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  1. That is one of the main reasons why I like the 0 A.D. project so much, the specific names, history blurbs, and relatively diverse selection of civilizations have an added educational component. Indeed, which is further exacerbated by the fact those who already have AoE2 and AoM don't get the new expansions unless they upgrade to the new version.
    3 points
  2. While @feneur is right on his first point, I agree with @Tomcelmare to some extent since being a team member conveys certain level of responsability towards the core game. This is also very true for programmers where tasks may (or may not) be as fun as creating art, but they perform them nontheless. I like myself to work on "fun stuff" between "core" tasks too (l did some stuff for other mods) but I also try to keep an eye on art tickets and do some cleanup sessions from time to time. As for this case, I thought @LordGood was going to take care of it since he replied in the topic and seemed like he already knew of the problem.
    2 points
  3. I already got a little ahead of myself and got rid of the little gallery over the door, but otherwise did a few edits to the pack and model also put it in context with the savanna environment (should have done this in the first place lol) Glad you like it
    2 points
  4. I might have to tweak the design a bit to fit within a CC's recognizable shape, or not. I'll come up with something lol
    1 point
  5. First part must be the gate is a bit small for catapults, Second part is a bug in the game engine, that prevents to have garisonning as well as gate anims. #2679
    1 point
  6. would be nice to have a system like Warcraft and Starcraft where you could just right-click the icon making the stable train animals continously every time the building finish to train an animal, if food is aviable. The skill of the player is to keep corrals going without let your hunters stop to gather food. Actually if you continuosly train sheeps and keep the number of stable and hunters equal, they won't stop to work
    1 point
  7. You don't provide a color set ;-) else: https://wildfiregames.com/forum/index.php?/topic/20753-new-minimap-colors/#comment-316452
    1 point
  8. Nice buildings! I really appreciate this project. Historical RTS games have transmitted a lot of learning desires, but the most famous of them are basically eurocentric view. Showing African cultures being more than loincloth warriors it's very important. A pity that African Kingdoms and Rise of Rajas have been released this years. There's no conscience of the effects that could have had if that expansions had been released when the original AoE days. Back to topic, what about army?
    1 point
  9. I'd say there are two things to consider here: First: as Lion says people are more likely to do what they enjoy doing, and while it's not always as effective short-term it can bring benefits long-term as we can't pay people so there needs to be some other motivation. Second: Not everyone has the skills to do everything, so sometimes there might not be official tasks which fit someone's expertise, but a mod/own idea might provide something one can do. In this specific case I think it's far more likely that Johnathan and Enrique just forgot about it though
    1 point
  10. Civic Center should definitely be Egypt-inspire. Have nice white obelisks, monumental statues like pharaohs, but black Kushite figures instead of brown egyptian figures.
    1 point
  11. @Sundiata We could, for example, use "Fig. 32 Cerimonial walls in Musawwarat es Sufra" as model for a "Low Wall". What do you think?
    1 point
  12. @Sundiata We do not have any pictures or description for the following buildings for the village phase: Storehouse Corral -> the building where you can train goats, sheeps and sanga cattle Barracks -> the building to train soldiers Sentry Tower -> normally a wooden tower, but I was thinking about a brick / clay tower Low Wall -> normally a wooden wall, I was thinking we could use a brick / clay wall instead Outpost -> no, idea on how this could have looked like Dock @LordGood All buildings/units which @Sundiata or myself researched are described in our specification (https://github.com/Jeeppler/kushites_mod/blob/master/docs/build/specification.pdf). Not everything is added yet, but I try to keep it updated. You can always have a look at the specification for an inspiration of what to model next. @LordGood Could you render images for the tower front/back and the house variations front/back? So, I can add them to the specification and mark them as "modeled". @LordGood Do you want to be added as a contributor to the "Kushites Mod" GitHub Repository?
    1 point
  13. Ok...Now, it's not that I want to sound bossy, I have neither the skills, nor the legitimacy, not even the time to be, and it's obviously not the kind of attitude that can help... BUT shouldn't the dev team prioritize fixing problems like that, and making new cavalry models (dunno if the same people who are making buildings are working on it), like the great new infantry ones, instead of _for exemple_starting a kushite civilization (as exciting as it may be)? Not to mention that there are already several mods in progress (I didn't see any significant progress in Aristeia for a long time...) and a mysterious meso civ that has not appeared yet despite the preview pics... Hope I don't sound too harsh, because I really like what you're doing with this game, but I'm just worried that you'd disperse too much of your resources, talent and energy into new projects when there is still a lot to do with existing ones, and you don't have a lot of people to work on it...I actually don't think that Kushites are a bad idea, but, as far as I'm concerned, it should not be a prioriy right now...For exemple, there are still no specific wonders for Gauls, Spartans, and Macedonians, ships animations could be improved, little carthaginian walls have not been implemented, etc. I would also like to see byzantines, khmers and my proposal for Anuradhapura Kingdom being implemented too, but honestly I understand that it should not be a priority right now either. Focusing on the main game is better, I think. I really like the addition of the champion infantry for Ptolemies though! Obviously, it's a hobby for you guys, so you'll do what you feel you want to do, but I just felt I wanted to give my opinion on this! Whatever you do, keep the good work!
    1 point
  14. here's a first pass, I plan on adding a more structured cut stone for civic buildings where interiors are more visible. For now, I'm trying to get a nice color palette thoughts?
    1 point
  15. Wow!! Unlocking the camera zoom from the developer panel works great!! Maybe such degree of unlocking isn't desirable for normal use, but, after trying it, I strongly feel that more levels of zooming out should be allowed in the default behavior. Regarding units selection confusion, yes, I was using select box, but I find it difficult to see where are the units that can work, the units that can fight, and the units that can heal. I don't recall feeling this difficulty when playing AOE, I clearly figured out where was each unit type. But it was many years ago, so maybe my memories aren't accurate. Maybe one reason is the hybrid civilian-military units, which, even historically accurate, make gameplay less clear IMHO. Anyway, I feel that it would be highly desirable to study new ways for achieving an addictive gameplay in single player mode. AOE made you desire to start a new game when the previous one ended, and I still don't have this same feeling with 0AD (don't take me wrong, I love it, but I find myself enjoying looking at the buildings, the animations, and testing things rather than enjoying playing, which might be just a consequence that the game isn't finished, but could also be a symptom showing that addictive gameplay needs more study). Other minor aspects that maybe could be improved are corrals (if I'm understanding it correctly, you need to manually kill the animals, but it would be more convenient to have some workers doing the farm work automatically). And definitely, a more accurate depiction of each civilization religion in their temples/healers/monks/priests, etc... will add a more realistic feeling. Different healers could have different powers and habilities. Some temples could have (historically-based) additional uses (for example a monastery can have a very important library that helps make discoveries, or a liquor distillery, and there can be also civilizations whose healers are hermits who try to be alone, a distance from populated areas, and who would automatically walk away from populated areas (just a bit, perhaps, because otherwise getting to them for healing would be too difficult). Just quick ideas, but very cool stuff can be done with a more accurate depiction of the religion from each civilization.
    1 point
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