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  1. I am certain, You all saw this coming. PoniesAscendant_alpha_01.zip As far as progress, there will be at least 3 factions in the finished mod; earth ponies, pegasi, and unicorns. Earth pony faction is nearing completion, Pegasus faction progress is a little further behind. They are in need of balancing, but I'll get on that. As a bit of a disclaimer, I'd like to say that this mod plays a bit differently than 0 AD, the buildings are more resilient, expensive, and take longer to build.Towers have much more health, and an reduction to the amount of damage they can dish out. This makes them more defensive rather than the offensive buildings we're used to in 0 ADFortresses are your "final phase" so to speak. Difficult to destroy, and a training platform for a faction's elite units and advanced siege.Units have more health, and train at different ranks depending on the building they're trained from.There are four unit types, skirmisher units, soldiers, armor, and anti armor (not including siege, support, and ships)Ranged units cannot hold their own anymore, spread and splash make them useful for softening up formations and small skirmishes, though they counter anti armor. They are also friendly fire capable, so be wary of that.Armor is extremely expensive and slow, but very effective against soldiers and skirmishers.Antiarmor doubles as anti-building but their vulnerability to pierce damage may urge a player to employ siege engines insteadPegasus faction may be a bit overpowered at the moment, even if they do have less units at the moment.0 AD's AI pathfinder restrictions regarding lag and naval maps still applyTemples have a massive slow heal radiusSlingers, archers, and buildings have a much higher rangeSomething I forgotSomething else I probably forgotI forgetThis was just a fun project for me to get to know how to employ different art assets a little better, Hope you like it so far! cheers
    2 points
  2. Hey, I don't really know, where my nickname comes from, I just wanted to have a "cool" name back then (that's also the reason why it has a capital H in it ) I'm from Germany (GMT+1)
    2 points
  3. I think this is nearly the right gif for the occasion.
    2 points
  4. If I understood correctly, the thread is about running a bughunting tournament in svn, where skirm cav already are nerfed (20 attack/40 range instead of 25/44 in a16). So this rework/rebalancing already is going on, unfortunately there is atm nearly nobody playing/testing svn, most of the time I am idling alone in svn lobby. Imho the game urgently needs some rebalancing, to mention here is scythe's rebalance branch, which leads to the right direction. Please have a look at it. New civs, historically correct stuff for seleucids, eg aso, are nice, but not what the game atm needs. That would be: A design comittee which collects, publishes, discusses and finally solves the design flaws in gameplay, maybe bundled in 1 thread to discuss with the community. I do not get why gameplay decisions are made in the dark, eg that blacksmith for certain civs in phase1, a feature that wasn't communicated nor discussed anywhere in the public, a complete surprise.
    2 points
  5. Not as many animations in as I'd like, but most of them are in place. I'm not sure I'd like to be tied up in the COM, but of course if I feel like contributing or sharing assets it wont hold me back. I've got the Seleucids to help out with now hehe thanks guys, I'm glad it's well recieved
    2 points
  6. Done: http://trac.wildfiregames.com/changeset/15397
    2 points
  7. I wish to share with our open source community the following small shell script: https://github.com/faerietree/shell__0ad_build_from_anywhere_with_a_oneliner It wraps the already nice 0AD build scripts, use it like this: chmod +x build0ad_on_linux.txt # make executable. (only required once)./buildengine_on_linux.txt --prefix /my/path/into/downloaded/0ad-repo --debug --update_repo --cleanYou can omit --update_repo, --debug and an optional --svn parameter. The --prefix can be ommitted if your $HOME directory is where you put the 0AD sources you downloaded (hopefully via Git/SVN to be able to contribute back, e.g. by sharing your mods). So in the easiest case, it's just: ./build0engine_on_linux.txtThe location of the script is not important, it works from anywhere, just call it. Purpose: I have created it because I always forgot in which path to switch next before initiating the next command (it's getting more and more complicated the more projects have to be compiled from source). Caveats: We could add a fallback to check for th 0ad sources in the current directory. Currently it's relying on your input (--prefix) or the default $HOME/0ad.It always calls the update workspace script. There are edge-cases when you might not desire this.Currently only using 1 of your CPUs. This can be set in the script, if you like, I add it as a command line option (but it requires to know that j3 is for using 2CPU and j2 for 1!). It's 1 just to be safe.Upload software is crazy, is it? Restricting filetypes without sense? Why this hassle? (This is a general issue and not related to 0AD, wildfiregames or the quite useful forum software of the 0AD forum.) => uploaded a .txt you don't have to rename it. Just use it as such. Edit: Call like this to initiate a non-default repository location. Using --prefix= where there was a typo and therefore it didn't work until Thursday, July 3rd 2014. /path/to/build0ad_on_linux.txt --prefix=$HOME"/0ad_dev/"Edit: Add option to update repository. build0ad_on_linux.txt
    1 point
  8. We try to contribute, but it's difficult as patches alone are not enough. It must be proper solutions and to create proper solutions you have to know each part of the engine by heart. Each mod is a contribution as it fits the bigger picture. I.e. 0AD was once an Empire Earth mod project. Empire Earth has flow of time and much more. It's obvious 0AD is striving for something similar out of its history. Furthermore to get into the team is difficult. See stanislas who created plenty of models but never made it into the team ... and now he's fallen. Also 0AD has a different setting: Iron Age + pitched battle. There is a saying: If you reached all goals in your life, then you didn't put them high enough. Thus I prefer putting the goals a bit higher ... (and 0AD is essentially not too far from being finished, so why no mods, I know people hate mods like they hate unofficial stuff, but well. I will get resistant to insults at some point I hope. :/ )
    1 point
  9. Which of the spearmen might be more advanced? The first in my opinion but I might be wrong? Or is each one a separate unit? We could then upgrade by changing from silver to a golden armour + helmet but I wonder if that was realistic. It could well be as the generals at least might have worn golden armour.
    1 point
  10. I don't think so, but it could be added. Not sure if it's planned for mercenaries too.
    1 point
  11. Like mentioned in the post before, I'd remove the "automatic kiting" of the ranged units. Another thing I'd like to have implemented is that ranged units have much lower attack damage if they are fighting units within the melee range. These changes would make the Skirmish Kav very unefficient if they are catched by melee units when the player didnt pay attention. Another issue I noticed: For example the athenian spearmen (or however they are called ) have like 115 HP at rank 3, whereas the Skirmish Kav has like 150 HP I think. This is pretty unbalanced in my opinion, because the spearman has much heavier armor + a big shield, whereas the skirmish kav just has a light armor. Also the spearman is melee, thereby should have better defensive stats. TL;DR: Remove automatic kitingRanged units should have lower attack damage fighting in melee rangeLower the HP of the Skirmish Kav
    1 point
  12. I'm really starting to hate ranged cavalry. Games are now a competition to see who can get ranged cavalry the quickest. You barely need to micromanage these guys because they already move away from melee units. Their range is unbearably large, to the point where they could take out my farms with relative ease. I even placed towers, and they do almost nothing, because they can get away in time. How can I do anything when I can't even gather food? And how can a few javelin throws destroy a farm? Spearmen are crap against them because they move slowly. The only melee unit that is good against them are the Spartan swordsmen when massed up and micro'ed efficiently. And even they are only buildable in the town phase, well after a ranged cavalry rush is executed. I believe that if their range was drastically lowered in the village phase, they would not be able to cause such a problem, because that is their greatest advantage. Either that, or make them untrainable until the town phase.
    1 point
  13. A little arch application on the fortress
    1 point
  14. Bueno.. soy nuevo aqui.. y talvez no tenga todo el tiempo del mundo.. pero se me da lo de ayudar, los juegos, el ingles y los proyectos independientes.. asi que en lo que necesites o en lo que necesite la comunidad.. cuenten conmigo [Well .. I'm new here .. and maybe not have all the time in the world .. but I like to help, games, English, and independent projects.. so whatever you need or the community need.. count with me]
    1 point
  15. Cool, fully translated to Spanish yet again. Also, looks like all the previously available comments, reviewing progress and string tags (specially the handy "specific" tag set, used with the untranslatable original denominations for units and buildings) are lost. I've started to repopulate them as I kept re-reviewing more than half of the string pools. Maybe there's a feasible programmatic way of automatically applying the "specific" tag to strings by parsing the XML trees of the unit descriptors or something. It's a lot of work to do it manually. Transifex API? Python scripts?
    1 point
  16. ah, ahora si entendi jaja.. si, ya era parte del oficial (en ingles), pero no sabia que habia uno en español, lo encontre esta mañana. Exelente aporte el tuyo!! (supongo que eres el que lo lleva adelante).
    1 point
  17. the request is to translate website content for play0ad.com, and that this has a version in Spanish, i don't know if is possibly do this as we are doing with the game through some similar to Transifex platform and also help translate the Wikipedia article or Update to last english versión. la solicitud es para traducir contenido de la página web play0ad.com, y que esta tenga una versión en español, no se sí se podrá hacer igual que estamos haciendo con el juego mediante alguna plataforma similar a transifex , y que también ayuden a traducir el artículo de Wikipedia. With Wikipedia Sanderd17 ask help with that, but I was can't with that.
    1 point
  18. Hi.. my nickname is Hessed Elohim = Favor of God in old hebraic (correct me OmriLahav).. Im from Argentina (GMT-3) and Im studying Civil Engineering (bridges and things like that)
    1 point
  19. haha no that's a randomly generated english channel map, I just populated it I'm glad you guys like it!
    1 point
  20. Hola Perikles.. por si todavia no lo conoces.. te dejo el link del proyecto de traduccion: https://www.transifex.com/projects/p/0ad/ Saludos!
    1 point
  21. This is HUGE!!! Contributors in general are also very welcome But indeed the main game should be top priority. (But let's stay on-topic) Did you BTW made that map yourselves?
    1 point
  22. I tried it and it's very cool indeed! My notes: has a different interface and also a mouse cursor!works fine on A16, gives some errors on SVN;it also has animated mills and animated soldier on the barrack!This should eventually be provided as a total conversion rather than a mod (removing 0ad civs, but I suppose this is already planned).
    1 point
  23. I would even go farther and make a ship that lost all garrisoned units be unmanoevrable no matter if it's still fully intact or not. (basically the people 'resource' requirement when constructing a ship as it is currently would then become immediately garrisoned units i.e. added as attackable props to the ship). Possible thanks to sander's amazing prop works lately.
    1 point
  24. I've got a commit ready to go that would fix compilation on Mavericks but might break it on earlier systems (10.7 downwards ), should I commit it? Attached is the patch for latest SVN. OSXFix.patch
    1 point
  25. If I were to play 0AD, then only SVN the version. (when I looked into the svn-lobby there were 10 people around or even more, I was quite surprised) In general I see the releases as an unimportant side-action without real significance for the game. Compiling is too easy on Linux (download my shell script for compiling with 1 single command). Wildfire should get paid for packaging releases in my opinion. That 'd help development + be legal. (There is no need for more 0AD players as Philip once said as it would only make his feedback database explode. ) In the current stage of course. Later it may change and of course the releases are a catalysator too. So don't take me too serious, I love those releases.
    1 point
  26. Great idea that "embassy" in team games. Definitely worth to be discussed.
    1 point
  27. We'll cross this bridge when we come to it.
    1 point
  28. @Lion Maybe another CoM project? If we iron out the details, maybe it can go along with the A17 release.
    1 point
  29. Yeah, we'd love to have you!
    1 point
  30. 1 point
  31. This is my personnal point of view, certainly not true for everybody>>>I agree with cuyo on the principle, because i actually think that, for example, 2v2 are more two 1v1 in the same game than a real 2v2. I explain myself: One of the famous "strategy" (and probably the most used generally) is to build a civic center next to your opponent. Thanks to this , you can put pressure on him, and hope to beat him. So in 2v2, your ally should more or less do the same : both players expanding simultaneous on the same opponent is something i've never seen (still in the way that you age2 and build CC before fighting). The fact that each player can only build in his own territory prevent some real 2v2 battles, because allies cc (were troups are sensed to be) generally aren't so close from each other ( at least at the beginning of age 2). so, indeed, i think, and personnaly see 2v2 as a double 1v1. SO, build in your ally territory should be something interesting. And I think i have a potential solution : An embassy . I see things like this: -The embassy is a building that you can build in your ally territory, and which allow you to build some buildings around it. -The embassy should have a considerable cost, to not be abused or OP. -The embassy allow to build only military production buildings ( barracks, stables, and why not fortresses?). -The embassy give to his builder a zone (not his territory) where he can build. This embassy zone should be fully in the ally. territory -> no embassy buildable on your ally border and no man's land (or opponent border) to win territory. Thanks to the embassy, allies are on the same field, so , your opponent ally will have to help. then we gonna have 2v2 battle, with a real team work. These 2v2 battles are i think the most important thing in RTS multiplayer games, because, it is together that you win, not alone. Furthermore, the embassy concept could allow some new team strategies, and this time really thought (not the usual romans rush at 5min with 30 swords, that you and your ally do together, on the same ennemy = efficient, but boring.). Just 2 examples: > I go age 2 asap, and my ally build army. when i am age 2, i run to build a cc near one of my opponent. CC built. My ally build embassy and a barrack (or stable) when i put some defense towers on the borders. When my ally fight, i build my eco, or an army, or think to age. > Me and my ally know we gonna be rush. So, one of us aims to go age 3 asap. To be short : play as usually, and at a moment my opponents build cc near me. i defend the best i can. i know i wont hold on. my ally, still in the way to go age3 asap ( as the offensive is on me), come and build an embassy in my territory to help to hold on. Conclusion : This Embassy is just my personnal idea, which can improve the game, on my mind. On the one hand, it would increase the team work, and would increase the intensity of the games. On the other hand, thanks to this embassy many strategies, based on team work, could emerge.
    1 point
  32. I think you got the "friendship is magic" part wrong there. But I openly admire the work you did with this mod. Amazing stuff. If you could flesh it out into a "real" game with balance and no bugs, maybe some brony will find it and it'll light a spark and make the mod go viral. That would be pretty funny. Either way, nice work.
    1 point
  33. Units are already enlarged (compare them to the size of a ship, or a house). They're actually 4m tall. I believe making them any taller would break realism.
    1 point
  34. Mods have to be in ~/.local/share/0ad/mods/ I think, but if you use SVN, you can also place them directly in binaries/data/mods/ under the directory you checked out. Keeps your work and the work you use for reference closer. There's no "on" and "off" for buttons. If you want to switch between two states, you need to keep a (possibly global) variable somewhere with the current state. You shouldn't have to create that directory. As I said, it's a new change, so you can only use it if you use the latest SVN checkout. If you're using the A16 release (which looks like it given the path), you'll have to edit the massively big gui/session/session.xml file. But that will cause conflicts with our future versions of the session.xml which are hard to maintain since the file is so big. That's the reason I split off certain parts of that file (s.a. the hotkeys). But it's only available in the development version now.
    1 point
  35. I am naturally biased toward my own patch, but SpatialQueryArray having a fixed size would be trivial to fix: just replace items[MAX_COUNT] by a std::vector (reserve()'d to some initial size) and modify copy_items accordingly. If desired I can provide a v3.diff implementing that change as well. While I am obviously unfamiliar with common 0AD development practices and don't want to take anything away from the work in 2430, a months-old unapplied patch lying around for an (apparently?) long-standing major problem suggests it contains an uncomfortable level of complexity (or perhaps simple indecisiveness ) and this is an area where KISS is paramount.
    1 point
  36. When to get the Reward: Rewards are only payable once more than 5€ are reached. Then you can always ask us to pay via paypal or what ever.
    1 point
  37. Same for the art team: - if in team + any of the below, then 1€ extra (to motivate people to try to get into the team). submit - 3D model (properly UV unwrapped) 1€ - complete new texture for a 3D model 1€ - animation 1€ (as there are many different required animations this is where most reward can be earned) Anybody must take the reward but me, I will exclude myself from the reward system as I plan to create plenty of 3D models and it would be unfair if I proposed this reward system with my knowledge of me creating many 3d models. Modders + community won't be paid out of the kickstarter as long as they are not in the team. Once they are in the team their recent efforts to get in the team might be rewarded, i.e. get the reward from the kickstarter income. If 0AD wants to go this way and only pay team members or pay once the contributors eventually become team members, then it's fine to me and I would then use my 5€/month to create such a system for modders. To make people desire to learn the whole process: 3D modeling + UV unwrapping + texturing + committing I would propose to only pay half the reward unless the artists (modders in this case) complete the whole cycle of 3D modeling + UV + texturing + git committing. (of course they will be guided. the advantage is that the next time the artists know it all themselves and our output + effectivity increases)
    1 point
  38. Hey Kay. You surprised us greatly. I would be able to donate 5 euro a month one year long if our pathfinder probs get fixed, but I think it's a bad idea to pay devs directly (it was incredible big pressure for RedFox, our last paid developer). Instead I would prefer a reward for each milestone: For example: - finish the speedier new short+long range pathfinder 50€. - Alternatively if someone comes up with performance fixes for the current non-uniform pathfinder (which allows roads, but there are workaround thus we should really go Philip's route) - loyalty + conversion of units / besieging buildings (10€) - walkable bridges (10€) (extension: all buildings' roofs walkable? or even walkable meshes but that should give more reward?) - walkable walls (5€ for Sander for the awesome current prop rework + 10€ for the next one who makes it possible that units really can walk ontop of walls. - improve renderer 5€ - improve performance significantly at any point (depending on the significance 2..20€). and so on. This way, noone is required to do anything and noone will have to bear the full community + team expectation pressure like it happened with RedFox. I'm sure Philip won't mind reinforcement since Philip + Sander are needed at several frontiers, historic_bruno is busy with Saving + loading games and other issues, leper is busy with the Mod Configurator, Josh is into the GUI code, wraitii into the Renderer, trompetin into the Atlas Editor, and lost RedFox in one of our recent not-so-lucky battles (the kickstarter). Others I don't know. Perhaps there are more C++ developers I don't know yet. If we introduce a reward system, then I will donate each month my 5€. In addition to my 5€ we might use the kickstarter income but I'm not sure how the general plan is and I don't want to interfere. It's only an idea.
    1 point
  39. こちらこそよろしくお願いします。Nice to meet you, hhyloc. I am happy to know that you studies Japanese.
    1 point
  40. I'm from Narooma, Australia and its paradise here..... www.narooma.org.au
    1 point
  41. Many thanks my friend, glad to hear it
    1 point
  42. Thank you Gallaecio, for now I'm interesting in some section like ...where the team say the game isn't for make money and never can be a freemium or pay to win game, you know some people say in forums about if one day can change the mind and start to do that, many times I say never WFG will that . Section like that where is important put clear about the intention of WFG they aren't in this for make money. I'm talking about this, for me is the most important thing can be in other languages. http://play0ad.com/game-info/project-overview/ Now with Wikipedia is outdated since Alpha 11 or 12. Saludos y gracias por el feedback
    1 point
  43. Dept. Heads Current feneur - Erik Johansson - Project Lead OmriLahav - Omri Lahav - Music Enrique - Enrique Keykens - Art Retired Mythos_Ruler - Michael D. Hafer - Project Lead Janwas - Jan Wassenberg - Programming Acumen - Stuart Walpole - Programming Manager, Co-Lead Designer, and Team Editor Kimball - Rob Kimball - Art lostchocolatelab - Damian Kastbauer - Sound Manager Phoenix-TheRealDeal - Ken Wood - Design Department, Co-Lead Designer Vaevictis_Music - Boris Hansen - Sound, Music Wijitmaker - Jason Bishop - 0 A.D. Founder, Chief, Co-Lead Designer, Art Dept Lead Raj - Raj Sharma - Programming Manager h20 - Daniel Wilhelm - Programming Manager ryan827 Ryan Davies - Sound Dak Lozar - Dave Loeser - Programming Manager janwas - Jan Wassenberg - Programming Manager In Memoriam Phoenix-TheRealDeal - Ken Wood - Design Department, Co-Lead Designer Dak Lozar - Dave Loeser - Programming Manager ------------- Programming Lead Programmer: Ykkrosh - Philip Taylor 01d55 Acumen - Stuart Walpole Adrian Fatol AI-Amsterdam Alan - Alan Kemp aBothe - Alexander Bothe alpha123 - Peter P. Cannici Aurium - Aurélio Heckert badmadblacksad - Martin F Bajter bb - Bouke Jansen Ben - Ben Vinegar Bird Blue - Richard Welsh bmwiedemann - boeseRaupe - Michael Kluge bog_dan_ro - BogDan Vatra Bonk - Christopher Ebbert Caius - Lars Kemmann Calefaction - Matt Holmes Calvinh - Carl-Johan Höiby Cédric Houbart Chakakhan - Kenny Long Cracker78 - Chad Heim Crynux cwprogger Dak Lozar - Dave Loeser dan - Dan Strandberg Daniel Trevitz DanCar - Daniel Cardenas Dave - David Protasowski dax - Dacian Fiordean deebee - Deepak Anthony Deiz Dietger dumbo dvangennip - Doménique Echelon9 - Rhys Kidd eihrul - Lee Salzman elexis - Alexander Heinsius EmjeR - Matthijs de Rijk EMontana ericb evanssthomas - Evans Thomas Evulant - Alexander S. fabio - Fabio Pedretti falsevision fcxSanya - Alexander Olkhovskiy FeXoR - Florian Finke Fire Giant - Malte Schwarzkopf freenity - Anton Galitch gbish - Grant Bishop (aka Iny) Gee - Gustav Larsson gerbilOFdoom godlikeldh greybeard - Joe Cocovich grillaz Samuel Guarnieri Haommin h20 - Daniel Wilhelm historic_bruno - Ben Brian idanwin infyquest - Vijay Kiran Kamuju IronNerd - Matthew McMullan Itms - Nicolas Auvray Jaison - Marco tom Suden jammus Jgwman Josh - Joshua J. Bakita jP_wanN - Jonas Platte Jubalbarca - James Baillie JubJub - Sebastian Vetter kabzerek - Grzegorz Kabza Kai - Kai Chen Kareem Ergawy kevmo - Kevin Caffrey kezz - Graeme Kerry kingadami kingbasil - Giannis Fafalios lafferjm leper - Georg Kilzer livingaftermidnight - Will Dull Louhike lsdh madmax - Abhijit Nandy madpilot - Guido Falsi m0l0t0ph - Christoph Gielisch markcho MarkT - Mark Thompson Markus Matei - Matei Zaharia MattDoerksen - Matt Doerksen mattlott - Matt Lott maveric Micnasty - Travis Gorkin mimo mk12 - Mitchell Kember Molotov - Dario Alvarez mpmoreti - Marcos Paulo Moreti mreiland - Michael Reiland myconid nd3c3nt - Gavin Fowler niektb - Niek ten Brinke njm NoMonkey - John Mena notpete - Rich Cross Ols - Oliver Whiteman olsner - Simon Brenner otero Nick Owens Palaxin - David A. Freitag Paul Withers pcpa PendingChaos PeteVasi - Pete Vasiliauskas Polakrity Poya - Poya Manouchehri Quentin Pradet prefect - Nicolai Hähnle pstumpf - Pascal Stumpf André Puel Prodigal Son pyrolink - Andrew Decker quantumstate - Jonathan Waller QuickShot - Walter Krawec quonter qwertz Radagast Raj - Raj Sharma RedFox - Jorma Rebane RefinedCode Riemer Rolf Sievers s0600204 - Matthew Norwood SafaAlfulaij sanderd17 - Sander Deryckere sathyam - Sathyam Vellal sbte - Sven Baars scroogie - André Gemünd scythetwirler - Casey X. serveurix Shane Silk silure Simikolon - Yannick & Simon Spahbod - Omid Davoodi stanislas69 - Stanislas Dolcini Stefan stilz - Sławomir Zborowski stwf - Steven Fuchs t4nk004 tbm tau Teiresias thamlett - Timothy Hamlett thedrunkyak - Dan Fuhr TrinityDeath - Jethro Lu triumvir - Corin Schedler trompetin17 - Juan Guillermo vladislavbelov - Vladislav Belov vts - Jeroen DR WhiteTreePaladin - Brian Ashley wraitii - Lancelot de Ferrière le Vayer Xentelian - Mark Strawson Xienen - Dayle Flowers xtizer - Matt Green yashi - Yasushi Shoji Ykkrosh - Philip Taylor Yves Zeusthor - Jeffrey Tavares zoot zsol - Zsolt Dollenstein Zyi - Charles De Meulenaer AI gudo historic_bruno - Ben Brian infyquest - Vijay Kiran Kamuju Jubalbarca - James Baillie mimo quantumstate - Jonathan Waller wraitii - Lancelot de Ferrière le Vayer Ykkrosh - Philip Taylor ------------- Art and Sound Mapping Aeros - Bobby Ognyanov (aka CheeZy) Ben - Ben Vinegar - RMS FeXoR - Florian Finke - RMS howlingflute - RMS mmayfield45 Mythos_Ruler - Michael D. Hafer niektb - Niek ten Brinke Pureon SMST Spahbod - Omid Davoodi - RMS wraitii - Lancelot de Ferrière le Vayer - RMS Yodaspirine Art - 2D Annatar - Kenneth Branch b.w.keough - Brendan Keough Brownboot - Allen White Centurion_13 - Shan Coster Childhood Trauma - Praveen Pillai dashinvaine - Gordon Napier Dnas - David Benjamin Fire Giant - Malte Schwarzkopf Hyborian - Shan Sherrill irishstag - Ryan Karsten lanoocha - Lana Lion.Kanzen - Marcio Duron LordGood - Johnathan B. Good Mythos_Ruler - Michael D. Hafer Pureon raulfabi Scorpion Ra - Aaron Robinson Shield Bearer - Amish Coelho Wijitmaker - Jason Bishop Art - 3D Athos Brightgalrs - Robert D. Schultz Eggbird - Egbert Tigelaar EmjeR - Matthijs de Rijk Enrique - Enrique Keykens Espolio Historicity - Shane Gen.Kenobi - Daniel Schubert LordGood - Johnathan B. Good Micket Mythos_Ruler - Michael D. Hafer necro - Thomas Eichler Pacman - Johannes(John) Saarniit paperkat - William Pryn privateer - Jeff Groves Pureon Quacker - Jordan Quackenbush Saurabh - Saurabh Torne Scorpion Ra - Aaron Robinson Shield Bearer - Amish Coelho stanislas69 - Stanislas Dolcini Strannik Zaggy1024 - Gregory Bertilson Wijitmaker - Jason Bishop Sound carsten - Carsten Rojahn dungeonsound615 - Mike Stanton DynamiteSoundBytes - Nolan, Tony, and Lucas EvanBogunia - Evan Bogunia khegarty - Kaitlynn Hegarty LAVS lostchocolatelab - Damian Kastbauer MattSherman - Matt Sherman mclellandp - Pat Mclelland PhoenixDog - Shawn Anthony Poxleitner Pureon ryan827 - Ryan Davies Sam Assoum - Sam Assoum Wyrmwood - Ron Lacy Music Dept. Head:OmriLahav - Omri Lahav Dariusofwest - Allan Brown Vaevictis_Music - Boris Hansen ------------- History Dept. Head:Shogun 144 - Joshua Gilbert fede_histpop - Federico Odorizzi I_Would_Say - Nathan Benjamin Paal_101 - Paul Basar Saqqara - Ashley King Shogun 144 - Joshua Gilbert Sting - Borislav Chernev Thorfinn the Shallow Minded ------------ Community and Management Black OP - Randy Sage bstempi - Brian Stempin chichigrande - Matthew Rogers CodeOptimist - Nathanael Barbettini DarkAngelBGE - Tim Koschuetzki darkfires - Jonathan Wright (aka lethalhunter) fabio - Fabio Pedretti formlesstree4 - Adam Sears MishFTW - A. Mishra gudo - For compiling credits! Jeru - Aviv Sharon jshores - Jason Shores Kimball - Rob Kimball King Tutankhamun - Desmond Talkington Morgan - Morgan Ramsay Red_08 - Joshua Barker Rodrigo - Klass Van Waesberghe Sam - Sam Carlton (aka Ph4ntom) Sunshine - Belle Green Yiuel - Ugo Lachapelle Linux Packagers ricotz (Ubuntu) - Rico Tzschichholz Donators Pledgie Drive 1 Pledgie Drive 2 IndieGoGO 2013 campaign More than 1000 donators (!), including:
    1 point
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