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Showing content with the highest reputation on 2015-06-16 in all areas

  1. @Itms: apparently the Rogue team split up (though the comments from some ex-member, which pointed that out, have been removed). There have been ideas about Empire Earth like: http://wildfiregames.com/forum/index.php?showtopic=19573 but nothing too serious indeed. Unfortunately the modding community is anything but big atm , so it would be best if you somehow would be able to attract contributors from outside the wfg community
    3 points
  2. Rogue Republic started as a modern warfare mod for 0 A.D. but they decided to develop on their own at some point. But this is definitely possible to do that with our engine All the best for this project, we're looking forward to your contributions!
    2 points
  3. Air units are a bit of a problem, as they will always target the footprint when attacking (and hitting the footprint will count as a hit). Turrets would be easier to support in the current state. Though there are different forms of turrets, on different sorts of entities. That makes it a bit hard to implement correctly. Note that there is a ticket open which describes the current problems with turrets, and solutions to some of those: http://trac.wildfiregames.com/ticket/2577 (it should be possible to get turrets working for the biggest part using scripts only).
    1 point
  4. Reduce PrepareTime of skirmishers. With the same time as RepeatTime they fake-throw a javelin (even with sound) before actually throwing one, making hit'n-run pain in the @#$%. 300 or 600 could be fine, as they can prepare their javelin while running, throw it instantly and have a reload time to take an other one. Too short value will make them throw it from the back when hit'n running (throwing before turning back is completed). Same for archers but a longer PrepareTime, 1000 seems to be fine.
    1 point
  5. Hello I'm trying to run the mod to see all those said nice features (and because feeling like rallying niektb about slow pace and line of sight) but I get errors from my updated svn copy "TypeError: layerset is undefined init@gui/pregame/mainmenu.js:28:18" I didn't get this error while trying on alpha 18 but I get errors on the screen to select civ, map and so (I know it is not compatible but something seems to be broken with latest svn commits) Anyway. It looks to me to have kept a lot of the spirit of alpha 16 with linked techs, hardcounter and unit roles. I'd really like to see how it works with new features.
    1 point
  6. I think you could improve the look of your oceans a bit. On your first map I'd increase the murkiness a bit and use a slightly more natural color for the deep water. On your second map I would also tweak the color and reduce the waviness.
    1 point
  7. The second one has quite a large sea to land ratio but, they do both look quite good. I would imagine on the second one that all inland structures are attainable for destruction by a strong naval fleet.
    1 point
  8. I like how you have taken care to make the maps playable. Many people make the mistake that they just try to make good-looking maps, which are unfortunately not fun to play. Well done: Both players seem to have more or less even chances on your mapsThe maps are laid out so that the terrain contributes to gameplay (narrow gaps, potential locations for expansion etc.)Terrain textures fit well. You adjust them to altitude and environmentYou use different trees for different environment types (palm trees on the shore, conifers on the east side where the terrain looks more rocky and the terrain is less green, burnt trees close to the vulcano)Terrain elevation makes it interesting but still in a way that should not infer with gameplay negativelyI think it's by purpose that there's (apparently) not enough room for a civic center on the islands in the middle of the second map? That could be interesting because it requires players to gather resources using docks first, I like it!Possible improvements: Terrain texture tiling is very visible on some places (especailly the grassy part in the middle).Could probably use some more eyecandy bushes and things. Would also help to hide the texture tiling.The seams between textures are too visible.Keep up the good work!
    1 point
  9. Welcome to the 0 A.D. Forum The maps looks nice to me. The second one seams to grant little space for buildings (but I guess that's intended).
    1 point
  10. It's not really blood just red pixels. And the units are not dead, they will be reanimated once you train more.
    1 point
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