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  1. Position: 3D Modeler and Texture artist 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.) Yes Name: Emma Anufrij Location: Nuremberg, Germany Availability: I can currently contribute around 15–20 hours per week, especially during my semester break. In about six months, I expect to be available for approximately 10–15 hours per week, depending on my academic workload Age: 21 Occupation: I am currently a student and focus most of my time developing my creative and technical skills in 3D art and game-related content creation. At the moment, I am on semester break, which allows me to dedicate more time to contributing to the project. Skills and Experience: I have experience working with Blender, Substance Designer, and Substance Painter for 3D modeling, sculpting, and texturing. I am also familiar with Krita for digital painting and texture work. I am comfortable working independently as well as adapting to existing pipelines and artistic guidelines. Motivation: What motivates me most is my goal of one day contributing to the art and game industry in a meaningful way. I am eager to improve my skills, learn from more experienced artists, and gain hands-on experience by working on a real project. Being part of a friendly and collaborative community also inspires me to grow both personally and professionally. Personality: I am a thoughtful and optimistic person who finds joy in small details, deep conversations, and discovering new perspectives. Short Essay: I have always enjoyed playing 0 A.D. with my father ever since I was a young girl. I must have been around 11 years old when I first played the game. About a year ago, the game caught my interest again, and I started playing it from time to time whenever I had the chance. By coincidence, I recently found out that it is possible to contribute to the game as an 3D artist. That immediately hooked me, and I knew right away that I really wanted to become part of the project. Through my participation, I hope to build connections with other artists who are more experienced and have a deeper understanding of their craft, so that I can learn from them. I also hope to become part of a friendly and supportive community that I can give something back to over time. Interests and Hobbies: In my free time, I love getting lost in music, drawing, playing games of all kinds, and diving into personal 3D projects. I also enjoy board games and taking care of my little collection of plants, which always keeps me busy and happy. Staff: I do not currently know any of the staff personally. Community: I occasionally participate in online art and game development communities, forums, and learning platforms related to 3D art and game design. I also attended the Blender Conference in Amsterdam last year, where I connected with other artists and learned more about current workflows and industry practices. Favorite Game: My current favorite games are Shakes and Fidget, Life is Strange, What Remains of Edith Finch, and The Book of Unwritten Tales. Overall, I especially enjoy story-driven and atmospheric games, as well as fantasy and humor-based adventures with strong world-building. Work Examples: I have not yet had the opportunity to work as a 3D artist on a professional team project. However, I have included several personal and university-related projects that showcase my skills in 3D modeling, sculpting, texturing, and digital artwork. While I don’t have long-term professional experience yet, I am eager to learn, improve, and contribute to real projects. Below I attached a two pdf with some recent examples of my work: Portfolio-01.pdf Portfolio-02.pdf
    8 points
  2. 7 points
  3. So if you destroy it does it turn back into a completed army camp again?
    6 points
  4. It would be great if the game (and in Atlas) there was a map filter for "Real World" maps as opposed to the regular more abstract maps in the game. The filter (keyword) can be used for skirmish and random maps.
    5 points
  5. Good evening everyone!!! I’d like to share some more updates about my mod World Rising! Let’s start with the flora I’ve created new trees, grass, and plants inspired by the Japan region, with the goal of developing a dedicated biome for this area. I’m also working on a Japan-themed map to fully support this environment. I’ve also finished the Jomon Culture Monument, and I have to say—I’m really impressed with the result. It was one of the most enjoyable assets I’ve created so far, both visually and culturally. Behind the scenes, I’ve made many adjustments to unit and building templates, improving balance and overall organization. My next step is to continue creating more trees to further enrich the Japanese flora. After that, I plan to fully finalize the Jomon culture. For now, enjoy some screenshots of the progress!
    5 points
  6. Since I was told that “creating a dedicated post for a specific feature” is a good idea, as is including “diagrams or mockups to make communication with other community members easier”, I’m going to do that for my idea of how to better deal with selections, formations, groups and battalions, explained here: In summary, selections automatically define battalions, which override groups and can be disbanded by breaking formation, making all these concepts unintuitive and entangled, when they could be useful and independent. I proposed for battalions to be defined and selected with ctrl+alt+number and alt+number, respectively. I mentioned battalions to appear as a box surrounding group icons, but I’m going to invert that since battalions are a more “compact” concept than groups, thus icons will be battalions and boxes with labels will be groups. The following figures are edited, I did not code anything Figure 1: this is how battalions would look like, with battalion 1 for hoplites and battalion 2 for javelineers. Battalions must have exclusive definitions since their function is just to treat the battalion as a unique unit. Each would have the little flag, and the icons on the left are representing them with their number. A formation has been set for them. Figure 2: this is how 3 groups, group 1 for hoplites, group 2 for javelineers, and group 3 for all of them, would look like. The boxes around each icon with a label indicating the group they belong to are shown on the left. The icons themselves don’t have a number because in this example they are not part of a battalion. No little flags. No formation is set here, but it could. Figure 3: this is how battalions 1 and 2 belonging to group 3 would look like. A formation is set for the whole group 3. Clicking on the icons would select the battalions, while clicking on the label would select the group. The label is thinner but one could smash the cursor against the side, and when a label is there no sideways movement should happen. Right clicking on icons or labels would disband battalions or groups, respectively. Figure 4: same as before, but if one were to use alt+formation instead, for each battalion to acquire that formation. The same could be achieved by forming each battalion independently, but it would be slower, particularly when having a lot of battalions in a group. Figure 5: splitting battalion 1 into battalions 3 and 4 to better show the advantages of the previous concept. This is how Total War games work. It would be good if 2 digit numbers were allowed, not to run out of single digit ones (for group labels maybe they should be written vertically). Figure 6: now to something TW games don’t do, groups inside battalions. Battalion 5 has been defined for all units, with group 1 for hoplites, group 2 for javelineers, and group 3 for all of them. When a group doesn’t include the whole battalion its label should be shown on the right. This is useful to sometimes have different parts of a given battalion do different things, for situational flexibility. This is the last case, the following figures are considerations and variations of this. Figure 7: to show its versatility, this is what would happen if group 1 includes more units, mostly Skiritai in this case, and group 3 includes more units besides battalion 5, mostly surgeons in this case. Clicking on the label 1 besides battalion 5 could select the onscreen units from group 1 belonging to that battalion, clicking on the Skiritai could select the onscreen units of group 1 not belonging to that battalion, using alt would also select the offscreen units, and double clicking any group 1 label would select the whole group 1. Similarly with battalions, clicking once on battalion 5 with label 1 would also select the onscreen units from group 1 belonging to that battalion, but double clicking it would select the whole battalion 5. Edit 1 day later: I think better to forget this "alt" modifier and make no differentiation between onscreen and offscreen units (just like groups work now anyway) since it would be confusing with alt+number, used to define battalions. Figure 8: an option or alternative to have for Figure 6, show an icon for composition of the subgroups. This also increases the area for clicking them. They don’t need to have a number 5, because the parent already has that number, and it would be redundant, there cannot be sub-battalions, by definition of what a battalion is. There can be subgroups of subgroups, just that for now they would appear as new groups (just as 1, 2 and 3 appear here, 1 and 2 being subgroups of 3), but there could be another way I’ll describe at the end. Figure 9: an alternative of how to represent Figure 6. I like this more, but wanted to show more intuitive things first to be clearer. Figure 10: final figure, using the previous concept, with the icons for composition of the subgroups to expand the area to click them, and considering that more units, mostly surgeons, not belonging to any battalion, belong to group 3. With this fleshed out representation there could be an alternative way to represent subgroups of subgroups and so on, just by attaching them horizontally (vertical multiplicity of icons and labels for parents will also increase, but I doubt anyone would need so many subgroups). I hope this was clear and be considered as a possible way to comfortably use groups and battalions at the same time, and if there's a weird case you think this wouldn't work let me know, it would be fun trying to figure out what the representation should be.
    5 points
  7. Hi everyone, I'm here to give you an update on my World Rising project. The Jomon culture is 90% complete, only needing improvements to the watchtowers, rebuilding the walls, and creating the monument. I've made several adjustments regarding the order of construction, technology order, and units. I've been studying animation but haven't yet achieved the expected result; I'm studying more about it... here are some images from the Stone Age, which is 100% complete. I'll bring more news soon.
    5 points
  8. They will be no balance changes anymore for R28. But if you want to whine, you should stay respectful to those who worked on the release. For balancing, currently @real_tabasco_sauce is the code owner of the templates (unit and tech stats) and he is often open to suggestions.
    5 points
  9. @wowgetoffyourcellphone's and @real_tabasco_sauce's call I'd say, since they worked a lot on the civ and know the vision behind it. I personally, though, wouldn't mind if they aren't from Cimbrian Wars, as long as the characters are still Germanic, from about 0ad's time frame and ideally also historically relevant or interesting.
    4 points
  10. It certainly optimal to have historical accuracy and to be able to seize the opportunity to teach history, however the more important thing is to teach game mechanics. Over the course of the discussion we decided it'd be best to focus mostly on imparting the game mechanics while giving it a touch of history. For the other campaigns they will be 10000000% grounded in history. However, I think it's best for the tutorial to focus on teaching the new player how to play and not having the player have to figure out the mechanics of 0 A.D. while also keeping up with a historical narrative.
    4 points
  11. I will try to be as open about how I feel about the situation as I can: For me the die is cast. There are of course several ways to go about structuring and designing a tutorial and connecting it to a story. For me, though, the focus and primary goal of the tutorial campaign is teach how to play, the story is secondary. Following this mindset, a while ago (easy to miss in this long thread), I first put together quite a detailed plan for the campaign's structure, what to teach in each of the individual matches. And only afterwards did I search for a piece of history in which this preexisting plan could be embedded. We did a lot of brainstorming and I eventually came to the conclusion that the founding of a colony (and then also the story around Carthago Nova and Hasdrubal the Fair) aligned best with what I envisioned. Also, it was something new and interesting for me personally -- unlike Hannibal or Alexander, whose stories I've heard and dealt with dozens of times in the past. I am well aware that this might not be the case for many players and that a classic Hannibal or Alexander campaign might have been more appealing to some. However, considering the size of this project and that I'm essentially the only one implementing it, motivation and personal interest are important resources for me. I was deliberately trying to aim for something that also excites me personally, even if that comes at a slight cost of appeal for others, simply to help myself stay motivated to work on it. Keep in mind that I am still doing all of this in my free time. The main thing is not to make the tutorial campaign absolutely perfect in every single aspect, but to eventually finish it and get it into the game, to help new players learn the game, and along the way to provide better storytelling features for future campaigns. And again, in my opinion the idea with Carthago Nova still fits really well and elegantly onto the learning and teaching process I had in mind. And it's also historically fairly relevant. For these reasons, I want to make the story of the campaign self-contained and only revolve around Hasdrubal. @Thalatta@Genava55 These are good concepts and I can definitely see how they would make for great campaigns, but for this one, I want to go in a different direction. However, making some usual story-focused campaigns as well for more experienced players is still a big goal, and ideas are always welcome. It could make sense to open a designated thread for campaign concepts like this.
    4 points
  12. Buenos días ,tardes o noches: -Aquí les dejo un avance de los bocetos de todos los mapas americanos de Tipo Escenario: Civilización------(Mapa) 1. Adena (Apalaches) 2. Anishinaabee(Grandes lagos) 3. Arawakos(Antillas Mayores 1 y 2) 4. Chibchas (Istmo centroamericano) 5. Guaraníes (Pantanal) mato grossosence 6. Hisatsinom (OasisAmérica) 7. Mapuches (Wall Mapu) 8. Mayas (Mundo maya) 9. Mochicas/Moches(Chala) 10. Paiute(California) 11. Pámpidos (Patagonia) 12. Swift Creek (costa del Golfo) 13. Tiahuanaco (Lago titikaka) 14. Tupí (Marajó) (El 16 ya existe en otro mod y solo hace falta agregarlo) 1. Adena (Apalaches) 2. Anishinaabee(Grandes lagos) 3. Arawakos(Antillas Mayores 1) 3. Arawakos(Antillas Mayores 2) 4. Chibchas (Istmo centroamericano) 5. Guaraníes (Pantanal) mato grossosence 6. Hisatsinom (OasisAmérica) 7. Mapuches (Wall Mapu) 8. Mayas (Mundo maya) 9. Mochicas/Moches(Chala) 10. Paiute(California) 11. Pámpidos (Patagonia) 12. Swift Creek (costa del Golfo) 13. Tiahuanaco (Lago titikaka) 14. Tupí (Marajó) Mapa de tipo Escaramuza: 15.Hisatsinom (Gran cañón del colorado ¿Qué opinan? Disculpen me por las inconveniencias *
    4 points
  13. Ships! polished stone age and cooper age!!
    4 points
  14. Phase 1 Complete – Phase 2 Coming Soon Phase 1 of the TS Tournament is officially complete. All scheduled matches have been reviewed and the results are now final. As expected, Phase 1 came with a few unexpected situations along the way — some scheduling hiccups, a couple of no-shows, and a few games that turned out to be… slightly OP Overall, things moved forward and the phase has been successfully closed. Here The Sacred Spreadsheet I used to register scores: https://docs.google.com/spreadsheets/d/18n6_XIWoD5I0y_k-IXdF2mdfZp4IuRUrLQkkxkHs53I/edit?usp=share_link Phase 2 will start soon! Thanks to everyone who participated, adapted when needed, and helped keep the tournament moving despite the chaos. Looking forward to Phase 2 a meme by SaidRdz
    4 points
  15. Okay everyone, so I got the easier ai done. I present to you, the one and only (AFAIK) EasyAI!!! EasyAI has the following changes (read the README for more details): - EasyAI never builds arsenals or fortresses. - EasyAI never trains heroes or siege machines (though it can use captured ones) - EasyAI sends smaller attacks, around half the size of Petra's. - EasyAI takes much longer to phase up. - EasyAI trains less workers. - EasyAI builds less fields. I tested EasyAI against Petra, and Petra beats it consistently and severely. Let me know what you think of it. This is only version one, I might make some more changes in the future (EasyAI never betrays the player, EasyAI never captures buildings, etc.), but here it is: EasyAI.zip
    4 points
  16. WIP. Thoughts on the concept in general? Other than the deletion of unseen faces, any artistic or technical advise? What do you think of this kind of burial chamber? Is it ahistorical? Two stones together (or three at both ends) make up a prop, that adapts to the terrain. Unfortunately the whole concept only works with a lot of props, and this is even without any plants or bushes: What would be an appropiate number of props? Any idea which props are worth to be added? Cadaver of a horse or human corpse, weapons, wagons etc? File's attached. Please test on different biomes and different terrains. stone_ship.zip
    4 points
  17. Hey, I put this list together. It has every class, both the VisibleClasses and the Classes, for triggers, auras, techs, etc. Hopefully someone finds this helpful! classes.txt
    4 points
  18. Hi All, This week's brand new free-to-use-with-attribution music tracks are: On my Fantasy 13 page: "VILLAGE LIFE WAS HARD" – (Looping) You can listen to it here: https://soundimage.org/wp-content/uploads/2026/01/Village-Life-was-Hard.ogg And download it here: https://soundimage.org/fantasy-13/ We also have: On my Puzzle Music 8 page: "ISLAND PUZZLE MYSTERY" – (Looping) "BUILDING STRANGE THINGS" – (Looping) https://soundimage.org/puzzle-music-8/ And on my Drama 3 page: "END OF THE LINE " https://soundimage.org/drama-3/ A MUSIC PACK THAT GROWS WITH YOU Please be sure to check out my Ogg Game Music Mega Pack...over 1400 tracks and growing! Plus users receive updates as I add new tracks so the pack grows with you. https://soundimage.org/ogg-game-music-mega-pack/ Enjoy, stay safe and keep being creative. And please share my site. :-)
    4 points
  19. I was recently calculating whats a better investment for food trickle, a ice house or a farmstead and cows garrisoned. ICE HOUSE (Limit: 5) Base building: Cost: 100 stone, 100 wood Build time: 60 s Trickle: 1 food / 2 s (0.5 food/s) Aqueduct upgrade: Cost: 300 stone, 300 wood Research: 40 s Trickle: 2 food / 2 s (1.0 food/s) 5 ICE HOUSES (max): 5 × (100 stone + 100 wood) = 500 stone, 500 wood 1 × (300 stone + 300 wood) = 300 stone, 300 wood Total resources: 1600 Total trickle: 5 food/s Cost per 1 food/s: 1600 / 5 = 320 resources CORRAL + COWS (Limit: 50 cows) Corral: Cost: 100 wood Build time: 50 s Capacity: 8 cows Cows: Cost: 150 food Produce: 60 s Trickle: 3 food / 3 s (1.0 food/s) 7 CORRALS + 50 COWS (max cows): 7 × 100 wood = 700 wood 50 × 150 food = 7500 food Total resources: 8200 Total trickle: 50 food/s Cost per 1 food/s: 8200 / 50 = 164 resources Summary: Ice House: 320 resources per 1 food/s Corral + Cows: 164 resources per 1 food/s Corrals win by far. I think the ice houses should be better considering they are a civ specialty.
    3 points
  20. Especially since even when you build a wonder, you STILL have to research the Glorious Expansion technology to get any benefit from it. The Glorious Expansion technology should be removed and just made part of the Wonder, to give it any use.
    3 points
  21. Wonders are one of the most useless building in the game. They super expensive in resources and time. I don't know if I've seen a game all alpha where building a wonder helped that team (assuming it isn't a win condition).
    3 points
  22. We need five more AI names added to Claodicus, Divico and Caesorix. As we already had some intense debate on Specific Phase names for the Germans I thought we might get some input from the community as well (i.e. @Genava55 and @Thalatta). Background @Vantha already reported Issue #8404 back in October: Suggestion Of course we could reuse the Hero names Boiorix, Teutobod und Lugius, but making it more diverse sounds good to me. What do you think?
    3 points
  23. @wowgetoffyourcellphone and I actually started the mod on Gitea but we haven't committed anything yet.
    3 points
  24. Frankly, I actually do enjoy the quest two of you are into as your both try using arguments and evidence as far as possible instead of entering into personal attack mode (which is too often the case today). Your examples and references - although not conclusive for me - are providing new insights and background in any case. To me as a complete ignoramus in this subject (except for being a native German speaker), it is of course impossible to decide for clear right or clear wrong. Maybe it is not possible at all as Germanic tribes of that time might have been quite diverse? Should we try finding a more generic solution that could be good enoughfor players to grasp the spirit? Three words describing three phases (knowing that some tribes of that time did not (yet) develop cities as you wrote). Afer all this is a simplified game.
    3 points
  25. The problem was that they were inpersonnating us and refused any communication. Then when they saw it wasn't going great they tried to sell it to do a grift.. Other than that there was no issue. We didn't know what version they uploaded, if they added malicious software in it or anything.
    3 points
  26. @nifa sounds great At the moment I am doing some tests to get familiar with importing models and textures and so on.
    3 points
  27. Yeah, it helps to remember why one banned him in the first place.
    3 points
  28. "However, artillery being captured, turned around in the heat of battle, and starting firing on the troops of its previous owners? Unlikely." That's probably right (can't remember any counterexample), but the same argument could be applied to ships, and that's going to be in the game now. It’s like proposing removing the building of towers because that didn’t happen while a battle was taking place meters away. It's all a representation of things, numbers and time are shrunk with respect to what in reality would have been, it seems to me that completely removing something that happened just because it didn’t happen in the same battle is the wrong call. Capture times would have kind of prevented turning things around in the heat of battle, and if not, a “use cooldown” could be implemented, one being able just to move the piece in the meantime. Edit: I think something like that was proposed for towers and fortresses, to avoid turning them around fast, although more from a gameplay perspective than a realistic one. For ships it would also make sense to have a use cooldown.
    3 points
  29. I'd say Stan answers the question pretty well right below the orginal poster. I don't really think 0 A.D. is similar to AoE. But i'm not really interested in the discussion either way tbh. I'm not one of the developers btw and comparing an open-source game in alpha state to finished commercial releases is a bit funky too. You could make a mod implementing changes you want and if you need help with how-tos i'm willing to help when i stroll by the forum.
    3 points
  30. Hi, I checked 0 A.D. around 15 years ago, and only lately had another go at it. I found it quite nice, with some interesting ideas. Lots of respect for the volunteers, it's impressive how it looks already. Obviously it still has many rough and suboptimal things, as expected from an unreleased game (and released ones, for that matter). In some ways it’s so good that I feel compelled to say that in other ways I think it risks missing the mark in making itself attractive to new players, for reasons I might tell later on (obviously I don’t mean to be mean). For now I just wanted to mention a few trivial things I noticed (maybe some are actually implemented and I didn’t find them), I hope this is the right place for this: 1) The loading screen with tips goes away too fast for me, it should say “press any key to continue”. 2) Many times I would have wanted that double clicking on the idle worker button would select all of them. 3) Many times I wanted to remove a few units from a selection. I think this could be done with shift+right click on the selection panel icons, removing a unit from the icon clicked, since just right click removes the whole icon from the selection. 4) Continue Campaign should appear only under Single Player, otherwise seems too redundant, and a bit confusing. 5) New Campaigns shouldn’t be allowed to have the same name as a previous one. 6) Many times I just wanted to Restart Scenario, instead of having to set up everything again, or to Load Game from one. 7) It would be nice to have the option to hide health bars, and better, hide full ones only. 8) I know about ctrl+D, but extending a bit zoom range (both in and out) could be a menu option. And I also found myself wanting to look a bit upwards, but it has to be fixed for gameplay since structures that should not be seen become visible. 9) Camera controls could be applied to the minimap if the cursor is placed on top of it. 10) On the left or right of the game speed button there could be a camera button with all the controls, including one to return to default view, which I don’t remember now if it can be easily done. 11) A visual representation that commands indeed were queued would be helpful. 12) As someone posted in this thread long ago: units should not remember where they were when receiving a standard command, and repairing a dropsite shouldn't be an invitation to gather. All these things can be easily instructed if wanted. 13) The way unit information is displayed doesn’t seem the most intuitive, too much text. It wasn’t evident for me which class structures were, to be able to change phase (one has to build almost everything anyway). 14) There’s no limit of Traders or Merchant Ships a given trading route can have, and there should be because those continuous routes look ugly, maybe could be fixed with a time the unit needs to stop for business, to space them out a bit, automatically limiting their useful number. 15) Capture is interesting but seems broken. Buildings are taken too fast, and then suddenly collapse, it’s unrealistic and not fun. I wonder if capture, garrison and occupy turret (which I don’t know what it does yet) could all be combined in one button, or are there situations where more than one is needed for a given target? I see removing the ability of capturing Fortresses has been proposed, but this destroys realism, as the post before mine states, surely better solutions can be reached. 16) Army placement is not good. Maybe something like Rise of Nations or Total War is hard to code? Where by dragging the cursor at the destination one can see and control the final positioning of troops (considering formation limitations). 17) (Un)garrisoning should be gradual, now it looks unrealistic, and could help with landings in small places. One could drag the unit icons on the panel to reorder them, meaning in which order they would disembark. Doing it in or near a port could make things faster. 18) Ships not taking into account the size of units they are transporting is a mechanic a bit dated. 19) The relationship between groups, formations and battalions is quite messed up. I like all these concepts but I don’t think the implementation is right. I have an idea for it but it would take me a few lines to explain, not the purpose of this list. 20) As pointed out recently, the lettering is way too small, it just doesn’t look good, “unplayable” was mentioned. UI scale is buggy, makes quality worse, and windows won’t fit in the screen. One shouldn’t have to install mods to fix something like this. Regarding that last point and what I said at the beginning, default settings should be friendly for new players. There are many things I can say about that, along with more suggestions (some historical for the Spartans), if this kind of feedback is wanted.
    3 points
  31. I'll get started on that (probably start by editing Petra, neve made a whole bot before) sometime soon, and see what I can come up with.
    3 points
  32. The forum can now support 10k scrappers and spammers without users experiencing slowdowns!
    3 points
  33. I am developing an AI called stevenlauBot. I have only made the game start move. All units go to the tree nearest to CC, cav goes to chicken, either by walking or teleportation, whichever faster. It looks cool! My plan is to make the AI to play standard tactics like how I usually play (only Han). It will be useful to practice 1v1.
    3 points
  34. The more i think about it, the more I think we could just remove auto-attacking building all together. Like units do for Gaia buildings basically : don't do anything unless specified. Maybe since some cite the case where you could want units to start attacking/capturing everything nearby, violent stance would restore this poking holes in all nearby building with your spear for 40 min behavior.
    3 points
  35. So, I just played the new Greek major god, Demeter. I have to say it's quite disappointing. Their decisions when creating this major god are baffling. Several pre-release fan-made concepts for Her were 10x better and more well thought out than what we received. If I were a Demeter acolyte, I'd be angry (lol). No female hero, which is a shame (No Medea? Circe?). No Hera minor god choice. Myth units are gangly and have odd abilities. No real Fortress UU (Amazons say hello!!!), just another bad Myth unit. I've also decided after several skirmish matches that 0 A.D. is just a plain better designed game in a lot of ways (especially with the DE mod, eh hem). Some of the animations in AOMR are just plain bad. Unit recognition at zoom is nonexistent. The environments are super cartoony and distracting. It's lacking several UX items that 0 A.D. has, like formation drawing, which is huge. I found myself frustrated that AOMR didn't have it. Whoever suggested the feature for 0 A.D. should get a gold star. AOMR's UI is bewildering. AOMR's unit and tech and building portraits are terrible. It's missing things like selection sounds for gaia objects (trees, mines, etc.) which are much appreciated in 0 A.D. That 0 A.D. has 'medallions' for heroes at the top of the screen is also sorely missing in AOMR. So useful for selecting heroes. AOMR's encyclopedia is pretty great. It also has a lot of game modes that 0 A.D. just doesn't have (yet?). I mean, does 0 A.D. even have any game modes yet, truly? lol AOMR has balanced strategies between rush, boom, and (now, after recent patches) defense. AOMR's textures and lighting engine are super nice. AOMR's expanding and contracting minimap is a great feature that 0 A.D. should have. But still, things are baffling, like boat sizes. Sure, 0 A.D.'s are too big, but AOMR's are the size of a battering ram and look cartoony as Hell, even more so than AOM's first release 25 years ago! In some ways, AOMR's water rendering is nicer (it has more features), but in other ways, 0 A.D.'s water looks nicer. Just, in general, I think 0 A.D. is heading in a good direction in a lot of ways when compared to a AAA game like AOMR. For all my criticisms and long wish list, 0 A.D. just plays more naturally and just feels like the player has more control over what's going on. I think I'll be playing 0 A.D. long after AOMR is dead. EDIT: And 0 A.D.'s music is just plain better! @OmriLahav
    2 points
  36. It should be possible (and patches are welcome) I used it as way to see that people were doing weird stuff
    2 points
  37. Hey @Emma Sorry I missed your message, you can get in touch with me as well. I'm available on most platforms in order of preference IRC, XMPP, MATRIX, DISCORD, SIGNAL TELEGRAM WHATSAPP and FB Messenger. I just took a pic in your portfolios and that's some really nice stuff. You could help improving the quality of the current flora if environnement art is something you're interested in. Otherwise we need a new germanic wonder I'm sure @Genava55 could hook you up with some nice references. Regarding 3dmodelling and texturing I'll be guiding you through it. I would recommend learning how to get the SVN version and checking out the art documentation. See https://gitea.wildfiregames.com/0ad/0ad/wiki#for-artists Let me know if you need any help.
    2 points
  38. There is a new release candidate at https://releases.wildfiregames.com/rc/.
    2 points
  39. Ara Pacis or Altar of Peace The Ara Pacis Augustae (Altar of Augustan Peace) is a renowned monument in Rome, commissioned by the Senate in 13 BC and dedicated in 9 BC to honor Emperor Augustus’s return from Spain and Gaul. Located in the Campus Martius, it represents the "Pax Romana" through marble reliefs featuring imperial processions, mythological figures, and fertility scenes, symbolizing peace and prosperity.
    2 points
  40. @CheckTesterit was a joke that came up onto me, so I wanted to share a laugh. I look forward for this feature to be implemented. I also want a troll ai that does what I thought of. Trully it will caught people off guard, those whose used to it will get annoyed which serves the purpose of trolling. Man, my urge to troll is high....
    2 points
  41. Note: The mod has been tested on version R29 for developers, but should be compatible with A27 and R28. Description: Adds 21 ranks for Support Units. When a certain amount of resources is gathered, the unit's rank increases. Each subsequent rank improves the overall gathering speed for all resources. The bonus and the amount of resources required grows exponentially. Example: Rank Bonus Amount of resources required for improvement 2 +1% 30 3 +3% 45 ... 21 +200% (approximately 15 minutes when gathering fruit, for other resources it takes 2 or more times longer). Ranks are not displayed in the unit interface, only the change in gathering speed. promotion-for-support-units.zip
    2 points
  42. No es incorrecto, pero en este caso, toda la isla se llama Marajó y el sistema del delta del río Amazonas. Algo que sería interesante mostrar de alguna manera sería la famosa marea alta y la estacionalidad de las inundaciones y sequías, algo que definiría a la civilización Marajoara (se formó alrededor del año 400 d.C. ).
    2 points
  43. A German and an Italian enter a bar. Perfectly normal conversation ensues.
    2 points
  44. I'm from France (continental, so GMt +1) and I picked Aldebaran because it's a star, and everybody always told me I got my head in the clouds... And I like the skyy x))
    2 points
  45. The only illustrative reference is from Ancient Warfare magazine but it is a sketchy simplification : The boat was submerged with blacksmith tools, with wooden vessels and recipients, animals were sacrificed, notably a horse and two dogs. Spears and oars were thrust into the silty bottom to anchor it. There were dozen of spears and shields submerged with the boat.
    2 points
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