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Showing content with the highest reputation on 2014-10-15 in all areas

  1. My current progress on painting the pediment. The texture will of course be downscaled later
    3 points
  2. The Council is both happy and proud to announce a brand new release!!! Rise of the East What is it? Rise of the East focusses on one faction the Chinese, during the Han Dynasty to be precise. With it's fancy theme this is surely one to mark! As a release name we've chosen Xù yuē. This means something like revival or renewal. We called it that way because of the huge changes to our project! What is new? The buildings are completely reworked with a brand new texture and various new buildings were added. I would like to thank Enrique (art dept. lead at WFG) in particular for helping us with it. Two songs were composed by Omri Lahav (the composer of the 0 A.D. soundtrack). These songs function as in-game music. Also we ironed out a couple of historical inaccuracies thanks to Mei Houwang (Chinese Historian). Current features: - One playable faction: Han (No worries, the civilizations from the main game are still playable) - 2 Custom Random Maps: Loess Plateau and Gobi Desert (made by Spahbod) Who are we? The Council of Modders was formed up of two small modding teams and a few newcomers: Aristeia (about the bronze age) and Millennium A.D. (about medieval times) CoM aims to create a umbrella for all wannabee modders and help everyone needed and of course create their own projects, one of them is Rise of the East. Rise of the East was added to the project list in early-2014 after an agreement with Scion's lead Rob Kimball. That having said: A lot of work in this release was done by Scion Development (almost everything), so we owe a large one to them for having paved the road for us to continue in their absence! How to: 1. Unzip the download but leave the inner archive intact. 2. Place the unzipped folder into <installationdirectory>/binaries/data/mods. You'll see another folder there called 'public'. 3. Launch the game and enable the mod in Options>Mod Selection. Press 'Start Mods'. 4. Enjoy the mod! Download: han_china.zip Mirror: http://www.moddb.com/mods/rise-of-the-east/downloads/rise-of-the-east-x-yu-17 Our thanks go to everyone that helped us to achieve this mod through contributing, play testing or in another way! If you have tips / suggestions, feel free to let us know. Also if you find bugs, let them know too. Support 0 A.D. if you like us: http://play0ad.com/community/donate/
    1 point
  3. Still a bit of work left, but it's looking more and more like a Mastiff now Showing an older and a recent WIP.. since.. well.. someone might be interested to see the progress (wip2 is the current state)
    1 point
  4. Don't use lightmap pack. It is assured texture bleed will make seams noticeable, and since is unwrapped there will be seams everywhere. It's called lightmap packing because it is used to bake the light shadows of big scenes into one texture since the shadows don't need to be as crisp as texture details. Manual unwrapping is the way to go on every single organic model. Creatures, characters and any other organic form. Use the "bleed" option in the texture paint shelf to be able to paint past the UV islands, so no black texture is seen on the seams.
    1 point
  5. Made it with lightmap pack, so it use the most texture space. 1024x1024 cause it was just baked.
    1 point
  6. Fantastic work! I'd just like to mention some things that i really like about this update: I really like the change to having units on the walls becasue it makes defending a base much harder (instead of having 5 units garrisoned in a tower). Despite what other people say i think the rebalancing is a step in the right direcetion and though the formations were removed it is good as they were bugged in the first place. Cant wait to have them back in a more stable way. I cant really say much about the new graphics, as my computer gets a bit of lag and i disabled the graphics anyway lol. What i am most impressed with is the triggers. i love designing my own maps and i have been waiting for something like this for a long time. Great job!
    1 point
  7. I always thought the citizen-soldier was one of the best features of the game. Always hated how, in RTS games, you'd often find you need to kill off a bunch of workers late in the game so you could make more soldiers. This way makes much more sense to me.
    1 point
  8. Agreed. This thing is what happened in real life too. Going to war was a bad thing for your economy, unless you won the war and brought home lots of booty and land. Even then, it would take your economy a long time to "process" this new wealth, so during the war a kingdom's economy would suffer greatly while its able body men were away. That again is why I like the difference between men and womens in this game it is not sexist one bit. Men and womens had real roles in society and while the men left off to war the womens were left to hold down the home front so to speak and tend to the farms, shops, etc.
    1 point
  9. Plus, Citizen/soldier system is imho something huge for the variety it adds to the gameplay: whenever you feel like you have to switch men from economy mansion, to military, you're making a huge decision for you're game. How many of them should you switch? Is that "military thing you have to do" worth the suffer your eco wil get from actually doing that? This system adds a lot of depth to the game, and that's what imho makes an rts an RTS.
    1 point
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