Leaderboard
Popular Content
Showing content with the highest reputation on 2017-02-14 in all areas
-
7 points
-
3 points
-
Two to three years is a little long for a first playable version. I think it is doable to have on around alpha 23 or at least with alpha 24 (though, of course, it depends a bit on what your understanding of a 'first playable version' is) I agree with the rest of your comment though2 points
-
Even with my low-end hardware, I know that I could've done a better editing job. But since I broke SimpleScreenRecorder, I'm left to reformat my system and "start over".2 points
-
Actually, in terms of architectural style and features, LordGood has done an amazing job of modeling these buildings. They're very clearly Kushite. In terms of texture, Kushites used both white lime plaster, and mud-plaster. But white lime plaster was used quite extensively, especially during the more affluent periods (not unlike the Carthaginians). LordGood seems to have gone for a sort of midway option. It looks good for now, but might be eligible for change later, if LordGood or other artists contribute new textures for the texture pack. In terms of decorative paterns LordGood nailed it again. In terms of the "Egyptian feel", that will become more apparent with the temple (lion temple of Apedemak) and the special building (temple to Amun).2 points
-
I wanted to show this, because i find it really impressive and amazing, 25k units without a mere blink of lag!? Not even in total war games. The fighting animations looks kinda wierd, but still, it seems awesome.2 points
-
Right, but I think Thor is saying that the CC and Barrack have a lot of overlap here in training so many military unit from the CC. I didn't like so much overlap --I prefer each building to be as unique as possible-- so that why DE took most of them out of the CC, just train spear infantry as the "male" half of the citizen selection in the CC.2 points
-
Creo que podría hablar bastante tiempo de esto, estudié comunicación y publicidad. Acerca de la radio. No buscamos competir, 0 A.D es más como una respuesta a una pregunta, la cual es en primer lugar lo privativo del software. Tienes razón en cuanto la del menu. Ten en cuenta que la mayoría no pasara del entorno del software a la comunidad e incluso hará las preguntas de donde haya experimentado el primer contacto. lo del launcher es buena idea pero, quien toma esas decisiones es el equipo de programación, lo mismo va para el editor de mapas. dudo que aquí haya alguien por dinero, yo mismo he hecho esto por pasión, míralo del siguiente modo. 0 A.D empezó como un mod del AoE clásico. En vez de hacer un juego para ganar dinero lo hicieron para ellos mismos. A esta altura yo no conozco a nadie que esté haciendo videojuegos y haya salido de este proyecto. por cierto lo de los servidores , hace poco salió For Honor de Ubisoft , ni ellos tienen servidores dedicados, están usando un modo P2P. El problema del desarrrollo lento no es el dinero. Aquí hay gente de muchos países. De muchos idioma. Cuesta ponerse de acuerdo. Lo de twitch es relativo. Youtubers creo que el más famoso Mayorcete con su canal Mayorcete Gaming. y onisiquiera tengo un solo amigo que se interese por el juego o por los RTS.1 point
-
And Palenque but I'm not sure. I need study this architecture more. But the kind of roof for example is very different from other places like Copan Ruins and the places where they started their cultural expansion.1 point
-
En esta vida no todo esta regido por una búsqueda de beneficios económicos. Como han dicho, este proyecto es básicamente un hobby para sus desarrolladores. Y lleva más de 13 años. Aquí no hay ni clientes ni ninguna intención de marketing, porque no se está vendiendo ningún producto. Hay un poco de publicidad para atraer más desarrolladores y que la gente juegue, pero hay que recordar que el juego esta en fase alpha: no está acabado. Los desarrolladores son conscientes de todas las cosas que has mencionado en el primer mensaje, y en función de la motivación, la disponibilidad y el tiempo las irán añadiendo. Aunque yo no estoy de acuerdo en algunas cuestiones de diseño (roles de unidades, etc.), es tan fácil como hacer un mod (por ejemplo el Delenda Est) e implementarlo tu mismo (buena parte del juego se puede modificar sin saber nada de programación y algo de inglés)... además es bastante probable que los desarrolladores se centren en las dinámicas del juego, el balanceo y el diseño cuando acaben de tener todas las funciones y características que vean necesarias (en la fase Beta). Moddb es una de las mayores páginas dedicadas a el mundo del modding. Y el hecho de que tus amigos se hayan cansado es una cuestion de tu entorno cercano (subjetiva), habría que ver el número de descargas/jugadores online y desarolladores activos para ver realmente si el proyecto está creciendo o no. Seguramente es fluctuante y crece cuando hay nuevas versiones, pero si lo vemos en perspectiva de años, el juego ha y está creciendo. Y el juego no ha evolucionado a peor: he jugado todas las alphas y el cambio se nota. Finalmente el lag no depende solo de servidores: como en muchos juegos se trata de una conexión entre jugadores en el que uno hace de servidor: ahí entra la calidad de conexión entre estos, pero mayoritariamente el lag es producto del calculo del movimiento de las tropas (el pathfinding). Es una cuestión muy difícil de hacer, que a la vez sea inteligente pero optimizada.1 point
-
1 point
-
@Tomcelmare there is this one But, it seems inactive and i don't know if the progress has been shared with the team1 point
-
1 point
-
Glory and Cult Statues How Siege Weapons are built is heavily modified for all civs Mercenaries and Mercenary Camps Technology trees completely changed, expanded, and complexity added Too many other thing to list here1 point
-
Okay, but this does seem to be brushing aside Thorfinn's concern without good reason. Would it be okay if farmsteads or any other non-military building trained spearmen as well because barracks have more troops and techs? However, Thorfinn commits a similar fault… Is it not just as strange that women would be "produced" at an administrative building? Perhaps we need to think of the civic centre with a new perspective before we can understand whether things need to change and how they could be changed. What if we view the cc not as "producing" units but organising the populace? Whenever we build a house we can assume that people are living in it but only once we "build a unit" do they appear to us because they have been "recruited" to our cause. In this way we can view the cc producing basic troops as the "council" deciding to organise the men. Perhaps troops should not gain combat experience if there is no barracks? General tip: if you want to change something in the game, first, before introducing new ideas, see if you can achieve the same effect by using existing mechanics. This is not only helpful for programmers but for the player as well, since they have less to learn and reused mechanics will become intuitive and instantly understood. Also, introducing a new mechanic might have unforeseen effects that are undesirable. By tying the number of barracks to the number of cc's, you'd have to keep a tally of how many cc's you have, would that need another counter on the HUD like for citizen count? What happens if a cc gets destroyed? What if I have an island colony and can't build a barracks on it because I'm already at max; do I need to destroy another barracks first? What if I have an island colony and a cc is destroyed! Do I then have to destroy two or three barracks before I can build one on the island?… It starts to sound a bit messy. To limit the number of barracks a player can build, IMO it makes more sense to impose a minimum distance between barracks, just like for towers.1 point
-
I do not want to go off topic, but I would add the DE features, like Cult Statue, Mercenaries for Merc Camp, etc.1 point
-
1 point
-
IMO Building so many barracks for me is just making the game less strategic and overtime become so messy. This is the one thing I dislike in AOE2, RoN, EE and many other strategy games. I know lots of players want to finish quickly but it's just too far from real. There should be a limit to one barracks for every CC or Fort so if you have 2CC and 2Forts you are allowed to make 4 only if you want more barracks in the frontline you can delete the one behind and build it there. The point is we should have maximum limit. Off topic: This should apply to merchants, markets, temple, smelter and any other buildings that produce units or upgrades.1 point