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Showing content with the highest reputation on 2014-06-23 in all areas

  1. Well, it's certainly sad when someone leaves, and especially someone who has been as important to the project as Michael. However, I wouldn't say today is the day to call dark. It's not as if he's gone from 100% active to leave, but rather a long process. I'll leave it to him to explain his personal motives if he wants to, but the more general picture is this: after the fundraiser failed to get us enough money to hire him (+ a programmer) he's had to focus more on his job. Leaving less and less time for 0 A.D. It's indeed sad as Michael really was/is the person who had the best idea of what the game should play like, and the historical knowledge to complement it. However, the main thing is that we who are active will do our best to work on the game, not to focus on those who are not active at the moment. I would also not worry too much on a more general note, people have left the project before and it's still kept going (Michael has left several times for that matter). Sometimes progress has been slower, sometimes it's been faster. But so far the project has kept going And I don't see us slowing down now, I'd rather say the opposite: we're getting really close to Beta now imho (There's still a lot of work left before the game is finished of course, but there actually aren't that many missing features now.) About Philip /Ykkrosh) I don't think there's any reason to worry either, he's been more active lately than in years. He wasn't going to work on the project for money though, so that's not something that has/will change either for that matter. If he's motivated to work on the project now or in the future - then he will work on it
    3 points
  2. Sad. As it seems, Mythos_Ruler has decided becoming a 0AD mythos. He's listed as Former Staff. With that I now fear Ykkrosh will also leave soon and not get employed by us. If it weren't for the trigger commit today I'd be pretty pessimistic for 0AD. 0AD is an outstanding project where so many people from all around our blue planet pursue a set of joint goals, making things happen, recreating worlds of the past and teach history as a side effect. It's outstanding where this is leading, though to recover from yet another two titans leaving the team (after jason + 0AD founding consorts) will be pretty hard. I will try to help by continuing to help with all mods as much as my time permits. Thanks for this awesome community full of talents, artists, programmers and historians and those interested in history and civilizations. THANK YOU MYTHOS_RULER FOR MORE THAN 10 YEARS CONTRIBUTING.
    1 point
  3. Thanks =D You are lucky I'm not using my 3monitors PC otherwise you'd get 3840x1024 screens X) Proceeding to next helmet. http://img837.imageshack.us/img837/7427/kolorowyp.jpg Should I keep the colors ?
    1 point
  4. Thanks commander, I somehow only thought of multiple diffuse textures. Great your posts directly explain how things work. Committed the pharao. Atlas currently not working for me, must be connected to my current local changes. Therefore couldn't test for errors. Oh no!! I didn't activate selection only on COLLADA export. Will recommit. Am I right that mirror modifiers have to be applied and blender handles UVs for us?
    1 point
  5. There is nothing about this mod that is not just awesome. Congratulations.
    1 point
  6. Not sure what you guys think but I was laughed at when I proposed to not only have arrows miss targets (what we already have) but also arrows doing no to almost no damage if too far away (as it was in reality, e.g. tanks couldn't do any damage to each if too far away, thus e.g. German tanks had to come pretty close to Russian tanks to do any damage. They even had to circle around Russian T34 tanks to do any damage at all, quite a risky manoevre.). Same for arrows. If the archers are far away, then there was enough time to shield wall against those arrows. Also the armour mostly could deal with arrows shot from far away if it was not the English longbow. Anyway, it had tactical significance if units were placed infront of your melee as the distance to the enemy was reduced, which was decisive if the enemy didn't come up with something. In general arrows were harassing and frightening enemy approaches, mainly lowering enemy morale + slowing down their advances. You couldn't win, i.e. put out a significant enough number of enemies only with arrow fire. A battle mostly was won when 20% of the enemy was dead. Then one side panicked and you know what happened in the following pursuit. Even the English longbow was most significant if used to drive the enemy into your melee formations. We definitely should avoid creating artificial balancing fixes llike increasing building fire range if countering a certain enemy unit which is 100% unrealistic: Or can a cannon shoot farther only because it's a different enemy unit type? I don't understand 0AD philosophy, on one hand it's being called for historical accuracy as major goal. On the other hand you are told it is no simulation and thus must not be historical accurate.
    1 point
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