there is still too much to do before creating campaigns; however, is not a bad idea to start suggesting historic contexts for the campaigns. I would suggest the next: -Peloponnesian war. Being Sparta. -Persian invasion of Greece (to pleace the "spartan" fans of 300). Being Greece. -Of course the second punic war. Being Hannibal. -The third punic war. Being Rome. -The alexandrian campaign. -The Ptolemaic-Seleucid Wars. -The Seleucid -Mauryan wars. with an average of 7 scenarios per campaign, there would be more or less 50 scenarios Yhe only civs missing from the campaigns would be the gauls and britons, any idea?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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Yes, a lot of documentation but not a lot of work, there wouldn't be 112 civs, there would be really 15 civs and the 112 "sub-factions" would be like technologies in which you can only investigate one per period. For example, as byzantines, if you choose the Frigian dinasty in the second period, you would gain access to the varangian guard and other bonuses. Like in AoM.1 point
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Ok, after some playtesting, here's the files. I still haven't completely cleaned up the lag- a good reason to make smaller maps. Let me know what y'all think race_to_the_top.zip1 point
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I propose to introduce Camel Rider and Camel Archer units, like in AOE and Rome Total War, with bonus against cavalry.1 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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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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1 point
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You can bring information, I make a civ emblem to encourage to other to rise and thinking in new factions.1 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
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Here are some ideas for this possible faction -Level one-Byzantine Georgia -Scutatus Link -Greek fire thrower Link -Anatolian peasant infantry-Fight with spear and javelins Link -Leones Clibanarii Link -Excubitorus-The Guard infantry Link -Georgian infantry Link -Cataphractus-The armored cavalry Link -Sagitarius Link -Level two-Umayyad georgia -Infantry Link -Guard spearman Link -Guard swordsman Link -Guard cavalry Link -Persian Asawira Link -Ansar warrior link -Caucasian spearman-The shield should be changed or taken out Link -Level three-Early kingdom of georgia/Georgian “golden age” -Kartlian Link -Metsikhovne Mshvildosani Link -Aznauri Link -Tadzreuli Link -Eristavi Link -Shubosani Molashqre Link -Monaspa horse archer Link -Level four-Late kingdom of georgia -Eristavi Link -Kartlian Link -Metsikhovne Mshvildosani Link -Georgian light cavalry Link -Khevsur gunner Link How are they1 point
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Here are some ideas for this possible faction: -Level one-Umayyad Egypt -Infantryman Link -Guard spearman Link -Guard swordsman Link -Elite cavalry Link -Egyptian light cavalry Link -Ansar warrior link -Level twp-Abbasid Egypt -Ghulum guard cavalry Link -Abna infantry Link -Frontier infantry Link -Farghana cavalry Link -Nubiam spearman Link -Marine crossbowman Link -Naphta thrower Link -Egyptian cavalry Link -Level three-Ayyubid Egypt -Jawarjaraya infantry Link -Arab cavalry Link -Guardsman Link -Tawashi cavalry Link -Junior mamluk Link -Nubiam infantry Link -Archer Link -Mamluk Abtal Askar Link -Level four-Mamluk Egypt -Amir’s Mamluk Link -Halqa trooper Link -Jandar infantry Link -Halqa Archer Link -Hammaha lancer Link -Maghribi marine Link -African handgunner Link Are they good?1 point