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Showing content with the highest reputation on 2014-08-03 in all areas

  1. Although the release wasn't that long ago, already a lot of changes were made last months. I've got much to tell so let's dive right in! New buildings and textures: Enrique Keykens (Art Dept. Lead at Wildfire Games) reached out and created a brand new building texture for us. Atop of it he modeled a new Civic Center: Thanks for that, Enrique! In the mean while our own artists haven't sit still and created additional buildings for our beloved Han faction. Here are a few samples: This wouldn't be possible if it wasn't for our concept artists who have done great work and made modeling the buildings a convenient task. Here are some samples, scan our forum for more of these: Units: In the past months several units were added/modified and some general balances and gameplay issues were fixed. Also a couple of helmets and armours were added. Expect a complete new feeling with the next release! New emblem: As sharpeyed people already might have noticed, we've added a completely new Faction emblem: Soundtrack: Omri Lahav (composer of the 0 A.D.'s soundtracks) created some music for us to feature in our mods. Here is a draft of one of the songs: https://www.dropbox.com/s/wunlvnpuzmy6j5z/Omri%20Lahav%20-%20Hill%20of%20Sorrows.mp3 These were the most changes made till date. Keep in touch for more updates! P.S. the screenshots were made in the Custom Random maps in the mod, Leoss Plateau and Gobi Desert.
    3 points
  2. I still remember those old days back in 2013 when I first enrolled the Millennium A.D. project. How time can fly! Today I'm happy to write the first Development Update ever. We're still busy with the first Civilization. These are the Vikings. They're starting to take shape with some cool buildings and ships. The buildings and ships are modeled by our 3D artist Stanislas69 and a couple of concepts are drawn by Le Druide Gaullois. Buildings and ships Here are a few screenshots: Balancing and gameplay Balancing, implementing different gamestyle and fixing are mainly done by thamlett and niektb. The Vikings play differently from other civs and require adaption from the players, which is nice in our opinion. Emblems and logos The Civilization emblem is made by niektb and Lion.Kanzen, the Millennium A.D. logo is created by Lion.Kanzen. Sounds The soundtracks are created by Antti Martikainen. You can find more of his work here: http://anttimartikainen.bandcamp.com/ and https://www.youtube.com/user/AJMartikainen This is the theme song: https://www.dropbox.com/s/ml6p6pvouybx8vp/To_the_Ends_of_the_Earth.mp3 So far, so good the updates for now. We're grateful for everyone that helped us this far! We'll keep in touch!
    2 points
  3. This is my second map and I would really appreciate any feedback and suggestions you provide ! I hope you like it! Description : Each player starts on a small island in which there are few resources. There is a huge amount of fish in the sea and there is a couple of whales as well at the center of the map. There is also a bigger island on the map , where an old Athenian city was built and now Romans have made camp there so players should be cautious before going there.On that island there are plenty of resources , so taking control of it may be vital for the victory. Opposite of this bigger island , there are 3 tiny islands with some metal and stone resources on them.There are many sharks lurking in those waters and there are some shipwrecks as well. Galazia Thalassa.zip
    1 point
  4. Cliff Detection! Really? That is what I've been waiting for!
    1 point
  5. I'm working on a new random biome system. (I can't advise to do such thing because it's sooo boring...) However, I'm OK with the alpine biome so far. Input about the alpine biome, the hightmap in general and the random biome systems structure (so far, heavily work in progress, not used yet) very welcome. Some screenshots (sadly with very poor graphics settings ATM): Conclusion: - Cliff detection comes out quite nice - Stones placed on rough terrain are not sunken deep enough into the ground, so somehow "flying" (PLZ fix that) - Reachability of all trees are not guaranteed but I never encountered unreachable trees (However, I really think the unit AI should handle this)
    1 point
  6. You can check here: http://trac.wildfiregames.com/browser/ps/trunk/binaries/system. Maybe there was a problem when downloading, or maybe the problem comes from somewhere else, it's just to be sure
    1 point
  7. Are we ever going to have naval transport? And when is the conversion/loyalty going to be implemented? Are we ever going to have espionage? Hmm, what about directional spawning (up on a cliff or something)?
    1 point
  8. I gave the one from the picture a try, I think it's a lot better like that. And credible xD EDIT: I forgot the picture, silly me!
    1 point
  9. I can't vouch for scythe's intentions beyond what he said: trying to make the game more fun, more strategic. I will say from my reports that we do seem to be on slightly different pages, but we have had no real discussion in the team about gameplay, and even less consensus. The only consensus is that A16 seems broken. As for me, I have played the game at 1x speed, at 1.5 speed, at 2x speed (at different alphas but the feel stayed similar), and I feel 2x speed is somewhat what I would want. However it gets really, really frantic. So I think simply having units move faster will give the proper impression of speed while not speeding gameplay up. I will however ask everyone to remain civil, and absolutely refrain from vague personal attacks.
    1 point
  10. Its actually planned that infantry won't do much damage to walls (besides palisades) and buildings and will instead capture them when the loyalty system is implemented.
    1 point
  11. That's a bit too complicated, and invisible roads would just be silly
    1 point
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