Leaderboard
Popular Content
Showing content with the highest reputation on 2013-12-24 in all areas
-
Wildfire Games, an international group of volunteer game developers, proudly announces the release of "0 A.D. Alpha 15 Osiris", the fifteenth alpha version of 0 A.D., a free, open-source game of ancient warfare. This alpha features a multiplayer lobby, skirmish maps, auras and more! Easy Download and InstallDownload and installation instructions are available for Windows, Linux and Mac OS X. 0 A.D. is free of charge and always will be. Although you might find some people selling copies of 0 A.D., either over the internet or on physical media, you will always have the option to download 0 A.D. completely gratis, directly from the developers. Moreover, you can redistribute the game and modify it freely as long as you abide by the GPL. You can even use parts of the art and sound for your own projects as long as you abide by CC BY-SA. No "freemium" model, no in-game advertising, no catch. Top New Gameplay Features in This Release Multiplayer Lobby: The new in-game multiplayer lobby is a place to meet other players and play games together. Meet the entire 0 A.D. community online and face the challenge of a multiplayer game!Auras: Units get a bonus when they are in range of a special building, like a wonder, or another unit, such as a hero. This feature adds a new layer of strategy to the game. So far, in Alpha 15, temples regenerate health for nearby units, and most heroes have auras. This feature is set for expansion and further refinement over the next few alphas.Debut of the Ptolemaic Egyptians: Alpha 15 debuts the Ptolemaic Egyptians as a new playable civilization. Some new buildings, units and unique gameplay features can already be tested, but it's not finished yet and still contains a lot of placeholders. The Ptolemies will be completed in the next alpha releases. A Ptolemaic Egyptian settlement along the Nile. Skirmish Maps: Skirmish maps are a new game mode in 0 A.D. They're similar to scenarios, but can be easily changed according to your preferences. Like scenarios, these are hand-crafted maps in which the terrain, starting positions and positions of resources on the map remain constant every game. However, unlike scenarios, other aspects can be changed every time you set up a game, like starting resources, factions and teams.Also, in skirmish maps the map creator also placed some generic entities on the map, which will change according to the factions players choose as soon as the game starts, such as generic Civil Centers that will immediately transform into Civil Centers specific to the faction chosen. Skirmish maps are another option available to the player, on top of scenarios and random maps. (Try the first skirmish map, "Alpine Valleys", bundled with Alpha 15!) The Alpine Valleys skirmish map. User InterfaceEscort / Guard Order: You can now order your troops to protect other units or buildings. When the guarded unit is attacked, whoever is guarding it will come to help, either by attacking the offender, or by healing or repairing the guarded unit.Attack Notification: Whenever you're attacked, you'll hear a sound and receive a chat message, and the minimap will shows some blinking pixels on the map so you can quickly see where the attack is happening.Auto-Garrison Units: When possible, you can ask your newly-produced units to garrison in the production building by setting the rally point in the building itself, using the Ctrl key.Automatic Naval Pickup: When units are asked to garrison into a ship, the ship will sail to the shoreline to pick them up."Back to Work" Button: The last civilian task a unit was doing (i.e., gathering, building, trading, ...) is remembered when ordering a unit to do some military task (i.e. attack, garrison, ...). After you're done defending yourself from an enemy attack, you can quickly send units back to their previous tasks using the back-to-work button. New tech icons. Music and SoundTwo special tracks have been composed for the Ptolemaic Egyptians: "Valley of the Nile" (feat. Shlomi Nogay on flutes and Jeff Willet on percussion) and "Ammon-Ra" (feat. Jeff Willet) (see YouTube videos below).A new generic peace track, "Tavern in the Mist", contributed by Mike Skalandunas."Celtica" and "Highland Mist" now feature an actual Celtic harp, played by Avital Rom."Eastern Dreams" and "Sands of Time" have been completely remade, and now feature Jeff Willet on percussion."Honor Bound" remixed and remastered.New selection sounds. GraphicsBetter Unit Movement in Formations: The units in formations run around less, and now know how to get to the closest available place in the formation. This way, the formation is formed faster, and the pathfinder doesn't have to compute long paths for big formations.New Asian elephant and tiger animations.Some new buildings were added to Brits and Gauls, complete with AO, normals and specularity.New terrain textures. Development Updates, Bug Fixes and Miscellaneous Features The new GUI design, modelled by the new Multiplayer Lobby. New GUI Design: Work on a new and improved user interface design has started a while ago. With Alpha 15 you can see it in action the first time! At the moment the new design is only used for the multiplayer lobby, but other menus will hopefully also benefit from the improvements in the future.Internationalization Work Started: For the next Alpha we intend to include a translation system, and work on such a system has already begun. Volunteers have begun translating 0 A.D. into dozens of languages. If you have the necessary skills to help localize 0 A.D., feel free to head over to the web-based translation platform Transifex!Multiplayer OOS Problems Fixed: Several causes of out-of-sync errors in multiplayer games have been fixed. These issues made multiplayer games with AI players nearly unplayable in Alpha 14 but should now be fixed.Increased Support for Multiplayer Hosting: If you were unable to host multiplayer games before because you couldn't manually setup port forwarding, now the game will try to automatically negotiate port forwarding with routers supporting UPnP. This should allow more people to host multiplayer games without connection issues.Some recent graphical changes make it possible to make particle jet trails and more realistic smoke in the future.Random map generation is now faster. Getting SupportPlease see the "Get Support" page on our website to find ways to get help from the active and friendly 0 A.D. community. We are well aware there is some room for improvement in 0 A.D. Some known issues are: Lag, visual glitches or textures not loaded, missing animations and more. When you provide feedback, we would ask you to focus on some of the other points that could be improved. Thanks. Please Contribute!We are seeking volunteer contributors in programming, art, sound, documentation and more. Programmers are especially welcome and can get started immediately. Interested? Log onto #0ad-dev on QuakeNet on IRC and meet the developers. Also, you are invited to register on our forums and start participating! Why "Osiris"?We name our releases according to development status ("Alpha" or "Beta"), successive release number (1, 2, 3, ...) and a word relating to the ancient world, in alphabetical order ("Argonaut" for A, "Bellerophon" for B, ...). Osiris was an ancient Egyptian god, usually identified as the god of the afterlife, the underworld and the dead. In honor of the release of the Ptolemies, we have decided to dub Alpha 15 "Osiris". For the next alpha, we welcome fan suggestions for words relating to the ancient world beginning with the letter P. Keep it original and related to the time frame portrayed in 0 A.D. (appx. 500 BC - 1 BC)! Subscribe to 0 A.D. Development News Contact info for press, bloggers, etc.: aviv@wildfireNILEgames.com without the capitalized name of Egypt's most important river.3 points
-
Hi team, there is great feedback here. I think we should plan the battle sounds feature. It's possible to implement FMOD in Pyrogenesis? Working with this middleware would expand the posibilities in a quite interesting level, and it's useful to take advange of sound in situations like this one. I'm gathering all your feedback and working on a possible implementation.2 points
-
It is not that hard and if you want you can always look at youtube for how you can built your own system. but if you dont want too do it you better can go to more then 1 shop and ask for info and what the prices are and from that you take a decision1 point
-
I think my and Kabzerek work in Summary Screen part is finished now. Here are the screenshots of how it looks: http://i.imgur.com/3p6qSfD.jpg (infinity sign on miscellaneous tab, at Kill/Death ratio column, when someone killed a unit, but didn't lose any) These with unindented team totals:http://i.imgur.com/fj4knS6.jpg http://i.imgur.com/WhmqrfH.jpg http://i.imgur.com/tmT0amm.jpg http://i.imgur.com/HeBTI0y.jpg http://i.imgur.com/amkahcv.jpg After the indent: http://i.imgur.com/b53p5dx.png (notice how unteamed players are without a header or team total score) Hopefully everybody likes the effect There's still place for two more tabs, and some place on miscellaneous tab if there is something to add in the future (you could add "Strategy" and "Graphs" tabs and it'd all look fine)1 point
-
Seleucid it's not finished for now Seleucid units looks like other civilizations/ faction units. Tienes que entender que el juego esta en etapa Alfa , por ahora los Seleucidas no están ni remotamente empezados. Ni siquiera tendrán esos stats. Es muy difícil que los veas en sus formas finales , recomiendo que busques más en el foro antes de abrir nuevos temas. I recommend to you use the topic where are this matter, I is Crowd-sourced Civ : Seleucids. Design art in art Forum. http://www.wildfiregames.com/forum/index.php?showtopic=176511 point
-
They only use the same actor for now as a placeholder. Eventually the Seleucid cataphract will get its own actor and textures and props.1 point
-
Crocodiles (and Hippopotamuses) are a must-have for Egyptian and African maps. I wish we would have gotten those in for A15. Oh well, A16 it is!1 point
-
I definitely think we should have a summary screen. I'm personally just wanting the presentation to be top notch and relevant to what happened to the game. It should actually summarize what happened (as well as give the myriad of stats some people enjoy). I really like Lion's initial idea and then my addendum to it to have the game assess the player's strategy and break it down, perhaps in percentages, what each player was trying to accomplish. So, e.g., a 'Strategy' tab: Player Faction Rush Boom Turtle .... Mythos_Ruler Macedonians 20% 35% 10% .... 100%And each category would weigh the stats differently. For instance, "Turtle" category would weigh number of wall segments and defense towers, while "Rush" heavily weighs the severity of attacks within the first 10 minutes. We'd just need to decide on a number of categories and come up with the stats each one would weigh.1 point
-
Tomas, have you had time to work on this any further? Your work was looking very promising and we'd really like have more so we could start potentially adding these as loading backgrounds.1 point
-
That's something for a separate topic IMO (and another ticket ). Those graphs are cool when you're playing with friends, cause you can say "Look, this is when I raided your village, look how your income rapidly went down! Mwahahahahaha!" I'm not sure what are we arguing about, it was on a "nice to have" list after all.1 point