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Showing content with the highest reputation on 2022-01-28 in all areas
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Hi, I'm Saifeddine, a Tunisian music composer, producer and sound designer but also multi-instrumentiste based between Paris and Boston. My Audio Portfolio : My Performance Showereel : I'm here to offer my help with music and sound design of the game if needed . looking forward to here from all of you Saifeddine Saifeddine Helal Resume (Composer & Producer).pdf3 points
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I think we need to try some opportunities for differentiating civs. I recently made a mod change gameplay as a whole, but a more conservative approach would be to only differentiate a few factions. Also since gameplay mainly stays the same, people do not need to adapt as much to the new settings to enjoy the game. I differentiated the following factions: Athenians: Can now reasearch economic technologies for 50% less metal. Coupled with the extra metal mining speed this encourages players to use p2 earlier than other factions. Gauls; Can now train fanatics for -20 metal in 15 seconds. This should allow fanatic rushes to be more succesful. Also the slinger becomes available in p2 in the CC, which means that if you go to p2 early without barrack, you can use that precious stone to train infantry (slingers). Kushites: Can build small pyramids for 150 stone in p1 and have 50 meter aura. This makes their eco unique. Mauryans: Can build pillars in p2. Pillars reduce the research time of nearby structures by 50%. Persians: Can now train spear cavalry in p1 at the CC as well as jav cav. Their skirmishers cost -20 wood and have -20% attack. Having access to the skirmisher is an now a bigger advantage for the boom, encouraging Persians to reach p2 earlier. Their CS melee cav and archer cav is now better(see below) also encouraging p2 play more. It also creates a quantity of quality approach for Persian infantry. Romans: Can open/close the doors of Janus in the temple. When closed the temple has no additional aura. When opened Infantry trains 20% faster and need -20% experience for promotion but they gather resources 20% slower. Spartans: Skiritai are now rank 2 but move 30% faster. I am curious to see if faster speed is more fun than bare strength. Also I want to add a few minor balance changes Archer v skirms changes Archery tradition is 50% cheaper, but requires p2 (a net buff as nobody would do the tech in p1 anyway) Iberian team bonus only reduces the food cost of skirmishers by 10%. Cavalry changes: Rome/Iber Champion cavalry nerf: Rome cav loses 2 pierce&hack armor, while Iber champ cav loses 9 pierce attack. Merc cav now cost 95 metal. Spear cav gets +1 hack/pierce armor and axe cav gets +2 hack and +1 pierce armor. Promoting CS units from rank 2 to 3 now requires +50% XP Melee infantry get +9.1% attack (NB This also affects the skiritai and fanatic). ps: I also worked on another mod and posted at the forum earlier. However rest assured that I won't spam mod suggestions as I do not intend to make more than these two. For the other see https://wildfiregames.com/forum/topic/68779-expansiongameplay/?do=getNewComment Proposed-featuresmodV2.zip2 points
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Thanks @Radiotraining for your warm welcome, glad that you took the time to hear some of my music. I will be happy to add value to the game. I try to suggest some stuff in the next days but also waiting for suggestions and ideas that can guide me. Saifeddine.2 points
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Checked out your Soundcloud. Awesome stuff. I honestly think Carthaginians and especially Kushites need a lot of help in the music dept. Are you someone who has experience in a lot of ethnic/world instruments? Or maybe you'd like to brank out and experiment with new sounds and instruments? Each soundscape @OmriLahav has created for the civilizations in the game has a unique ethnic flair. Are you willing to do research into those cultural music traditions to attempt to create something fresh and new, but authentic to that culture? Again, really impressive portfolio. Hopefully @Stan` and/or @OmriLahav can talk with you more! EDIT: The game's combat/war music needs more variety for sure.2 points
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Taking inspiration from this thread : Following Stan suggestions, I decided to experiment a bit this feature in my mod by creating some gradual damage textures. Although not perfect, I'd say the result is not too bad either. Still better than nothing. I imagine Stan had some better ideas when he talked about various prop-points for fire and smoke effects (right now everything is all kinda basic). The material is, as usual, in the same repository on github. I don't know about the poison/"burning effect" to deplete the health. This is something I still have to look on. But yeah! I'm open to feedback and suggestions. I guess it's easier to experiment alternative feature elements on a spin-off mod before implementing anything to the main game2 points
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Shaded the details, infantry simple lamellar now ready to be committed, together with the shaded tunic.2 points
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Some experiments, I am redoing the armors too.2 points
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Attempt to upgrade the Han clothing textures to have proper UV dimensions with the new mesh, this is using the m_tunic_short.dae mesh. @Stan` @wowgetoffyourcellphone @wolflance As seen in the interpretation below, the loosening of the pants starts above the footwraps Planning to: change footwrap to white and pants to a dark tone just like below2 points
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I see so it was a gameplay feature, it is a little odd to witness though, maybe it can be improved or explored more in the future.2 points
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Eae. While the game is more balanced overall in A25 there are still generally strong and rather weak civs. Therefore i started a table to outline possible ways to give more individual character to each civ, which should make some historical sense and also take into account Balance by including targets of relative advantage compared to other civs for each phase.This is a work in progress and could be expanded and discussed, to eventually give an overview and provide a pool of ideas for future developement. I hope you find it somewhat useful and intresting. Civ Differentiation.ods1 point
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I like almost all these changes. In particular I think buffing the melee inf attack is good, because it will help mitigate the same balance problem attack ground would address. I am sad to see the iber bonus get nerfed again, but I think it is for the best until other civs get good team bonuses. Champ horses upgrades are agreeable too. Skiri sound really fun now :D. I can test this mod this weekend.1 point
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Very pretty!! What a great work man!!1 point
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There are artificial intelligences that generate faces. https://generated.photos/face-generator1 point
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yes i believe @Stan` @wowgetoffyourcellphone and now @wackyseriousplus previous contributors are working hard on han china since A24 so that it would be ready for A261 point
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I agree. To me it looks like an accidental loophole, more than a feature designed this way. In either case, I agree is weird. I'm starting to think that it would be preferable also for the AI to actually damage buildings with rams and units instead of resorting to capture + demolish. Or maybe it could be necessary to add some limitation to the demolish feature.1 point
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Awesome!! welcome to the forum! Listening your soundcloud.. congratulations, very nice stuff! If you're interested in contributing with the game, I'd say that your talent would be very, very welcomed! And certainly there's plenty of space where sound and music can thrive! The work here is mostly voluntary-based so, beside the portfolio, I would suggest to take also personal initiative in the forum and propose yourself ideas and improvements. What do you think @Stan`? Would you have specific requests to @Saifeddine when it comes to sound/music?1 point
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Hi @OmriLahav I discovered the game, and felt in love with it but also I looked how I can help with adding value in term of music and sound design. So I would like to introduce myself. I'm a music composer, producer, and sound designer based in Paris. I recently Scored my second Netflix Movie MUGABE "MUSIC LINK" a Biography about The Life of former Zimbabwean President "Robert Mugabe", Mohamed Kheidr short movie that won more than 15 awards across and was among the Oscars shortlist of this year, a Nigerian comedy that will be distributed by Amazon and my first ballet. I also scored and produced many Video games and Phone apps and also As music producer and orchestrator I had the honor to be considered for two Grammy's ( Song of the year and best solo pop performance ) Audio Portfolio https://soundcloud.app.goo.gl/vLNXr Looking forward to hearing from you Saifeddine Saifeddine Helal Resume (Composer & Producer).pdf1 point
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It's okay... it wasn't a complaint, just a suggestion A lot of genius stuff in this game come from those kind of limitations that can be bypassed with creativity ehehe building damage is one of those! If not possible, then is fine. Anyway: - for the buildings, I think it could be still possible to add a dedicated "playlist" for damages, cracks and fire when under attack (I may be wrong tho..) - for the battles, yeah, that would be quite an "extra"... I don't know if also here is possible to add various different "playlists" under the tag <variation>, so they can be picked up randomly in rotation.. I don't know, last one is really just a suggestion1 point
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@Lion.Kanzen but that's in a good resolution, try checking on a desktop or laptop then right click > open image in a new tab1 point
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The voice acting... Not all programmers are sound specialists. When I've tried to introduce variety, I've seen that you can't add sounds, everything is like a kind of random playlist.1 point
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Another thing that could add a lot of immersion is sound. It could be both for fire/flames, but also crushes/bump sounds of things getting smashed and destroyed. For example: I saw the animation of Chartaginian buildings and the visual effect of destruction is pretty good already, but with sound could be even 200% better. Is it something possible to add? Like in the variation tags or something..?1 point
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the AI destroys its own buildings. This happens when you start losing them when territory is captured. I don't like that mechanic like that. It doesn't look immersive.1 point
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What about making the green progress bar blink, or turning it red or both. It's not an icon, but it might convey the message just as well.1 point
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Pergamenes would be a nice one, totally. Pergamene Pikeman Thureophoros (heavy skirmisher) Galatian Swordsman (merc) Galatian Horseman (merc) Tarantine Cavalry Attalid Royal Cavalry (champ lancer) Pergamene Thorakite (champ heavy swordsman) Hemiolia Trihemiolia Tetreres (quadrireme) Wonder: Pergamon Altar1 point
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The region have an amazing history of successive civilizations. - Andronovo and Bactria–Margiana cultures during the prehistory. - The Scythians, the Saka, the Dahae and the Parni for the iron age. - The Achaemenid Persians. - The Macedonian Empire and its successor in Persia, the Seleucids. - The Bactrian independancy and the rise of the Mauryan empire. - The split between the Indo-Greek and greco-bactrians. - The installation of the Indo-Scythians kingdom. - The rise of the Parthians in the west and the split with the Indo-Parthian dynasty in the east. - The arrival of the Tocharoi of Strabo, the Yuezhi. The foundation of the Kushan nomad empire which took the control of the region. - The reversal of the Parthians by the Sassanians in the west, the rise of the Xionites and Kidarites in the North and the expansion of the Gupta empire in the South. - The foundation of the Hephtalite empire. - The rise of the Göktürk ant the Islamic conquest for the post-Roman era.1 point
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In case of mods or expansion beyond civilizations around Rome: I think this idea has been suggested before actually... an Eastern 0 A.D. with everything form Buddha (non-violence?) in the 400s BC to the Song dynasty. I can imagine the involved factions to be: Sarmatians, Scythians, Tocharians, Indians (Northern, Southern), Yuezhi, Early Mongols, China, Korean kingdoms (Three Kingdoms of Korea), Early Japan, heck even give the mod a regular 0 A.D. flair with the inclusion of the various Persian factions (with new an modified units for the various new terrains). What do you guys think? -SR1 point
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I like the idea. I used some of my historical resources to try and organize the groups into playable civilizations, with possible subfactions. Confusingly, the ‘subfactions’ below range from dynasties to terms used to describe certain ethnicities/cultures. Obviously, we’ll have to sort this out, but for now we have all options on the table. And, obviously, some of the civs won’t have near the number of subfactions as I list. 2-3 is all you need for good diversity. Here’s an example: Indians could be divided into the Aryans, Dravidians, and Munda subfactions (if you go the ethnicity route). Another possibility is the Guptas, Pandya, Chola, Chera/Kerala. Or you could go yet another route, by groups somewhat defined by regions; Guptas (northern indian empire/dynasty), Andhra/Satavahana/Satakani (dynasty that ruled the Deccan in central India), and Dravidians (southern, fracturous, ethnically distinct indians). You could even go by lauguage groups, and so on and so forth. For 500-0 BCE Timeframe Indians (Maurya, Sunga Dynasties) Chinese (Qin, Qi, Chu, Yan, Jin, (and 3 subsets of Jin -Han, Zhao, & Wei) Koreans (Choson, Puyo, Koguryo, Chin) Japanese (Jomon, Yayoi culture/Yamato state) Central Asians (Parthians, Bactria, Xiongnu) Africans (Meroe) For 0-500 CE Timeframe Central Asians (Parthians, Kushan, Sassanids, Xiongnu/Huns) Indians (Gupta, Andhra, Pandya, Chola, Chera/Kerala, Traikutaka Dynasty/Abhira tribe, Pallava, Chalukyas of Vatapi, Rashtrakutas of Malkhed, Chalukyas of Vengi, Vakatakas, Chutu branch of Satakani/Andhrabhrityas, Kadamba, Ganga, Iksvaku, Vishnukundins) [note: A confusing jumble above about possible Indian subfactions. Many are dynasties, but the Pandya, Chola, Chera, and Gupta (ruled by Gupta dynasty), seem to have been sovereign nations/regions ruled by different dynasties at different times. At any rate, its quite confusing, so I’m gonna see if I can get a better picture of this part of Indian history.] Chinese (Han, Wei, Shu-Han, Wu, Jin, Zhao, Lui-Song, Qi) Koreans (Koguryo, Paekche, Silla, Kaya, Chin/Samhan Confed. (Mahan, Chinhan, Pyonhan)) Japanese (Yayoi culture/Yamato state/Kofun era) Africans (Meroe, Axum) EDIT: The Japanese and Korean might not be good choices at all, as there seems to be very little on them during this time frame. The developers would have to dive into the world of mythology if they wanted to make the Koreans and Japanese militarily distinct from the Chinese, as in real life their armed forces were more or less the same. Anyway, that leaves you with four groups that are distinct enough from each other to allow the player to not feel cheated. Anyway, just thought I'd lay them out: Central Asia (cavalry/mobility focus), India (elephant/infantry focus), Africa (archer/? focus), and China (well-rounded?) EDIT 2: Just another thought for those of you who can't stand the thought of leaving out Japan and Korea.... How about a "Orient" faction with Chinese, Koreans, and Japanese as sub factions? This would of course guarantee that the sub factions have some diversity. After all, three sub factions of China would be pretty much the same, unless certain units available to all historically were made available to only specific sub factions. But then again, we don't have much military insight into this period anyway. EDIT 3: oops. Forgot to include the Sarmatians and Scythians. At any rate, they'd be Central Asians.1 point
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There is one difficulty of course: The Eastern Civilizations had hardly any contact with the more Western ones. That is: the Indo-Eurasian factions (Scythians, Indians, etc.) were politically disjoint from the Eastern cultures (due to Himalayas, Pamirs, Tien Shan, but mostly the Himalayas). Culturally, the story was otherwise... So how is this for another idea: "0 A.D.: Silk Road" - This will be everything Indo-Eurasian: Persians, Near-East, Scythians, Indians, Sarmatians, everyone. "0 A.D.: Far East" - The Far East. Not only developmental warfare, but even intra-cultural warfare (Han against Han, political wars, etc.)1 point