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Showing content with the highest reputation on 2015-03-05 in all areas

  1. Ha! i didn't know that Erik? Neat, I'm a farm boy too Like the guy in video was saying... modern wheat is different than ancient wheat. Erik is correct, what was shown in the gladiator footage was "full grown". Modern hybridized wheat is bred by design to shorter stalks, it provides a better stand for the heavy heads of grain (sometimes 4 or 6 rows). The idea being that the plant should spend more resources on making kernels than useless straw. Ancient wheat was a simpler variety that looked something like this: http://www.primegrains.com/prime-einkorn.htm They didn't have modern chemical fertilizers and irrigation either... so the density of the fields was probably much less. Their yields were probably a 30% of what modern farming techniques can do with the same piece of ground today.
    2 points
  2. Yes, that is the plan
    2 points
  3. Hi everyone! I have a question. I want to create a game, using Pyrogenesis game engine, and my game is somehow similar to 0 A.D. (but many things as well as gameplay will absolutely change). So I may not head over to game engine itself to change it. Anyway, before that, I thought it was a good idea to contribute to the main project to get to know everything. I'm a C++ programmer (not a totally pro one), I've had experiences with coding and I want to do bug fixes at first. So can you help me where to start from? It doesn't matter if it's the game engine I have to work on or it's the gameplay. I'm no artist though. If there's any book I have to read, any article I have to take a look at, please tell me. I'm here to devote my time to 0 A.D. It would be great if I can keep in touch with someone, I'd need a little help to get ready. Thanks in advance.
    1 point
  4. Lion: Should now be fixed in GitHub. Good catch.
    1 point
  5. Sorry, if I I caused confusion. My intention was not to insinuate that anything in the game be changed. I was just answering the question that was posed. Games have inherent trade-offs that counter-balance reality with fun and practicality. Those either/or decisions are made all the time in development. At several points I remember emphasizing that we are making a game with 0 A.D. and not a simulator. True there is some educational value to games, but a game shouldn't be overwhelming with education to ad nauseam. Very few people will care about the historical accuracy of wheat, they would likely care more about the historical accuracy of units in the game. So we focused our time there. I gave guidance to Mythos and did some of the texture work myself for the wheat and barley you see in the game. I'm not suggesting it be changed. What is in the game is sufficient to modern age players that represents wheat as a food source EDIT - there was an idea in the past that you could make a selection in Atlas of multiple entities and save them as a "group". These groups could be then be added to a player's custom pallet of tools. So perhaps it was a collection of trees, rocks, shrubs and bushes - and you define/call that "TemperateGroup01" or something. Atlas saves (or "copies") the x,y (not z) and rotation of each entity/actor into that group xml file. This could then be recalled at any time later and "pasted" onto the terrain, conforming itself to the terrain. The group could be rotated like what is featured in the new alpha release video. The group would conform to the terrain and the z height would be altered for placement as required. I'm not sure if this was documented or implemented, but it might be worth looking into to achieve what I think is what your going after here with this farm idea?
    1 point
  6. http://trac.wildfiregames.com/wiki/GettingStarted and linked pages should have the important information (especially the section directed at programmers). To keep in touch with the programmers (and sometimes other developers as well) the IRC channel is the best place for direct communication and the forums for more long-term discussion
    1 point
  7. New crucifix check them out
    1 point
  8. It's nice. left-right and bottom look chop off tho.
    1 point
  9. Treason work fine in AOK and AOM (called Omniscience there). It inly available in the last phase and by then if your enemy has a good pop then it is too expensive (100 metal for each enemy unit, so if enemy has 200 unit then Treason costs 200x100 or 20,000 metal, not an easy sum to get), but if enemy has low pop at this time then the tech is cheap. By this time of match "scouting" is only tedius looking for the enmy's last few units.
    1 point
  10. I think there should be a way to get the look you are after. myconid was the last programmer (to my knowledge) that did some major changes/updates to the graphics engine. Here is the full evolution of his changes unfolding before your very eyes - post by post: http://wildfiregames.com/forum/index.php?showtopic=16022 You should be able to get a glow effect like this you see in the bottom image: http://imgur.com/a/oRHdk After reading this... try playing with the alpha layer of the spec map: http://wildfiregames.com/forum/index.php?showtopic=16022&p=242478
    1 point
  11. A celtic grave (but for between 850 and 450 BC) has just been discovered in France : http://www.lemonde.fr/archeologie/article/2015/03/04/decouverte-exceptionnelle-en-france-d-une-tombe-princiere-celte_4587484_1650751.html ! Some pictures of objects are available, if you're interested.
    1 point
  12. I made some already, (khopesh
    1 point
  13. Sorry if this has been asked before but I think the guard function or something like it needs to be expanded. It should be possible to have one group guard another. E.g 10 melee cav guarding 20 archers without running off to fight or staying in place when the archers move. Keeping them together can be an issue. Grouping them together doesn't really solve the problem as they still end up separated in battle.
    1 point
  14. as an rts, not much is new, (though it does merge some ideas, territory + formations in an RTS Game? Dafuq?)..... As a game.. I quite like the fact it's literally the only game that i can sit in the multiplayer lobby, go windowed mode and start browsing the web. All without crashing All without crashing, ON LINUX. (linux is key) oh also, it's one of the very few "Good" Linux RTS games.
    1 point
  15. Solutions that all can be implement: "Spies" or "Treason" tech. Cost 100 metal for every enemy unit (can be disabled with trigger). Reveals vision of enemy units. Capturing female citizens. This would make the end-game much quicker. AI realizes when it is time to resign. Asks for mercy and player can choose yes or no. Yes, ends game with player victory. No, game continues so player can hunt down rest of enemy units if she wants to. Just like in Age of Mytholoogy.
    1 point
  16. 1 point
  17. Hold your horses Stan, (hehe) I've got a lot to add before we bring this to A18 compatibility. I'm still working out of A16 so this could get messy if we're at different dev cycles.
    1 point
  18. Considering it's not a finished game you can expect some changes to the gameplay. So it will mostly be the gameplay from AOE/Empire Earth + the fighting of total war, + specific things that will not be common to any RTS. Another good thing for you would be to watch 0ad videos, there is a video thread on the forums.
    1 point
  19. for me in terms of gameplay the biggest difference is the fact that your soldiers can gather ressources. I loved that since my first game.
    1 point
  20. Hmm I may have forgotten to add the good references for this buildings. Never too late: Edit: I saw my earlier images show the wall patterns I spoke about.
    1 point
  21. the textures will need some sharpening, and the buildings still need to be propped. the dock, market and corral are still on my to-do list. and I made some Achaean spear dudes
    1 point
  22. Indeed, though the final goal is flow of time. Then the epoch's transitions are fluent. e.g. that bronze sword first occurred in 2000B.C., had it's zenith in 1433BC and last occurred or was somewhat obsolete in 1200BC when Iron was available. You get the idea. That's why a mod's timeframe limits shouldn't be seen as overly significant. I'm rather interested in a per-item time tag than covering 2000BC..1200BC and then all items having this timetag (which is somewhat a historical distortion as not all Bronze Age items existed for the whole bronze age epoch). Nice you tried to figure a date. thx I still wonder if Minoans are a full faction. Generally this is easy to solve: - Each civ starts as mini faction. - Once enough buildings + units are modeled + textured, this civilizations gets playable (i.e. gets a civs/civilization.json).
    1 point
  23. Rebuilt on an island after the sack by Nebuchadnezzar's army, Tyre flourished as the prime Phoenician city-state, ruling the waves, and setting up colonies as far as North Africa. Alexander's armies laid siege in 332 BCE by connecting the island to the mainland via an earthen causeway so that his army and siege towers could reach the rich treasuries within the palaces and temple complexes throughout the city.
    1 point
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