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Showing content with the highest reputation on 2026-09-18 in Posts

  1. I have more exciting news about World Rising! I’m developing a dynamic weather system that will transform the environment during each match. Clouds will gradually form in the sky, while rainstorms and thunder may arise unexpectedly. These weather changes will make every match feel more alive and unpredictable, further enhancing the game’s immersion and realism. VID_20260918_014029.mp4
    5 points
  2. Hey everyone, I’m here to share some more news about my mod, World Rising! Unfortunately, I had a problem with my graphics card, which ended up burning out, so I was unable to work on the project for a while. But now I’m back! Even with this setback, I still managed to make good progress on development. I created new buildings and also worked on several new technologies for them, with the goal of making the progression between cultures more interesting and noticeable throughout the game. By the end of this week, I plan to add new units, finish more technologies, and create a few more buildings. Little by little, the transition from the Jomon culture to the Yayoi culture is really starting to take shape, and I’m very happy with how this evolution is looking visually in the game. For now, here are some images showing a little of the Jomon → Yayoi transition. As always, let me know what you think! Criticism, suggestions, and ideas are always welcome and really help with the development of World Rising. Thank you to everyone who continues to follow and support the project!
    2 points
  3. 1 point
  4. Moved prop_apron (the cloth) from tropaion_post.xml to tropaion.xml, which means that tropaion_post can be a small tropaion without a stone base. Also added a different bronze base to the post and gave the shields around the base more geometry, so they look less polygonal, as requested by @Thalatta tropaion_0.28.3.zip
    1 point
  5. For me, in SP games, I sometimes have to move the storehouse closer to the next forest and I'd like to remove older storehouses and gain a little bit back. Same for fishing boats that I build but fish have been depleted or I don't find any (on some maps). I do agree that the default of 50% of resources is a bit too much and I propose to reduce it to 30%. Frankly, I have not yet seen any scorched earth move by a human player, e.g. deleting a large group of his buildings, but it would be nothing new and already be possible now, I believe. The mod does not endorse that particularly, except that you get a bit back when deleting your stuff. I do agree, though, that deletion should not be an instantaneous process as it is currently, but might take while. I'll investigate how this could be implemented. Requesting a unit to be nearby or inside the to-be-destructed building might add a bit too much of micromanagement (in my personal view), so I'd prefer not to require that. For a siege engine, this might be a good idea , resembling the near-a-dock requirement for ships. let me see what is possible.
    1 point
  6. Hey everyone, I’m here to share some more news about World Rising! The Yayoi culture is already well into development, with approximately 60% completed. We have also started working on the Kofun culture, which will represent the final Era of the Japanese cultural progression in the game. By the end of this week, I plan to share more images of the new structures and also show some of the new units currently being developed. Another feature I’m currently finishing is the weather system, and I’m really enjoying how it’s turning out! This map will feature three different types of rain: drizzle, heavy rain, and thunderstorms. One of the most interesting aspects of this system is that weather events will not necessarily affect the entire map at the same time. Rain will appear randomly in different regions of the map. This means that your city could be enjoying calm, clear weather while, on the other side of the map, an enemy city could be dealing with a powerful thunderstorm. The goal is to make the world feel more dynamic, with different regions experiencing different weather conditions throughout the match. I’m also working on the skeletons, rigging, and animations for the animals I created to implement in the game. I have to admit, this part has been quite a lot of work, but little by little these animals are starting to come to life inside World Rising. Finally, I plan to create one more tree model and two new types of plants to expand the Japanese biome and make the environment feel even richer and more diverse. Development continues to move forward, and there is still a lot more to come. I’ll be sharing more updates and development images soon. Thank you to everyone who continues to follow and support World Rising!
    1 point
  7. Thanks exellent news! Your are right - the GUI is a bit "fiddly" and appears overloaded will have a careful look and try and imporve. Used it to convert very nice older skirmish and scenario maps already that I was missing
    1 point
  8. Just ran it on macos, it worked, though I didn't really try anything. The gui is pretty small, could you make it bigger please
    1 point
  9. I've tried a few times, but it seems like a difficult process.
    1 point
  10. That's great. Do you have any ideas for improving the water?
    1 point
  11. Attached is a little mod that adds keyboard visualization of hotkeys including testing capability on your configured keyboard for both 0AD releae 0.28 and the SVn version 0.,29. It will be also available from mod.io once signed. show-keybindings-r28.zip show-keybindings-maintainer.md show-keybindings-r29.zip
    1 point
  12. 1 point
  13. Nice work you should work othe smooth shading though
    1 point
  14. @SadRdz see: Just tested the option by @ffm and it actually works after restarting the game/session.
    1 point
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