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Showing content with the highest reputation on 2013-11-24 in all areas

  1. Nice, Arishia, I like the trapezoid shaped one. I'd suggest to try another portion on the texture that may look even poorer (the portion that the houses use I think it could work). I think what LordGood says may be some kind of vertical beam or woodframe at the animal entrance. The entrance is so open that it certainly looks that it could not hold the walls up. The railings are looking better, I'd ask you to make them a tad thicker, to be able to see them from max zoom-out ingame. Nice progress so far
    2 points
  2. Hello, I listened your indications here are two options a square corral and a trapezoid coorral I like more the trapezoid because it is a more egyptian fashion but both are ok with me I couldnt put the hay stacks because there is no hay stack textures in the texture pack of the egyptians, i didnt want to put my own textures, how can i get the generic hay textures so i can put the hay stacks insde the corral or can i put my own textures for the hay?. any modification?
    2 points
  3. I have a simple question: A group of women is able to move in an ordinary way (without any formation). Is there such a option for the other units, too? It looks very strange to me that dozen of units run backwards just because some units are further away.
    1 point
  4. Wow, these are really great. The run animation also seems to be very realistic, comparing to what is found on youtube, e.g. Although in that fast run for hunting, everything is a bit more emphasised, which makes it look more powerful, e.g. the hind legs seem to jump further to the front, and there is a larger muscle movement. Nevertheless, I think the level of detail is already great. Btw, its amazing to see how this comes together. The art section is really a pleasure to watch. You are all doing a great work.
    1 point
  5. Regarding the internationalization of the website, it could certainly be done using Transifex as well. However I must say that I’m currently quite busy with matters other than 0 A.D. and getting the game internationalization itself up and running in every platform has much more priority for me than internationalicing the website, so it will be a long time before I contemplate the possibility of looking into it. That say, if the web development team manages to put up a internationalization system based on PO/POT files (I’m not sure what underlying technology the website is using, but all web languages have wide support for this), the remaining bits about integrating that with Transifex would be rather easy and I could certainly find a moment to help with that last part.
    1 point
  6. I think they're looking much better. We're going to need a texture for the doors. The gate is still looking too big for my taste, but I can't be sure judging only from the screenshot.
    1 point
  7. 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
  8. I was surprised that the Persians and the Romans weren't already called the Achaemenid Persians and the Republican Romans, respectively.
    1 point
  9. That is definitely a good reference, but I feel like it's more of a jog than a run. But that's fine. Looks great. We can make the cheetah look really fast instead.
    1 point
  10. An alternative male villager (with all the functions of females) in the editor should do imo. There's one already, the slave, Greek looking though. Maybe one for each civ?
    1 point
  11. Not all the funds have yet reached the nonprofit organization that we work with, SPI. They are being transferred in installments and we are following this closely. We are also beginning to take care of perk fulfillment.
    1 point
  12. The funds will go toward paid development, regardless of who it is, we will make sure it's the best value for the money (since besides being important to donators, it's important to us to develop the best game possible).
    1 point
  13. Those questions have been removed for now, I'll add some new ones soon.
    1 point
  14. Though we like IRC discussions, it won't help a lot to get icons The code in the patch is good IMO, I still need to test it though (my SVN is a bit messed up, so I'll first have to clean the mess), but when it's tested, and some icons are available, it can be committed.
    1 point
  15. I'm okay with WFG not reporting what they've done with our money yet if there is no visible progress as long as they're still working on it. And I know they're still working on it. An update every month regarding the status of the funds is not as essential as plowing through technical hurdles. I feel that the lack of transparencies allow for more experimentation and risks, something I'm very okay with. After all, the fund raiser was pretty much an investment opportunity (with the goal of having an an awesome game in return), and not all of our money is going to be spent on value-added services.
    1 point
  16. The game for now is not available in OsX maverick. But the Devs are discussed that now. http://www.wildfiregames.com/forum/index.php?showtopic=15511&page=11
    1 point
  17. 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
  18. Yep, that's how it's going to be. Sentries = Unlock default arrows. Night's Watch = Double default arrows. Engineering Crews = Towers shoot siege bolts (think "ballista towers", only certain civs would get this).
    1 point
  19. Evidence? If the Parthians did deploy war elephants against the Seleucids, why don't deploy against the Romans?
    1 point
  20. I just spent around 3 hours on Atlas starting an ambitious Persian map. I love Babylon and all those legendary ancient cities of Middle-East and I am a bit frustrated by the lack of giant towns in 0 A.D. (also because for now I suck in the game and never reach a decent development stage), that's why I'm making what I call a Capital Town. To make it feel even more impressive, I've set it uphill, standing over the desert like a massive fortress. I started this map by heavily modifying the existing map "Saharan Oases". I don't know if this map will end up with a scenario, or at least interesting to have into the game. Anyway, I can't wait to add people inside it. Feedback is welcome ! As you can notice on the bird view, I didn't succeed at having a fade out from the dune material to the rock material. Atlas is mostly new for me.
    1 point
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