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Showing content with the highest reputation on 2014-01-02 in all areas

  1. Here are two variation of the model. The historical one and the other with just the height of the roof fixed. I don't really know what to do with the back part on the last one, that's why its flat.
    3 points
  2. Ok.. you asked for it... Please keep in mind that these are early WIPs and the textures are much bigger than their final size, there will be a lot of detail loss (we can't afford such big textures in a RTS game) Screenshots show Shieldbearer's horse mesh with little tweaks and 1024 color map and normal map and a texture test for where the props will be placed. This task is low priority at the moment, so it will take a while until they get into the game.
    2 points
  3. They are the most balanced and best looking (together with the scenarios, but the later have less host options), so I like them as the first option. Random maps might have more choices, but until texture blending and map generation are improved, they won't look that great (on balance I'm not sure which of them are intended to be unbalanced and which are not). So it's better for the game to promote it's currently best maps. Btw, are the generic Hellenes and Celts updated/rebalanced in line with the main factions? I thought they wouldn't be so I'm skipping the scenarios including them so far.
    2 points
  4. 2 points
  5. I don't know about everyone else, but I like diplomacy and the political aspects in an RTS very much. After all this is realism and a very if not the most important aspect of the time and game. Is there plans to make the current AI more diplomatic? Things I'd really like include: Lots and lots of ally commands... Attack Defend Send reinforcements Man the walls Build a building or fortification here Send resources _____________ And strategy Command allies in battle with different strategic options like flank or troop movement. These are very few suggestions but this will be such an integral part of the game
    1 point
  6. I have received the files, I'll probably get to recording on Sunday! I'll try to keep a simple, easily recognizable melody, and simply change the instruments playing it to match the various civs. I'm also aiming for a small, phase I effect, and a larger phase II effect. If you think of anything else I should be aware of, let me know
    1 point
  7. Hi team, I have just sent the perc sound to Omri. After he create the melodies I will add some cheering to the sounds. Thanks!
    1 point
  8. Thank you here you are, maybe some optimizations are needed but i think its good GaulFARMSTEAD.7z
    1 point
  9. Vassals seem like a cool idea, but it seems more of something that belongs in a civ game setting. In a civ game setting, you have the time to micro manage your politics, military, and economy. In a game like Age of Empires, its a race to kill off your opponents. The more effective and quick decisions you make in 0 A.D. is the more closer you may be into getting past ahead of your opponent. An idea for this may be to have an automatic vassal option. If an opponent kills off a large number points of a player, the player may be given a yes or no option to becoming a vassal. If clicked yes, the player becomes an ally that cannot change his/her diplomacy and a percentage of each gathered resource deposited to a dropsite will go to the ruling civ.
    1 point
  10. Well atm I'm engaged with python and perl. When I venture into C++ and what not ill also like to contribute
    1 point
  11. That could be done through what I'm suggesting. I liked Prodigal Son's continual tribute idea of X% of resources gathered. So far I'm thinking these treaties would cover everything Resources (once off / x% gathered)Pop/units (Not sure this would work tbh)Support/trade units not attackable (till ended/ for X amount of time)No units/buildings attackableTerritory agreements (No territory takeover- Possibly others? )I think as long as both parties offer at least one thing it would work. You can still bully people/AI into accepting treaties that are unfavourable to them like vassal or tribute states.
    1 point
  12. I agree with you 100% AoE is the base, but 0 A.D. Is the ivory tower coated in gold. Think of it this way... AoE is Greece... 0 A.D is Rome and Rome is more sophisticated and gives many options
    1 point
  13. Even if all those people are somehow related (we all are after all, but I mean them being off-shots of the same large group, to which I can hardly see any evidence), how do you conclude in naming the large group Dorians, while all we know about Dorians is them being a part of ancient Greeks?
    1 point
  14. Patience Remember Rome was not built in a day
    1 point
  15. Programming-wise it shouldn't be hard. A proper concept and balance should be the main issues.
    1 point
  16. Had also a problem with port forwarding. Now we use "LogMeIn Hamachi". With that you can build a private network over the internet and you get a own IP. It's freeware also and it works great.
    1 point
  17. would it be possible to have multiple projectile empties? right now a fortress shooting looks kinda dumb especially the Iberian one where the arrows materialize in the clearly visible courtyard
    1 point
  18. Im with you Lion in having it in all modes. Im normally against having mechanics solely for playing against AI. So then another question. Are vassals and allies enough to warrant two different diplomacy settings? If so, how would allies and vassals be different?
    1 point
  19. I'm just trying to get my head around how vassalage would work and be any different from alliances so I'm thinking on the fly. Its a more complex idea than it seems at first and begs many questions. I certainly think its worth a discussion to try and work out the details and see if it could possibly work in the game in some way.
    1 point
  20. Haven't seen a source for that either. Can't be certain against it, as times before the Dorians reached Southern Greece are actually pre-historic, but I guess that's mostly a theory rather than something with proof.
    1 point
  21. That makes sense. I was wondering if there might be some reason why random wasn't the first. In hindsight I suppose there is the argument that a smaller number of static maps is better for new players too. Having the settings save like LionKanzen suggested would probably be the best way to go then, although id imagine thats a long long way down the track if its ever done
    1 point
  22. Castra Singular Castrum Roman word for buildings that military. This where the English word castle comes from.
    1 point
  23. Oh dear I hadn't thought about AO right now the floral meshes aren't part of the building, there are empties all around the sides for short Cretan date palm actors that being said, they're all different every time the building is placed, but they're all the same tree.
    1 point
  24. Vassals are interesting in RTS, always thought about them missing. Their main features could be a percentage of gathered resources going to their overlord, and possibly the ability for him to train or control some of their troops. Or even reducing their pop cap and adding that amound to the overlord's pop cap. However I'm not sure what's the best way to implement them. Instant defeat if they choose to break off like Lion said (did i get it right?), might be ok-ish as gameplay but not realistic. But then if they can break off, what's the purpose of keeping them instead of annihilating them. It could be somehow desired for exploiting the benefits and then maybe crush them before the totally rebuild though. Or, make them totally fixed for the rest of the match. Overall it could be a nice mechanic but needs a lot of work and balancing.
    1 point
  25. There's some evidence that the Celts were Dorians. Dorians were the first Greek settlers. It is however not really supported because most of the evidence is vanished by shear time. In my honest opinion, the Celts originated from the east and the later day Goth movements in the first century were a type of repeat demonstrating to us our the Celtic people came into existence. This is true with Hunic peoples and the whole emergence of the barbarians. These were the fathers of the Celts.
    1 point
  26. In the near future ill make a guide with some strategies I use. My style of playing. The new AI attacks in approx 15-20 minutes with a relatively small army. In the beginning build towers. Don't bother about walls... Walls are for when things get really hectic and bad for your city. Remember that walling yourself particularly against a human player is in actual fact disadvantageous because you can easily be starved. Your resources will eventually deplete spending it on troops and defenses when the enemy besieging you has the entire map to plunder and invest in the assault. Expansion over territory with wood and iron is wise. And farms are essential because if the enemy ceases your lands occupied where your iron mines and forestry is, you can assign many villagers to farm and barter food for other resources. Guard your farms with many soldiers during an attack. So most of this applies against a human but in time the AI will improve and probably other scripters might introduce several of their own so be patient.
    1 point
  27. 1 point
  28. Yes definitely. I would suggest making them very expensive and weak but a script that gives them an added attack bonus against heros and kings
    1 point
  29. How about changing the door to a larger, 2-opening one like you'd expect in more modern barns? I know the reference has two smaller doors, but given our limitations this might work better to convey the idea of a corral. Generally speaking though this looks great.
    1 point
  30. I open topic about possible factions, Gupta is not bad idea.
    1 point
  31. in Middle East in these days are snowing? You can find images from Egypt and some unlucky camels.
    1 point
  32. http://www.byzantinechant.org/recordings.html This is the closest to the Byzantine chant of the eastern faith. The whole Medieval "chant" conflated with catholism and the church came from the Byzantines originally. They are the fathers of chant.
    1 point
  33. No you didn't. There was for a while patches where units died along with the building but I changed that since I was told in IRC that it is used only for ships.
    1 point
  34. Forgot a few things: Farm Field (or just field or just farm)TempleBlacksmithNubian Archer
    1 point
  35. The other (feasible) option, of course, would be to just write out the Demotic/Egyptian words for everything in the Coptic alphabet... that might be an easier alternative if the hieroglyphs don't work out... Either way, we should focus on getting accurate transliterations for everything--if you are planning on including the Seleucids in the future, might you need Aramaic/Syriac translations/transliterations (if so, I can do these too!)
    1 point
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