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Showing content with the highest reputation on 2015-12-07 in all areas

  1. The Council is both happy and proud to announce a brand new release!!! 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 Jīngzhì. This word means refinement. We've chosen this name because this mod is coming closer and closer to it's final state. What is new?The new release features a new building: the 'Government Center'. (modeled by Stanislas69) (See the big building in the top image) This buildings comes available in Phase III and features some technologies unique to the Han Chinese, to give you an edge to your opponents. The tech icons are made by niektb: 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: 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: Help needed! In the last few months some members retired leaving us shorthanded. We are currently especially in the need of artists. So if you're a talented artist with a passion for history and you would like to help us out, please contact us using a PM or (preferably) in this thread: http://wildfiregames...showtopic=18412 Thanks in advance! 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/ han_china.zip
    5 points
  2. @Enrique, IMO, it might be good to have a falling animation (perhaps only the trunk, without leafs), then it still can be decided how to use it (drop after cut down, cut down then gather, ...) But I do wonder how a fallen tree would look on uneven ground. Trees are always supposed to stand straight (as opposed to keeping a straight angle with the ground), but when they fall, they're still the same actor, but need to align to the terrain better. Nothing too hard to code though, we just need to think about it.
    2 points
  3. Making trees support falling is approximately the same amount of work, no matter when it's done. #131 would potentially add something like a physics engine (that's what AoE 3 used). If we took that route, it would automatically 'create' falling/collapsing anything.
    2 points
  4. Then this is where those two projects differs, here we work on the features we want not the ones that are necessarily best for the game. Which is why we don't have building damage yet for instance. So maybe the ask themselves that question, but in the end it's just doing things, not THE things. Which is fair as long as things are getting done.
    1 point
  5. Attached is a mod that implements (to an extent) my "context-sensitive GUI" idea. You'll find a few differences with SVN: -Garrisoned units appear in a new panel on the top left part of the GUI (similar to the production queue), leaving more room. -Commands are now in the left panel. -The "raise alarm" icons are now commands -The Middle area has been changed to feature the two most common armor types -There is a new context-sensitive row in the middle -The "identity" zone was made slightly bigger so you can see more of your unit badge. Overall I think the system works rather well. Obviously there are no tooltips yet, which would give more info, and I'd like to make it so that clicking on the unit icon opens a complete description (there's a ticket for that on Trac). But it will give you a feel of how it could work. GUIMod.zip
    1 point
  6. This is not how things work here. It's mostly based on motivation. After all we are mere volunteers.
    1 point
  7. Well I had some crashes with 0ad as well, but more with rise of the east, however I just played a game and it went well, who knows...I'm merely reporting my experience. Thank you for your re-upload for maps!
    1 point
  8. All you guys working hard on this, congrats!
    1 point
  9. You're right I play too much on Mainland. I'd say factions with Mounted archers have a tiny advantage on open map.
    1 point
  10. I created a new ticket on Trac and I attached the files
    1 point
  11. I took a look at most maps and I like them. As niektb said in the according ticket http://trac.wildfiregames.com/ticket/3455, it would be good if some of them had more variety. For example different ground textures, some animals, seas, hills and other terrain differences. There are also non-gatherable stones and flora. Also on some maps, some players have no resources. Gameplaywise they are very interesting and offer never-seen-before situations. Especially since they are random-map-scripts it would be nice to have them in the game, as this map type is by far the most frequently played one. Would you have some time to address some of these issues?
    1 point
  12. I did two games online (2v2 and 1v1) it's been a while but I still got it Capturing is very funny, deciding whether to destroy or whether to capture is key I believe on this alpha. I think I'll start doing videos again for this alpha Alex
    1 point
  13. I think there major problem is that you have to hover over a tooltip before actually knowing the stats. I think we should display it directly on the unit panel, rather than hiding it in a tooltip.
    1 point
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