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Showing content with the highest reputation on 2013-12-08 in all areas
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This topic is started to discuss the civilization of the Norse and how it is going to be implemented in the game. Here will also be the final proposal. Description: The Norse of old were a north Germanic people who hailed from Scandinavia. During the early Middle Ages their regions expanded to Russia, England, Iceland and Greenland. They traveled to as far as Asia to the New World nearly 500 years before Columbus. Though feared for their fighting skills, they were also skilled traders and sailors. By the end of the Viking Age, which lasted from 793-1066 AD, their raids on the mainland faded, nonetheless they have left their mark on European culture and history. Gameplay: Norse don't have strong defences. Instead they (should) rely on keeping the initiative, expand fast and get hold of crucial resource spots (which is possible because they can build houses anywhere on the map). The house has a small ranged attack and can be built anywhere on the map, however they're a lot more expensive than normal houses. The citizen soldiers have a small speedbonus but are slow gatherers. Also the Norse lack cavalry. They have a couple of hybrid buildings (farmstead is merged with corral and Civic Center is merged with the fortress) and their navy is very versatile (see the line-up below for the bonuses they have) Unit Roster: Warrior (swordsman/axeman): http://wildfiregames.com/forum/index.php?showtopic=17918&page=4#entry280934 Spearman: http://wildfiregames.com/forum/index.php?showtopic=17918&p=281348 Hunter (Bowman): http://wildfiregames.com/forum/index.php?showtopic=17918&p=282347 Huskarl: http://wildfiregames.com/forum/index.php?showtopic=17918&p=282683 Berserker: http://wildfiregames.com/forum/index.php?showtopic=17918&p=282863 Navy: http://wildfiregames.com/forum/index.php?showtopic=18521&p=289163 Fishing ship. Knarr: Merchant, Mobile dropsite Karvi: combination but weaker warship / less trading income. Snekkja: Warship. Loot bonusing aura Drekar: Elite warship, Loot bonusing aura, Mobile dropsite, trains units Buildings: Longhouse (improved version of the house): http://wildfiregames.com/forum/index.php?showtopic=17918&p=283022 http://wildfiregames.com/forum/index.php?showtopic=17918&p=303012 Jarl's Hold (combination of CC and Fortress): http://wildfiregames.com/forum/index.php?showtopic=17918&p=288683 Farmstead (merged with corral): http://wildfiregames.com/forum/index.php?showtopic=17918&p=295275 Tavern (Barrack merged with Tavern, where you also can train Berserkers): http://wildfiregames.com/forum/index.php?showtopic=17918&p=291431 (left building in the concept) Dock: http://wildfiregames.com/forum/index.php?showtopic=17918&p=291806 Farmfield Palisades (Improved, stronger versions of the standard palisade) (since Vikings don't have stone walls) Outpost Wooden Tower Storehouse: http://wildfiregames.com/forum/index.php?showtopic=17918&p=309077 Market Temple: http://wildfiregames.com/forum/index.php?showtopic=17918&p=298492 Unique technologies: Clinker construction (Improves naval speed)1 point
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The Ptolemaic Agema helmet that I can only find in Enrique's reference and no where else on the internet. My interpretation of the helmet worn on the soldier to the left of the man carrying the horn on the Nile mosaic. Some sort of kettle hat shown on the Sidon Stelai The Thracian Cap from references Successor Officer Helmet from reference1 point
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See here for related discussion. I've started working on a concept for our user interfaces and will showcase some of the new layouts below. The new theme will be rolled out throughout the game, but will not influence the in-game HUD, the main menu screen, or the new website design for now. I'm going to focus on the windows that need the most work. Here are some windows using the existing UI theme: **** Work in Progress warning **** Here are the windows using the new UI theme: On flat white and black backgrounds: Thoughts: I focused on making the design more modern, clean, and legible. The thick gold frames are gone, being replaced by a solid top frame with an optional title area, and a lower 'weight' frame to hold it in place. This somewhat resembles the structure of a Roman Standard flag. I'm using a temporary background pattern texture that comes with Adobe Photoshop for now just to quicken the design process, but this will be replaced with a compliant texture. That's it for now. Hope you guys like it!1 point
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Yeah, the Ptolemies are already going to be super super strong as it is. I felt like they didn't need a champion infantry. We could add one if the Ptolemies are too weak vs. the Seleucids.1 point
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Just popped in to say great work on the much needed UI modernization. Please remember to keep resolution independent versions for future website theme development1 point
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If you use the svn update command this will only download the things that have changed.1 point
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Not sure what you're asking for. SVN only downloads files which have been changed (or new files which have been added), if that is what you're asking.1 point
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What you mean? The have Galatians but, they aren't Champion units. http://trac.wildfiregames.com/wiki/Civ%3A_Ptolemies The Egyptian don't have Champion Infantry in design document. The champions are: Elephant towered Champion Cavalry Spearman Warship Champion unit.1 point
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I am asking because I might be interested in contributing models and textures. Great mod to play for Mount&Blade: Warband - Vikingr http://forums.taleworlds.com/index.php/topic,286569.0.html This mod really goes into details of the units for Vikings.1 point
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done that yesterday! plus http://www.linuxgameawards.org/1 point
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how many wood I will gain by cutting the christmas tree? It will be possible to loot santa for some metal and stone ? it will be possible to eat rufus for some food ? since it's 0AD we will see jesus birth on a sand map?1 point
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Yep! looking good. You can try to import a unit and even an elephant from the game so you can scale it accordingly. The unit meshes are located in http://svn.wildfiregames.com/public/ps/trunk/binaries/data/mods/public/art/meshes/skeletal/ and there you have m_pants.dae, m_tunic.dae etc... The elephant mesh/meshes are in the same folder (elephant_asian_male.dae) I think it's the asian one the one used by ptolemies? if not elephant_african_forest.dae You have the instructions to import 0AD assets into blender in the first section of this tutorial: http://www.wildfiregames.com/forum/index.php?showtopic=175421 point
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The AIs receive lots of updates about the gamestate, but not everything. However, they are designed to run asynchronously to the simulation, so they don't directly modify it, but send commands instead. Currently, AIs are restricted to the same commands that a human player could send, with most of the same checks in place. They can't arbitrarily place units and buildings, though I think this would be a useful feature for some AIs. The available commands aren't really documented anywhere, but they are handled in the big switch block in /binaries/data/mods/public/simulation/helpers/Commands.js.1 point
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We also don't want to break stuff. Some people are afraid you won't be able to garrison in ships any more (which is worse than not being able to garrison elephants)1 point
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this not the topic to say that. But thanks I think.1 point