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Showing content with the highest reputation on 2018-05-15 in all areas

  1. Now you have a good example of why going to platforms like steam too early might be fatal.
    6 points
  2. Yay giant kaiju battle:
    5 points
  3. (Only my computer had them)
    3 points
  4. Their publicity might actually have been their undoing. They grapped attention, raised hopes, and published promising teasers, therefore people had high expectations and they were unable to live up to them. Selling an unfinished game might be a disappointment to many, but if they had postponed their release they would probably have lost most of their potential customers too. Contrast this with 0 A.D. Wildfire Games does not promise anything, clearly indicates the game is in development, and does not sell it is a product. It's a long-term project and I hope it'll never be finished: the honest permanent alpha stage is possibly its greatest strength. So what can we learn from them? Nothing we already know: publicity is nice, but focus on developing and improving the game; do not release or endorse an unfinished product. Let players do the publicity instead of the team. Basically business as usual.
    3 points
  5. No moving to 0ad is the best they can do
    3 points
  6. I kind of feel bad for these guys... I wanted to like it. I don't really understand what happened. It was a nice project with lots of potential but they shot themselves in the foot by releasing it so early... Looks like they could have really used another year of development... Maybe the budget ran out, and they just "needed" to start making sales?
    3 points
  7. They even haven't scenario editor or LAN. and no campaign. and a DLC with OST.
    3 points
  8. We tried demos of many options in the past when we were designing the current GUI. Honestly, bottom left for the minimap tends to work best. Our current layout isn't in the actual left corner, but it's close and works well.
    2 points
  9. Using the same height of the civil centre
    2 points
  10. Done the two missing buildings:
    2 points
  11. Hmmm... I wouldn't know... Surely, they must have some skills we could cannibalize, no? We could definitely learn something from their publicity... They made it look like the next best thing in classic RTS, even though its not even 1/10th of 0AD... How does Empires Apart actually compare to AoE definitive edition? Curious about AoE IV, when is it coming out and what could we expect from it? I think once campaigns start being implemented, 0AD is going to be the undeniable king of the historical RTS games... (I already think it is, but some people are all about the campaigns) I think Wildfiregames is one of the most interesting development environments out there (not that I know so much about it), and the nature of this community comes with its own challenges, but it also seems to be the most potent! It's really fascinating to see so many volunteers working together, essentially on whatever suits them. This "who the shoe fit, let them wear it" approach has really brought so many wonderfully interesting levels of detail to the game. There is just so much here... The dynamic and constantly growing community also adds a lot. Its not a static team with dogmatic views, but is constantly adapting to new people, skills and resources. New possibilities are constantly being explored, tested and adapted... It's lovely to imagine who might come up with what next In a random response to the critiques of 0AD. It is indeed not a finished game, and this is not a secret. But to be fair, most issues like lag on large maps/high pop and pathfinding issues affect every other similar RTS, and 0AD has progressed enormously over the years. It's almost as if 15 years of development is finally bearing fruit , the sweetest fruits in the genre I can only dream of what Beta will be like, let alone a mythical official release of the finished game... I don't mind the perpetual development though. Its one of the biggest plus points of 0AD. It constantly gets updated (I hope forever), so none of us really know what the future may hold. If we look at the trajectory, its going to be the most AWESOME RTS ever! Yeah, and we'd probably have to delete this entire thread as well because, you know... Although I'm sure some of them would have already read it Dillema's...
    2 points
  12. ^ - True dat. Now I'm tempted to suggest that an answer to the FAQ "Why not 0 A.D. on Steam?" is "Empires Apart. Nuff said." Though it's not really "early" by their standards. I remember that they actually delayed the release for about half a year. I'm actually surprised by the review's criticism: - Bad pathfinding - Missing animations - No Campaign - Horrible AI These problems are also present in 0 A.D. but is in a much much better form... in Open Source Alpha. Not to mention you guys are in a better situation feature-wise as well. I hope that Slitherine won't make excuses for supporting Empires Apart. Staying quiet, moving on to other projects, and forget it ever happened is the best they can do.
    2 points
  13. I like your eye candy. It reminds me of the original intent with the UI. I was intended to be very circular and orb like. We had planned to do lots of context sensitive commands that appeared around objects that we're clicked to minimize the mouse cursor travel all over the screen. It was annoying at 1024x768... I can't get imagine what it's like in 4k. Another:
    2 points
  14. Hmm, the difference being that Empires Apart is claimed by their developer to be a completed game. WFG does not claim 0 A.D. to be a completed game. I wouldn't buy 0 A.D. in its current state, but like I said, WFG doesn't pretend they have a complete game on their hands, while the Empires Apart devs do. lol
    2 points
  15. When I was a beta tester that thing was an pre-alpha, so the game still in alpha or beta. but the publisher buy some publicity from youtubers. The only guy admitted they make a video because somebody send a code as gift. Mayorcete test many games but I'm sure when he is not totally enjoy something. They try to make a tournament in a Italian castle.(video by Zeroempires) I forgot this. https://steamcommunity.com/games/530630/announcements/detail/3338732583910258854 TheViper wins. https://www.facebook.com/empiresapart/ But in the comments the people ask to fix bugs. And Mayorcete makes a raffle of 10 free codes to changes in steam.
    2 points
  16. The current GUI has empty space on the left and right (assuming a wider resolution than 1024x768), so it works left-handed or right-handed.
    1 point
  17. In the case of the Gohma one of their units flings very small larva, I could probably just give the larva no collision.
    1 point
  18. @Shiyn Very interesting design! Kind of looks like a boat. It leaves the lower right corner empty which makes it easier to make extra large selection rectangles (at least for right-handed users). There is a lot to like about that GUI. They only had one resource to display though. Also, battalions / squads weren't displayed (but there was room). Actually, I think it works better on the left for right-handed people. When making a large selection, a right-handed person will normally start at the top left and drag to lower right. If there is a large piece of the GUI there, then they would have to stop before they reached the GUI which makes for a smaller selection rectangle. You could allow dragging / release on top of the GUI, but that's not something most players would intuitively do. This only applies to large selections; smaller selections don't need the extra space.
    1 point
  19. rome_struct_2 looks good for roof, the only issue left would be the darkening of the bricks
    1 point
  20. Yes, the brick had the same dark zones glitch but with stronger difference.
    1 point
  21. the darker tone remains even with brigther textures:
    1 point
  22. Salve conservis Camertem, I am the leader of a small multi game modding team tied to our main gaming clan that has decided to come to 0 AD. Our vision is to create an organized modding team that teaches newer players how to mod and then offers for them to join the ~~mongol horde~~ modding team when they finish learning. We have decided to make full use of the principles of division of labor and divide our modding team into "jobs" (texture artist, modeler, coder) and games (minecraft, 0 AD, minetest) as to ensure that each modder can focus on their side of the project and we can get more done at once. How it is planned to work: There is a player who is new to 0 AD who wants to learn how to mod, they are then asked if they want to join this team and learn how, they get given the invite link and brought to the discord and taught how to mod using guides and questions to more experienced modders, once they learn how to mod they become a full modder for the team, the team votes on what mod they want to make next, say they want to make a new walls mod that adds new reinforced palisades, the texture makers work on making great art for the mod, while the textures are being made the 3d modelers would work on making the 3d models and meshes, the sound artists would use programs to make good sounds and music for the mod, and the modders would code the mod itself, everyone would closely work together on github and be organized, everyone would have their job and help work on the same mod to ensure quality and speed, the mod will then be beta tested, then if it passes beta testing and is found to be bug-free the quality testers would test and rate the mod, if the mod passes it will be released on these forums and on our gaming clan forums, if it does not pass then the quality testers will share feedback on how to improve the mod, and the team will work on fixing the mod based on the feedback, then they will take it back to the quality testers, if it passes see above, if it does not then the cycle repeats until the mod reaches quality standards
    1 point
  23. Hello @Imperator Ferrum Princeps I and welcome to the forums. I'm a member of the council of modders, 0adMods on github, Fallen Empire studios another mod under the council of modders, and uh well the main development team of 0 A.D. We already have a few mods going on: - Aristeia - Terra Magna - MilleniumAD - Ponies Ascendant. There are also independant modders here responsible for: - Delenda Est - 0abc mod - Monkey Wrench - and probably some more There are also quite a few dead mods here too. Recently the game has made it easier for modders to share mods using the moddb api, with a thing called modio If you need getting started let me know. I can help you with anything art related , or lead you to someone that knows more than me if that's related to programming. How many of you are there exactly ? How much time do you have ? Modding is quite time consuming and it's better to be organized if you wanna be productive. Good luck with your future endeavors
    1 point
  24. My small modding team has begun a fork of this mod that aims more for hardcore realism and lots of fun content and civs. https://discord.gg/hpdWE4H https://github.com/Ferrumian-modding-team/rerum_aestimatione_magni
    1 point
  25. They put themselves in a position they had to release it. Last year they declared the game would be released in 2017; on February 15 they announced the release would be at March 29. Once you've declared a fixed date you can't simply say `sorry, we're not quite ready yet, please wait another year or two`. And yes, they were probably desperate for money as well, personnel has to be paid etc.; hopefully for them they make break-even.
    1 point
  26. I disagree completely with that. Why wouldn't you buy it after an extra year of development. At least the people following them would see they're serious about the game... Releasing early feels like a failed cash-grab/desperation. I agree with all the rest though They've basically made themselves to be the No Man's Sky of RTS...
    1 point
  27. Send them a mail: "So, we noticed Empires Apart falling apart. A real pity, but not to worry. Just come on over to wildfiregames and apply your skills to 0AD instead. Help give birth to the real dream-RTS that Empires Apart wanted to be. Also, forget about money. Or fame. Or crappy textures."
    1 point
  28. They should have made this a mobile game, IMHO.
    1 point
  29. 1 point
  30. I got it. Git got a weird error/mix up when I renamed the shoushe model.
    1 point
  31. Ooo, sorry. Maybe someone can pull it out of archives so you can see it.
    1 point
  32. We haven't permission "old timer"
    1 point
  33. Excellent choice. His war against the Bulgars even starts at the nice, even 1000 A.D.
    1 point
  34. The game is very limited, so you can bored easily. only have few features like Blizzards game, but at this point, is almost dead. No LAN No scenario Editor 0 modding No campaign Ai worst than our sandbox Ai. http://steamcharts.com/app/530630 https://steamcommunity.com/app/530630/reviews/?browsefilter=mostrecent&snr=1_5_reviews_&p=1 They even make to have some more multiplayer. https://steamcommunity.com/app/530630/discussions/0/2828702372997344082/
    1 point
  35. I think you guys are misunderstanding what "soft shadows" means. In the context of graphics, 'soft shadows' means 'variable penumbra shadows'. In real life the size of a shadow's penumbra increases based on the size of the light and the distance between the shadow caster and the shadow receiver. So for example a tall tree casts a blurrier shadow than a short one: Or a giraffe's head casts a blurrier shadow than its legs do: And you can see here how the shadow smoothly becomes blurrier from the base of the tower to its top: The shadows are still sharp, but they look dramatically more realistic in terms of creating the impression of distance.
    1 point
  36. i would like to see a caveman mod or a undersea mod
    1 point
  37. Yes, I will update this mod to A23, but only after it's officially released, not before. The reason this mod also changes the GUI is because the default interface does not support displaying five resource types, nor more than 24 structure icons, etc. I'm not entirely satisfied with the results myself, it's a temporary solution, and will be changed later. Sorry, I don't quite understand what you mean. EDIT: If the corners are problematic, why not try putting the minimap in the middle then?
    1 point
  38. You seem to be assuming wider screens have more pixels, which is not necessarily true. If the resolution is kept the same, taller screens can display more (because a square is the most compact rectangle). A different way to visualize it would be by listing displays by height instead of width: Anyway, let's discuss your design; missing or unspecified are: game build and version name hero and catafalque icons research in progress faction emblem Furthermore, I'd recommend putting the mini-map at the right side of the bottom panels, rather than the left, because the majority of people are right-handed. Other than that, I like your concept :)
    1 point
  39. Hello everyone, I'm Chris and I'm from the USA. I would just like to say that It has been a real pleasure getting to know and play 0ad with people who enjoy this game as much as I do. Palaiologos - double headed eagle emblem, always fascinated by its symbolism during the middle ages.
    1 point
  40. @wowgetoffyourcellphone Yes! The colours are warmer, more vibrant, and yet, softer to the eye this way! The buildings should all be like these A golden cross on the top of the church should be good too!
    1 point
  41. Tweaked texture colors, also using the Roman texture for rooftiles:
    1 point
  42. Can I submit a single sample in English here first to make sure you are happy with the sound quality? Then I can look into Irish and possibly Greek recordings
    1 point
  43. that shield would be badass for norman knights, but the carolingian franks seem to favor the round shield
    1 point
  44. There's nothing much I can do with the mod unless the team comes up with some more interesting gameplay additions. @LordGood's new archery ranges and stables and workshops are intriguing though. I could try to make a coin resource, but whatever code I come up with will become deprecated lickedy friggin split. Another thing I could try is extending the slave/citizen concept to all/most civs per my gameplay proposal here:
    1 point
  45. Hi, I live in Ghana (where my father is from), GMT -0, but I grew up in Belgium, in the Flemish part (where my mother is from). Sundiata Keita was the founder of the Mali Empire, and I'm fascinated by African history and empires, so... That's where the name comes from... Oh, and my profile pic is one of the famous "Ife Bronzes", from medieval Nigeria...
    1 point
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