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Showing content with the highest reputation on 2016-11-13 in all areas

  1. I am deeply honored to become the new Project Leader after Erik, who has been an incredible source of motivation since I first started to contribute to 0 A.D. As a programmer of the game, you should expect my first objectives to be related to the technical side of things. I would like to improve the environment of the programming team, in order to make the development less difficult and stressful; and I also plan to focus my programming activity on the libraries we use, and on communicating with the teams who create those. If we improve that environment, we can recruit new people and have more workforce to push the game towards Beta. However, I also want to be an actual leader for the project and its community as a whole, so feel free to contact me if you think something is needed in some area. I will be far more active in the forums than before, and I'm eager to discuss with you all! Finally, I would like to thank everyone for being part of such a great community. The game would be nowhere near its current state without you, and we can accomplish even more great things together!
    9 points
  2. I have for quite some time felt that 0 A.D. deserves a more passionate and active project leader than me. I still care for the project and its progress, but I don't have the same interest in it any more. That might be fine for a semi-regular contributor, but it's not ideal when you're the project leader. Now I've found the perfect replacement: Nicolas Auvray, also known as Itms on the forums and in the IRC channels. He has been a part of the project for several years now, and has proved to be a valuable contributor, a sensible and thoughtful leader, and a good friend. I asked him whether he wanted to take over the leadership, after careful consideration he said yes and we presented the possibility to the team who agreed it was a good choice to move forward with Nicolas as the leader. I have confidence he will revitalize the team and work to guide 0 A.D. through the Alpha process and into Beta and beyond. I will still be around to help out with administrative tasks, being a part of Wildfire Games is too great to miss out on completely. Please also welcome Imarok who just became a part of the team! He's been an active and skillful contributor for quite some time now, so it's nice to be able to encourage that by welcoming him into the team.
    8 points
  3. Nothing special to mention but Rise of the East has been updated to Alpha 21 (along with some fixes thanks to our great testers! ) http://www.moddb.com/mods/rote/downloads/rise-of-the-east-21 How to install: 1. Unzip the download but leave the inner archive intact. 2. Place the unzipped folder into /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
    6 points
  4. 3 points
  5. There is a ticket with some considerations on the subject: #3261
    2 points
  6. It's certainly something that would be nice to have, it's not to easy to implement though, so it might take a while before it happens.
    2 points
  7. Maybe fields could be finite at first and then upgraded to infinite fields by a technology? (Not sure what to call it, but there are probably several good names.) As a side note, I think it would be nice to have a visual way to quickly know which fields have the maximum gatherers. A glance over the fields is a lot easier than having to hover over each one.
    2 points
  8. Seems like this is RTS games release week - 0 A.D, a new development version of Battle for Wesnoth, and now Widelands as well. We have just released Build 19 Widelands is a free, open source real-time buildup strategy game with single player campaigns and a multiplayer mode. The game was inspired by Settlers II™ (© Bluebyte) but has significantly more variety and depth to it. You are the regent of a small clan. Your task is to build an ever growing settlement. Every member of your clan will do his or her part to produce more resources to further this growth. Widelands offers a single-player mode with campaigns that tell stories of the tribes and their struggle in the Widelands universe. However, settling really starts when you unite with friends over the Internet or LAN to build up new empires together – or to crush each other in the dusts of war. Widelands also offers an artificial intelligence to challenge you. Homepage
    2 points
  9. Yeah, I imagine. That's exactly the reason I said I do not demand this in any way. When you wish so, it would be something nice indeed. Thank you for replying,
    1 point
  10. 1 point
  11. I think we can have both, if having both won't be much of a bother. That way, we can let players choose what suits him best.
    1 point
  12. the implication with towers generally seems to be that a defender just comes with it--where else does its line of sight come from?
    1 point
  13. Uploaded the mod files, they're very thin now, not even a MB. Also posted an script for UNIX developers to deploy their mods into their respective mod folder. Installation instructions for non-developer players are just the same as before.
    1 point
  14. Thanks - I have so much fun making it. I came there to translate and then ended up developing as well.
    1 point
  15. Ah, don't worry. I'm glad I could help, and better it was something easy to solve than something that was truly wrong with the game
    1 point
  16. Are you sure you are not running the installation file again rather than the application? Just to rule out the obvious Do you run it from a menu option or double-click a file? (If the latter, what is the name of the file?)
    1 point
  17. You should be able to select the particles by pressing down the Alt key and then selecting them
    1 point
  18. My section is done And the full overview: Who's next? Community_Map.zip
    1 point
  19. I think the tile floors make it look civic. I would go with dirt floor.
    1 point
  20. That might indeed be true, the Siege Workshop looks too clean and prestigious for a workplace. It should look a bit more humble, dirty and military I think...
    1 point
  21. The major difference in my proposal is that one type of field would be only a finite supply. So you have to replenish fields every N minutes if you want the faster gahter rate. So players would have to decide whether they want the benefit from paying much attention to the economy or whether they don't have the time to focus on it and pay with slower gather rates - or combine both approaches. It would also look graphically very different, some green apple tree fields, some of these new wheat fields.
    1 point
  22. To me it seems like added complexity without enough benefits. Especially since we have a ton of buildings without that much difference already. If so make one bigger and one smaller, that way the difference could be: small, cheaper temporary fields which can only be gathered from with one unit, bigger, more expensive, fields with infinite supply which can be gathered from by multiple units. That way there would both be a bigger difference than just gather rate, and also incentive for building farms farther away from the Civic Center which would make raiding farms more viable. Just a thought
    1 point
  23. Hmm, I like your thinking for vanilla game. But I will go different direction if and when VisibleGarrisonPointClasses patch is (finally...) committed to the game. Bolt shooter were basically not use on the battlefield very often even by Romans. They were used in sieges and especially in defenses! On walls, on ships, in towers. So... When VisibleGarrisonClasses is committed, I will differentiate the bolt shooter by making it the siege weapon that can: Pack and move in a cart (I will make stone thrower a stationary siege weapon, like I already do with the Onager, build by soldiers in the field) Garrisonable on ship decks, on fortesses, and on walls and towers (stone throwers cannot) This makes them function 100% different from stone thrower and make them a defensive artillery. EDIT: Also, remember there are 2 type of splash damage: area and linear. Bolt shootr have linear "splash" damage already. So maybe make this more useful in some way.
    1 point
  24. Well, considering it's a big arrow, perhaps it can hit more than one person? And seeing as we don't have morale etc, a small amount of hitpoints lost can symbolize the effect of seeing the guy next to you fall down (I guess that could apply for everything to some extent, but sometimes things are needed/must be motivated by gameplay reasons ), or for that matter that you might stumble as you try to get over his dead body or something.
    1 point
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