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  1. Hello! I thought I'd offer to help out. I'm a video editor & Web Developer that absolutely loves this game and would be happy to help out. Position: Video Editor (also any web development) Do you understand that Wildfire Games is a non-commercial project, work for 0 A.D. is volunteer, and work is done for free? Yes Do you agree to distribute all your work for Wildfire Games under Creative Commons Attribution Share-Alike license? Yes Are you sure you are not wanting to work on something programming related? (Then you don't need to send in an application form.) Maybe in the future but not right now Name: Sean McManus Email: mcmanussean@gmail.com Location: Boston Massachusetts Availability: It will vary but a few hours a week I think should work Age:(Optional) 39 Occupation: [(Optional) Software Engineer / Web Developer Skills and Experience: I'm a web developer / software engineer / video editor professionally with over 18 years of experience Motivation: I love this stuff. Personality: Creative, intelligent, easy to get along with occasionally funny. Short Essay: I absolutely loved loved loved age of empires.. for many many years and then life sort of got in the way and I was distracted by other things. the last year or so I've been wanting to get back into it but I have a modern mac and haven't been able to get it running without hacking too much. I also wanted to find a more modern version of it that could make the gaming experience more exciting / challenging. I looked for months and months watching loads of youtube game reviews and googling for days. It was incredibly frustrating. I would have paid just about anything to get a game like this. Somehow on some random forum (don't remember where) someone mentioned 0AD and I was like WHAAAAAATTTT??? I did a bunch of research and was shocked that this awesome game was there all along and wasn't able to find it despite searching for so long. I would like to help bring more awareness to this amazing project / game and I have a skillset that I think / hope would help. Interests and Hobbies: I'm an huge sailor, spent most of my 20s teaching sailing in Santa Barbara California (it was amazing) I'm also a musician I've recorded two albums under my name ("elevated" and "a new world again") they aren't great so I'm hoping to start recording again under a new moniker. I'm also big into photography and film making. Staff:(Optional) nope Community:(Optional) none Favorite Game: Oad is my current favorite. Age of Empires is my favorite of all time Work Examples: you can check out my linkedin: https://www.linkedin.com/in/mcmanussean/
    3 points
  2. Hello and thank you for your application. I'm pinging a few people @implodedok @Itms @BrynnOfCastlegate so you can get more feedback on what you can do with us. In order (Web and Sys Admin), (Project Leader), and (Lead Video Artist) If you know how to compile in Mac your help would be precious to test the next release candidates. We don't have much video editing to do right now (Though showcasing art commits when they occur might be nice) so It will be a bit empty for some time, but we need some help on the web design field, so I'll let you talk directly with Implodedok in that area. Hope you'll enjoy your time here with us on the forums, and do not hesitate to drop by IRC. (We are mostly in Europe, so we might have delayed conversations)
    3 points
  3. Wow, very nice work! I think ships should generally be smaller (and wider) if we want them to function like they did in AoE 2 where they mainly shot arrows. Right now our ships are just like our siege towers (that have fallen over into the water) and shoot arrows based on garrisoned troops. However, I think large ships could potentially be better, but that would require some gameplay changes. I would treat ships more like movable structures and give them build limits to prevent the AI (and players) from completely clogging the map. Another benefit of treating them like structures is that it allows for other types of gameplay such as boarding, etc. I tested code awhile back to allow sunken ships to stay on the bottom and then slowly sink through the seabed, but it never looked right with a perfectly intact mast and sail halfway sticking out of the water. I'm hoping that these new designs give more flexibility for part separation / animation. That will also allow them to break up when ramming is implemented.
    2 points
  4. Finished base mesh, only missing secondary details (Ram, sails, deck props, back tent, boarding ramp)
    2 points
  5. Welcome to the community! Stan has said it all, I would only add that if you are into creating beautiful screenshots for promotional purposes (it is video editing but with only one image per a big number of seconds, no? ), we are also interested in that.
    2 points
  6. http://www.squidoo.com/10-women-warriors-of-history
    2 points
  7. LoL Since STK is going to steal our Privacy Policy, we might steal their LOD code
    2 points
  8. Rainy forest, its very cold site. in the Higlands like my country, i love, feels like Florida in winter or Washington in October. but very rainy. you can see, any tropical coconut tree. Warfare. yes in 1940 or '40s they believed that...but. so they are city states. https://www.thoughtco.com/the-ancient-maya-warfare-2136174 Kalakmul
    2 points
  9. http://www.ancientportsantiques.com/wp-content/uploads/Documents/ETUDESarchivees/Navires/Documents/RepublicanWarships-Damato2015.pdf
    2 points
  10. It made sense also because the Gauls share the same archeological culture, the same language and had a very connected network of settlements sharing the same evolution during a long time period. The same for the Iberians. Regional specificities are minor and not temporally constant, in contrary to the Greeks. It means an ethnic centered mod which is problematic for the Germanic factions where the North-West Germanic languages didn't splitted before the third century AD and the West Germanic languages didn't splitted before the sixth century AD. Moreover their ethnicities are well mixed and shared together by huge confederacy system that appeared during their history like the Suebi/Suevi, the Marcomanni, the Alemanni and the Franks. Plus the Merovingian and the Carolingian dynasties are new levels of complexities from an ethnological perspective.
    2 points
  11. Hi!, i have been working on a high poly model of an athenian trireme based on "Olympias Trireme" for later bake on a low poly one and for fun. Here are some screenshots: Its also Modular for easy modyfing: Gonna be adding details and everything i can see on the references i have, and finaly leave the 3D model as a 3D Tour on Sketchfab in name of 0 A.D.
    1 point
  12. Weapons. Maysn replica knife. https://en.wikipedia.org/wiki/Maya_warfare Mayans at War: Long Distance Weapons The Mayans had both long-distance weapons and melee weapons. The long distance ones included bow and arrow, blowgun, slings and throwing spears. When the atlatl or spear thrower was brought to the Mayans from Teotihuacan around 400 A.D., it was quickly adopted and became the Mayans’ dominant long distance weapon. The atlatl greatly increased the accuracy, force and range of the spear; when thrown from an atlatl a spear reportedly could pierce the Spaniards’ metal armor. The blowgun was predominantly used for hunting, but it had some wartime uses as well. Mayan warriors used bow and arrows more during the Post-Classical era. https://www.historyonthenet.com/mayans-at-war :.. Sling. http://www.native-languages.org/weapons.htm
    1 point
  13. Thanks! For smaller ships it would mean remake all the ships again to match the AoE 2 size, but lets have an idea why ppl would play a copy of AoE? when they can play the legendary original one wich is constantly developed with mods, that is my tought with making 0 A.D based on AoE (and i'm not a multiplayer guy i always play against IA) and i see 0.A.D for better future project than AoE if its properly developed at high scale not giving limits to what can be added based on rigs or players (I can't play egypt map properly but i just don't play it ). I see more 0 A.D. like an full scale RTS game like Total War battles (batallions included with better naval battles, walls climbing and siege towers boarding) rather than just an static i hit the air and thats -5 hp based on unit stats and ships shooting an arrow to a root point dealing 100 damage based on infantry rather than having a ship as a movable structure as you say but firing a cloud of arrows based on ranged units on deck. For now they are the same of AoE but with better models, but is better have a future vision for ship boarding, ship ramming, burn ships, breakable zones (Yes they can, even if i don't upload blender files because they can get damaged (i have many copies) they can be remeshed since they are being exported as dae and are simple meshes with prop points) take a look of naval battles in Rise and Fall Civilizations at war, they use meshes proportional to units but not real size scale (some like the ones i've made they wouldn't carry 100 troops but at least 20 or 30 for make a nice visual battle.
    1 point
  14. I think they rolled it up during engagements. But the angle of the mast could be a little steeper, so the sail would end up a little higher. The mast doesn't need to be as long either. I don't think the sail should extend beyond the prow ram of the ship. Anyway, amazing work as usual, @Alexandermb
    1 point
  15. Very nice. Only need the new sails textures can someone tell me why they would put a sail someplace that's very likely to be damaged when ramming another ship ?
    1 point
  16. The African Queen Who Stood Against Rome A bit simplified and romanticized, but an entertaining 4 min narration of the Kushite Roman war nonetheless. Cute animations. I wish some of the bigger Youtube History stars like Kings and Generals or Epimetheus would make a few videos on the various chapters in Kushite history... Apparently Will Packer is even going to produce a movie about Amanirenas for Universal (although there are very little details available).
    1 point
  17. Actually they have it too, in a lesser extent
    1 point
  18. Superpowers wars: Tikal Calakmul. https://en.wikipedia.org/wiki/Tikal-Calakmul_wars#/media/File:Map_Kaan_%26_Mutal.jpg https://en.wikipedia.org/wiki/Tikal-Calakmul_wars Kalakmul ruins. Masks from the tombs at Calakmul were meant to ease the passage of the Snake elite into the next world. Royal visages made of green jade, more valuable than gold to the ancient Maya, evoked the annual agricultural cycle and regeneration. https://www.nationalgeographic.com/magazine/2016/09/maya-empire-snake-kings-dynasty-mesoamerica/ In a bid to dominate the heart of the Maya region, Snake forces attacked the rival city-state of Tikal on April 29, 562. In this interpretation of the moment of victory, King Sky Witness stands in triumph over Tikal King Double Bird, who is bound at the Snake king’s feet. The loss sent Tikal into a 130-year decline. ART: TOMER HANUKA. SOURCE: SIMON MARTIN, UNIVERSITY OF PENNSYLVANIA
    1 point
  19. No problem, i need to clean all blend files (multiple copies of them + lots of trireme.001 trireme.002 like textures because of reasons) there are 6 in total.
    1 point
  20. https://www.thoughtco.com/ancient-maya-architecture-2136167 https://www.thoughtco.com/ancient-maya-economy-and-trade-2136168
    1 point
  21. Probably not Triremes. https://www.lavanguardia.com/local/girona/20170101/412998512665/arqueologos-reproducen-3d-barco-ibero-cap-de-creus.html https://elpais.com/ccaa/2015/10/06/catalunya/1444164898_572579.html https://www.researchgate.net/publication/43327782_Historiografia_sobre_la_Marina_en_la_Antiguedad
    1 point
  22. Check this..: -Mexican are good with marketing and Tourist...- we need learn a lot from them. i mean the rest of central americans. More Culture: Clothing http://www.mexicolore.co.uk/maya/teachers/what-did-the-ancient-maya-wear
    1 point
  23. So if this isn't easy to realise in game settings I see there a few possibilities. 1. Have two different installer. 2. The game comes with no models. The models come as two different mods. The mods override each other. 3. A download option in the installer or game setup which override the exiting models. Sorry for being a little bit off topic.
    1 point
  24. we are hard to add for main game, for now but here my friend @Sundiata bring us Kushites when we don't plan add new for faction for a while. He can help you to bring the faction tonTerra magna, Kushites started in Terra magna.
    1 point
  25. Petra and the Nabataeans are probably better suited for the vanilla or for Delenda Est.
    1 point
  26. No, because we haven't enough sources to fill a cohorent faction, nor heroes, nor wonders... May be Petra or Palmyra or Saba... But Arabs with that name is like suggest Pre Columbian culture in a single faction. Unless you help to provide us many visual material.
    1 point
  27. I think ethnicity in the Middle East including the Arabian peninsula is actually incredibly complex. I'm personally not in favor of ignoring political realities to create a single muddled up faction like the "saracens" in AoE, based solely on the notion of shared ethnicity. The Umayyads were a vast and multi-ethnic state that incorporated Arab, Persian and Byzantine influences, as well as everything in between, and far beyond. I'm in favor of depicting an actual state that really existed, rather than separating a "single" ethnicity from that state, stripping it of all non Arab elements, of which there are many, and then present it as a historical faction, which it wouldn't be... It doesn't make sense to me. It made sense in vanilla for the Gauls because of a lack political cohesion, and the Iberians because of a lack of references. Neither of these things are an issue with the Umayyads.
    1 point
  28. Btw i may need some references for this ones: Persian Trireme. Rome Trireme. Cart Trireme. Gaul Trireme. Iber Trireme. After looking the ships, ptol trireme only has 2 rows of oars. Rome ships should include all designs since they have a lot of ships ? or they enter in the DE Timeframe? After ending all triremes i go for biremes, gonna need the references for: Hellene Bireme. Pers Bireme. Cart Bireme.
    1 point
  29. Reduced the tris amount of the oars from 38 to 23: Before After
    1 point
  30. I wonder if the ships in game shouldn't just be smaller.
    1 point
  31. Tought this ship would have less tris, but ended having the same amount because of shields:
    1 point
  32. 3rd trireme Done! missing only the cloth and the shield props.
    1 point
  33. The first ship alone has 7k, 2nd ship alone 5.5k so it may be 11k tris the first ship and 9k the 2nd ship (maybe less). After all the ships are done and the texture is modified by @Lion.Kanzen or @wackyserious or any other and nothing more is needed to be adjusted i can go with decimate modifier and reduce some tris (if it doesn't affect the visual aspect of the ship). The more tris came from the side of the ships, all those wood rectangles plus the inferior zone, a closed design ship like rome triremes would take only around 4k tris + 4k more with oars. The base of the mesh only could have around 600 or 1000 tris: Blender tris:
    1 point
  34. The ships have around 7 or 6k, but they become 12 and 10k tris when the oars are added. Yes, both sails needs to be modified to be adjusted to the new mesh (More width less height) Front sail same issue, (more widht less height) and increase wind effect with animations.
    1 point
  35. Done with the main mesh, 2 of 3 reference ships done. Missing both ram only. PD: Could be nice to have the blue wood zone or the red eye with player colour.
    1 point
  36. Evolution of trireme in 0 A.D. Closer look at another bake Need to finish the ram better detailed, and add more details if its desired.
    1 point
  37. a few test screenshots i took in my work. Front sail will have to wait until i get my files or i get free time for make once again the armature and wind effect with cloth simulator.
    1 point
  38. Almost done with the 0 ad model, just need to make a few tweaks more and adjust the sail mesh
    1 point
  39. Almost done with the baking, all pieces modular, still need to finish tail and chair. Still missing add the back zone oars.
    1 point
  40. Preview of the low poy baked: Remember its modular so i can cut the rows N times desired. However the Tris amount its kinda high for a ship (Around 6k and still needs the 3 line of oars for each side, mastiff and back zone) gonna try decimate it when finished. Also the higher amount of tris its on the upper zone.
    1 point
  41. Would look weirder with off scale units :/ I guess make it the same than the other triremes.
    1 point
  42. Should the low poly for 0 A.D. be real size lenght or a few less oars? High poly: Side Screenshot:
    1 point
  43. Update: Added Temporary Oars. Added some Oars Slots.
    1 point
  44. Nice. For the "low poly" game version, perhaps have the front and back halves be props which break apart when sinking, as if the center of the ship has buckled.
    1 point
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