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  1. Addition of civilization specified head's by following the current schema. Currently missing only iberian's By the meantime since im updating actor's i took the opportunity of adding the combat variant to each melee infantry to add more immersion to the battle's. Now the actor's will play ready variant animations while approaching an enemy if selected to attack directly or using the attack-move order. I would like to add in the UnitAI component the combat state if the entity has selected the Aggresive stance so it will make a visual difference. Head was generated using blender provided human free assets. Here some screenshots: Hellenic: Achae: Han: Maur: Celt: Kush: Cart/Ptol: Combat variant Showcase:
    5 points
  2. https://www.moddb.com/mods/derphammer
    4 points
  3. It’s pretty obvious the guy who designed them was a 300 fanatic, drank way too much coffee mixed with Red Bull and, while screaming “this is Sparta”, made these unit stats in a complete frenzy.
    4 points
  4. Added a new version to the main post; - Added several types of vassals that produce their own units. - Vassals now build structures, houses provide 1 pop to their owners, the vassal will produce a barracks in order to produce their own military units. - Improved villager ai, they should no longer sometimes move back and forth and will try to get a range of resources nearby. - Villagers can now hunt nearby animals. Right now there is no ai until you capture it, but i plan on making a basic defensive army patrol around the settlement before it is captured by anyone. Dont worry, it will be fairly easy to capture vassals I would also like to add a new civ that specializes in vassals and autonomous units.
    4 points
  5. Guys, I’m here to bring more updates about my mod World Rising! I’ve been working on this project for about a year now, and during all this time I’ve been heavily focused on improving the game’s performance, optimizing objects and making everything lighter and more efficient. With every new thing I learn, I go back and rework parts of the project to further improve the overall gameplay experience. My goal for this year is to fully complete the Jomon, Yayoi, and Kofun cultures, including their fauna and flora. I also plan to create at least 3 random maps inspired by Japan, and the first one is already about 90% finished. I’ve created many new trees, grasses, plants, bushes, rocks, resources, and several other environmental elements, making the world feel much more alive, immersive, and visually appealing. The Jomon culture is now basically complete, featuring all of its units, structures, and technologies. The only thing I’m still finishing is the building damage system, where structures visually break apart and get destroyed progressively while under attack. I’ll bring more updates soon. For now, enjoy these images from the game’s first era!
    4 points
  6. Three small, advanced examples: Anuradhapura - We need more research into unique units and technologies; Cyrene - We need more research into unique units and technologies; Urewe Culture - We need more research technologies;
    4 points
  7. We could probably update it for R28
    3 points
  8. Well, Spartans don't have good cavalry. That is one of their main weaknesses, the other being poor siege. Every civilization/faction has its strengths and weaknesses. The fact is, you don't choose a playstyle and go with any faction. You choose a faction because you like its playstyle, units and its quirks.
    3 points
  9. connect your territory to ally and delete your cc !
    3 points
  10. Is it me or something with normals (the face is more gray than I expect)?
    3 points
  11. @AlexHerbert I assume you are referring to mass garrison of hoplites in barracks early-on so they promote to champions. This shouldn't be a problem in TGs because it's not very good against a standard minute 15 maxxed out attack. Some players might feel this offers them a shortcut but this is only helpful in for example Nomad matches. Normal hoplites esp. Athenian ones still have many possible counters like outplaying them with ranged (even archers) or making a 50/50 melee/ranged army with proper upgrades, champions or just making full melee-only of your own. Technically swordsmen should be stronger in hand-to-hand combat. In my personal opinion pikemen are actually much better when used in team with ranged units than hoplites. Honeslty I would just recommend making a normal army and fighting melee in front. I can see how champ spamming with the garrison might be a bit annoying and you might even compare it to Gaul fanatics. But in my opinion having such a 'secret' strategy is intriguing and that's exactly the kind of depth I like about 0ad. You still can make a big citizien-solider army and you will be fine but can be annoying.
    3 points
  12. Dumping the latest update because i don't have time or motivation to work further on the mod currently and don't want it to go to waste before next game update. • update to A28 • Germans got the grapejuice balance overhaul • Fixed missing and wrong templates • Some animations were missing, fixed • Obstruction walls were selectable, they shouldn't be • Exclude slingers from the brazier buff • Rewrote the ammo system, should expect performance increase and less bugs • Rewrote the energy system, should expect performance increase and less bugs • rams don't get extra energy from garrisons anymore, they have their own standalone pool. Each garrisoned soldier adds to attack speed, damage and walkspeed as described in the "battering rams" aura tooltip. • new icons for: re-arm aura, brazier flaming projectiles aura • Units swap weapons much smoother now when out of ammo. Before, units would do the whole ranged attack animation until actually shooting to realise it's out of ammo, now they swap instantly after being out of ammo • civic center shoots no arrows by default, only when garrisoned, to motivate players to build actual defense structures like towers and fortresses • new tech at forge, upgrade stone towers and fortresses to shoot flaming arrows that apply burning • added 3x damage bonus to spearman cavalry against cavalry • Big promotion rework. Units get stronger buffs from promotion. Heroes and champions gain increased buffs from rankups. Some units can get to 10 ranks (just heroes for now), each rank gives a buff to certain stats like attack speed, melee attack damage, health increase, and more. Siege (including rams and siege towers) can also gain ranks now. In theory any "unit" can gain ranks now, including wildlife like crocodiles. After max rank a unit can still gain experience, and they will heal some health when the bar is full (and maybe different bonus in the future). • Improved tooltip for the rank icon (middle selection panel). Now reflects in realtime what current rank bonuses are. • Javelineers gain +1 max ammo per rank. Meaning Champions Rank Units will have 6 max ammo (was 3) and max rank Hero Javelineers 12 (e.g. Iber Hero Viriato). This is to give a little more motivation to create Javelineers as the complaint was they didnt have much ammo to roam with. • Iber Hero Variato has become a javelineer (again? pretty sure he already was at some point), and throws burning javs. He has 12 ammo at max rank. @Stan`@Itms can you sign the mod on mod.io when you have the time? Thanks. grapejuice_R13_A28.zipgrapejuice_R13_A28.pyromod
    3 points
  13. Ok, then the present Specific Name is not following the game's guidelines, which are based on ALA-LC Romanization, and Ναὸς Ἀθηνᾶς Νίκης should be then transliterated as Naos Athēnas Nikēs.
    3 points
  14. In late 2000 / early 2001 me and Dire_Wolf met up via the AOK forums at heavengames, both of us with an interest in modding Age of Empires 2.. We messed about a little bit, never really did much but eventually decided to form Wildfire Studios as a simple modding group, similar to dozens that were around at the time. After forming Wildfire Studios nothing special happened for a while, nothing much happened at all.. We had a few members join up and leave etc etc then Dire_Wolf recruited Wijitmaker (AKA Jason) who pretty much stepped right up and reformed nearly every aspect of Wildfire for the better. He recruited new and talented members such as Agamemnon, BullsWool, Sud Commander, Topknot and Icewyvern to name a few.. And in march 2001 we began work on Rome at War... there Was even a trailer created for the Rome at War mod at the end of march 2001 (check the bottom of the page) . It was about here that I started sinking backwards into the shadows at WFS, I was more a spectator than anything else but continued to watch from the inside all the progress that was being made.. lending a hand every now in then in terms of ideas and discussion and web design.. Eventually RAW was released, after huge community hype it was and STILL IS (I believe it is fair to say) the most successful mod for AOK ever. With over 16,000 downloads from aok.heavengames.com alone and many more from wesites all around the internet, it was something that was never predicted. It was such a success that RAW was even featured in magazines such as PC Powerplay and Gamestar. For me, now to look back to when WFS was first founded, it was never ever EVER predicted that WFS would ever raise to such heights.. After the unbelievable success of the Rome at War mod, the members of WFS decided to create a new modpack this time under the code name of 0AD, with the aims of brining barbarians etc to the world of Age of Empires 2.. After large amounts of work and time spent on creating this modpack, with a large community following and also the formation of the team dedicated to creating The Last Alliance modpack it was finally decided that the teams were too limited with the mod capabilities of AOK and AOC and that for the mods to be successful they would have to look elsewear.. The exact date is unknown to me but in late 2002 / early 2003 the difficult decision was made by the members of WFS to embark upon the task of creating, not just one game.. But two.. Simultaneously it was decided that TLA and 0AD would be created together, along with this decision was also the decision to change the team name to Wildfire Games and also ( I believe? ) the purchase of domain name www.wildfiregames.com. And thus work on 0AD began, with Wijitmaker keeping the game on track and keeping a completely professional front. By now I had become less and less a regular visitor to this site.. But still remembering to stop by at least once in a while, to check the progress.. I have watched the forums grow and the games progress from the very beginning, but as of late I find myself coming back here more and more often, this game is beginning to become for me, more of a reality than the dream I once thought it would only ever be. Seeing the new screenshots posted for 0AD in the last few days have created a sense of emotion within me that is somewhat hard to explain. It is a sense of achievement as well as a sense of pride that I was at some stage associated with the team which has been able to create what to me seems like a masterpiece of work. I believe that if there is one person to thank for all that has been achieved over the 5 or 6 years since the formation of WFG that, that one person is Jason "Wijitmaker" Bishop. I know for a fact, that without him in the team from the beginning that WFG would never be where it is today, Rome at War may well have been released but our soon to be greatest achievement would certainly not be the impending reality that it is today. Jason has been responsible for keeping WFG going and giving us that kick start that was needed right from the beginning. Although I beleive Jason to be the key to WFG, it definately would not have ever been possible without the outstanding contributions from all the dedicated team members and community that have been a part of this great team over the years. THANK YOU everybody for supporting Wildfire Games over the years and thank you for making my dream (and im sure the dream of many others) a reality. I'm sure one day, i'll be able to look back on 0AD parts 1, part 2 and perhaps part 3 and be overwhelmed with the same emotion that I am today. p.s if anyone wants to view that old 0AD trailer (dating around december 2002) you can view it here. and the Rome at War trailer from 2001 can be viewed here.
    2 points
  15. The freckles are a great touch I fear they may be picked on at school though... These look great as well. Maybe one suggestion: the lips appear somehow too small.
    2 points
  16. What do you think of this: if I capture someone else's vassal settlement, the units it spawned when it was their's, become mine
    2 points
  17. This is my scouting mod, it is not complete yet, but if anybody want's to test it, that would be great! If you find any errors or have suggestions, please post them Version 1.1 -> 5/13/26 Adds command tent -> train healers and champions for some civs, population bonus of 7, train roman centurions, works as a dropsite, not Available till town phase Tent now has 5 population bonus Scout cav can build palisade wall, roman scout cav can build siege wall instead Scouting-1.1.zip Version 1.0 -> 5/12/26 Adds a scout cav that can build an outpost and scout tent. Scout cav have 25 resource capacity Tent -> train scout cav and jav infantry, if the civ has it Outpost upgrades -> lvl2 +10 vision range, lvl3 +10 vision range and shoots arrows Scouting-1.0.zip
    2 points
  18. Methinks it would be interesting if the AI mixed it up a bit and tried different mixes of units in its attacks more than it currently does. Perhaps we can add more personalities to the mix beyond Aggressive, Defensive, Balanced, which try specific types of units for different strategies or tactics.
    2 points
  19. Hi, @Satevis. Welcome to 0 A.D.! I'll try to answer some of your questions.: 1. What is the advantage, if any, of raising livestock in a Corral vs building more Fields? Economically, Fields are still generally more efficient than Corrals. However, Corrals have a harder-to-measure advantage: they allow you to replace some Civilians with Cavalry, since cavalry gathers food faster while also giving you defensive units in your base that can help protect against raids. In addition, you can garrison livestock inside Corrals and get a small constant food trickle. At competitive level, the standard is usually around 45 to 60 Civilians distributed across 9 to 12 Fields. A strategy that is becoming increasingly common is replacing around 20–25 of those Civilians with Cavalry. 3. How much better do my units perform given the different formations? The repositioning that @Deicide4u mentioned is key. An army deployed in a proper formation will have a much better chance of winning than a disorganized army attacking in a straight line or with ranged units (which are weaker) exposed on the front line. Units also run while repositioning, which gives you a mobility advantage that can be enormous if used correctly. In addition, units in formation can overlap slightly more. This allows melee units to attack enemies without needing to move around to find an empty spot. 4. How does the Trader unit affect prices on the Market? Traders are only used to establish trade routes between Markets. Every time a Trader reaches or leaves its destination, you receive some amount of the resource you selected. They are especially useful on maps where certain resources are scarce. 5. Are walls important for defensive play as Romans? Walls are not used very often because of their weakness and high cost. If used properly they can still help with defense, although many players consider them too weak at the moment. 6. How do I handle extremely long ranged archers (vs Seleucid?)? Spear cavalry is probably the best option. They are faster and have a damage multiplier against cavalry. Gaul Naked Fanatics are also an excellent option against all kinds of cavalry. As for struggling against the AI, I recommend watching this video. It explains the basics of economy management while also giving many valuable insights that can help you improve your gameplay. ValhirAnt is one of the best — if not the best — 0 A.D. players. I highly recommend watching many of his videos, from beginner guides on beating the AI to highly competitive 1v1 matches against top players.
    2 points
  20. Like any other RTS, the game keeps evolving as players discover tactics and strategies to exploit the strengths and weaknesses of different units and civilization mechanics. Maintaining good balance throughout each release is a very difficult task, carried out by very few people who dedicate a great deal of time and effort to it. It would be useful to properly identify what the actual problem is and why the unit is considered broken. Perhaps the issue is the capture system itself, which allows a ball of hoplites to steamroll everything and capture your base. Perhaps it is the Hoplite Tradition technology rather than the unit itself. Or perhaps there is also a lack of skill involved in dealing with a ball of hoplites, which are actually easy to micro against due to their slow speed. The frustration is completely understandable. Balance issues happen and will continue to happen. Contributing ideas to solve a potential problem is always welcome, but ranting about the supposed motivations of the person responsible for the unit’s design does not contribute anything at all.
    2 points
  21. You might enjoy looking @Emacz Classical Warfare AEA mod where (Spartan) hoplites work quite a bit differently and some units got specific pop limits.
    2 points
  22. Bonus track: Set of female heads to end the week since my semester start tomorrow.
    2 points
  23. Yeah, as I've said 100x already. Capture is a broken mechanic that allows things like these. If those hoplites had to damage your CC, their strategy would fail.
    2 points
  24. 2 points
  25. I'll add another mesh with narrow nose. Currently iberians:
    2 points
  26. I think I found the code related to this behavior. Value seems to be hardcoded. It should probably be exposed as a configurable value so it can be adjusted more easily. Check this line: // If Health is lower we are more susceptible to capture attacks. const cmpHealth = Engine.QueryInterface(target, IID_Health); if (cmpHealth) total /= 0.1 + 0.9 * cmpHealth.GetHitpoints() / cmpHealth.GetMaxHitpoints(); This is in simulation/helpers/Attack.js
    2 points
  27. Hi, everything alright? Actually, I still need to add some resources like copper and iron, which will replace metal. I'm also thinking about adding silver or marble, but I'm not sure yet. Regarding resource gathering, in the first era, villagers can't collect copper, gold, or metal. As you progress through the game and advance through the ERAS, your villagers also change, being able to collect new resources and unlock new buildings. As for resources appearing during the game, I don't know if it's possible to create them, and I also believe that having specific resources for each culture isn't possible.
    2 points
  28. What about specific resources for specific eras? To avoid working metal in the stone age. I guess in practise one could do it by setting ridiculously low gathering rates for more advanced resources until certain techs are researched? (And some civilisations could not have these techs, solving the issue you mention). Or can they be made progressively appear? (Some game was like that, can't remember which, maybe RoN). I guess your resources are faith, water, clay, food, bone, leather, wood, stone, copper, iron and gold. It seems like a lot to keep track of. Also, fibre, as I argued somewhere else, would be a very important one that gets always ignored (I guess it doesn’t sound that cool :P), and leather could be included in it (even if hides are not usually considered natural fibres textile-wise, they are made of collagen fibres), as both have similar purposes.
    2 points
  29. https://gitea.wildfiregames.com/0ad/0ad/pulls/8907 Needs a better specific name. Right now, it uses a Google Translation which I'm sure does not follow the game's Greek guidelines.
    2 points
  30. The internal version I have currently supports different vassal races randomly spawning, as well as fixes several bugs when it comes to military units promoting into none vassal units. I'm planning on turning the ai on for vassals after they spawn in, meaning you have to fight to take control of them, this should make it so they are not just a free economy boost. Villagers should harvest stone and metal in the area if there is some close by. Their behaviour at the moment is a bit back and forth as you have noticed, I'll have the AI stop trying to find them jobs if they already have active orders. The current plan is smoothing out the vassal unit behaviour a little more, then having them build up a basic settlement, houses, a barracks to produce units and then farms. Once this is done, each vassal can be made more unique with how they act and what they build. Possibly a diplomacy UI could be implemented too, I'll definitely look into it.
    2 points
  31. New updates with help in finalizing art in Blender by @Alisson Fabrini . The mod is becoming increasingly complete and closer to an alpha version. Please note, if you see any civilization present in it but feel something is wrong, contact me and we can research improvements together! Thank you very much @Eilat! The Vietnamese are much better off now with your help.
    2 points
  32. Hello! Today I’m bringing some more updates about the development of my project World Rising. Over the past few weeks I have been studying animations extensively, and I finally managed to understand much better how they work within the engine. At first I tried to use some of the animals that already exist in the game, but I wasn’t able to adapt them successfully. Because of that, I decided to take a different approach: creating my own animals from scratch, including their skeletons and animations. Those who have been following the project already know that I am currently working on the Japanese flora before moving forward with the civilizations. Now it’s time to start developing the fauna as well. My goal is to create between 10 and 20 animals that represent different regions of the map. Among them, I also plan to include a legendary megafauna creature, inspired by animals that lived between 15,000 and 10,000 years ago. This creature would act as a kind of natural boss, providing a large amount of food when defeated by players. In addition, I have been working hard on improving the game's performance, reworking meshes, textures, and other assets to ensure players have the best possible experience during gameplay. For now, here is an image showing some of the animals I have created so far. They do not have animations yet, but they are already part of the process of building the game's ecosystem.
    2 points
  33. Britons only. Do you need anything to work on it? Well done! If I may make a comment, there must have been Gauls and Germans with long hair but no beards as well.
    1 point
  34. I have a full body to render to give normal and diffuse to bodie textures, just need to get a proper hand uv to render the hand's i did a whole body bake:
    1 point
  35. Probably can do something with a few little triangles for non-helmet meshes and leave the plain version for helmet for performance.
    1 point
  36. That is what I just said many times, that units do have a counter, but those players force you to play monotonous like him or lose... (I have never seen a Spartans player use stables, for example.) But well, I have it already solved for me anyways. I just say it for people still don't know how to deal with this (like the ones in the overlay screenshot.) Finally, you are not obligated to play with those players Thanks everyone for your answers.
    1 point
  37. I originally refrained from commenting on this post for several reasons. Most of my post I try to keep related to our project, Classical Warfare AEA. Which this will touch a bit on. I have also been around long enough to see lots of post about different "broken" unit, but then no willing's to do anything about it. And it just becomes a complaining/venting forum without any possible solutions to fix the so called problem. That being said I was out on a hike, and I just couldn't stop thinking about the post and how it represents some of the issues or lack thereof in our ever so small community. Personal I don't think hoplite spamming is an issue, with the possible exception of my Athens. The fact they can promote to Champs without the cost of champs from the comfort of their own barracks seems a little unfair to me. On top of that I have do a little reading up on and have found nothing about Hoplite City Guards for Athens, so I'm not quite sure why they are even a champ unit. The city guards were the enslaved Scythian archers (from what I have read) who overtime earn the role and patrol the city. That being said, I think almost any unit can be exploited and broken if you master how to play it in the context of the game. One of my biggest weaknesses is playing against Cavalry. Partly because I like to play Sparta and their Cavalry is somewhat simple and limited. I'm also just not that good at dealing with the hit and go tactics. Does that mean all cavalry are broken? Not really, i could do better designing my cities, usings walls, palisades, not overreacting, chasing etc. There are many ways to beat hoplites IMO, some have already been discussed. But I think the best defense against any unit, style of play is an offense that prevents it. Lets take Classical Warfare AEA for example. Like @diagonalo mention we have tweaked a lot, in particularly Sparta and their "Spartiates." And while there is no limit on how many you can train, as you tech them up and make them stronger they take longer and longer to train, so they become a little harder to mass. But they are still probably the single strongest melee unit in our version. It makes almost 0 sense to take them head on in a fight in open terrain where you have to face all of them at once. You will LOSE! unless I'm the one playing them, I nub a lot... but that's a different story. The point is they are slow units, just like in real life. You can easily go to their base and reck their eco with most infantry ranged, definitely cavalry. You can attack them from afar with lead slingers, archers etc... Jav may be a little scary since their range is lowsest. So I guess my point is, if you are interested in a more complex indepth version of the game, check out Classical Warfare AEA if you struggle against a certain type of unit, post and ask for advice. There are many players out there that can beat me with any civ, any unit any day or time... I think its less about the mechanics of the unit and more about your overall understanding of the game and what units "might be broken" so how to prepare for them before they are spammed.
    1 point
  38. I didn't even read your answer. Good day.
    1 point
  39. The PR to make capturing more difficult is already done and, hopefully, it can be reviewed and merged for the next release. I think the capture mechanic is interesting. I wouldn't sacrifice it just to repeat what other RTS games do, where everything boils down to destroying buildings. I think it just needs further polishing and balancing. I think it's strange to see a stone building fall to sword attacks. One could instead imagine it being set on fire, which would make more sense especially for wooden buildings, which are already weaker by default. I think it's good for macemen to keep this role of being effective against buildings. They're weak against units, so the player has a meaningful choice to make, with an associated cost; that adds an interesting layer to the gameplay. I mostly agree with this, finding the right balance is complicated but desirable, so the game doesn't end up excessively favoring turtling either.
    1 point
  40. It seems you’ll end with an almost unmanageable variety of resources. An alternative path is to indeed consider all this, but differently, a bit inspired on Rise of Nations: I would group each specific resource into main resources, for example all clay, stone and marble would be just stone, then iron, copper, silver and gold would be just metal, but, although they wouldn’t have a different counter, they do exist differently, and the fact that you are collecting different ones could give you some extra bonus, or allow you to do some things, or the Market system could take some of this stuff into account. Still, fibre is more important than most of those resources since it’s what you use to make rope, which ties up everything, for example, and becomes even more important later on when you have proper clothing. What I mean is, wouldn't just having a tech solve this? The easiest way I can think of is to have an extremely low defauult gathering rate, which this tech would modify. And not all civs would have it.
    1 point
  41. These are massive changes. If these are proven stable, I wouldn't mind it in the base game at some point.
    1 point
  42. This is a freaking awesome video and got me thinking about how pathfinding could simulate crowd and individual behavior.
    1 point
  43. Buenos días tardes o noches: Aquí le dejo una previa sobre el Boceto de la facción Asmonea @p3p : Desculpen las molestias*
    1 point
  44. Hello everyone, It is with great sadness and a little relief that I am announcing my retirement as project leader of both 0 A.D.: Empires Ascendant and Wildfire Games. It has been an awesome 12 years and 8 months, with its ups and downs. Making it to the team will remain one of my greatest achievements ever. After 6 years of 3D art struggles, getting the chance to join the team was unexpected (and, to this day one of my proudest moments), and two years later to be offered the leader job came even more as a surprise. It has been an incredible opportunity to be the leader of such a project. I would not have met half of the awesome people I met if it were not for it, and I would certainly have not have had the opportunities to go to the places I went if it were not for it. I don’t know half of you half as well as I should like; and I like less than half of you half as well as you deserve. Being able to spread the word about the game around the world has been an honor, and I hope the game will continue to shine at events. Recently, I had less and less energy and motivation to give to 0 A.D. The delay followed by the cancelling of A27 was no exception; I simply could not give the same energy I gave for the previous ones. The lobby became a source of permanent mental load and anxiety, first because of it is lack of moderation, then because of it started becoming moderated, and now because mods splat the community even more and the cheating is rampant. And it went downhill from there, as I started the longest break I ever took from 0 A.D. Those of you that know me know I was not really far, but I was simply not there. On the development side, I cannot seem to find any fun anymore. Everything feels more like duty than an actual desire, which can only work for so long until it breaks. The learning curve is just simply not worth the burnouts anymore. There are so many things I wanted to add to 0 A.D to showcase the true potential of the engine, as it is just immense, look at all the mods have done, look at all the thing people learnt about history, programming, art, bugs.. But I don't feel I can carry that vision anymore. I believe it is time for a change. I am therefore, effective immediately, quitting my functions as programmer, artist, video editor, documentation manager, translator, human resources, moderator, social media manager, public relations, system administrator, mod signer and modder, (all my mods can be considered archived until further notice). It is the only way for me to ever move on. I cannot just keep doing one thing for 0 A.D., unless I get a clean break I will continue feeling everything not covered by someone is on my shoulders, and it is a weight too big for a single person. I would like to thank everyone that made some or the whole journey with me, I will miss you all very much. I hope we shall meet again. I would also like to thank all the players that took action in the balancing department it has not been an easy task. I do not have ideas for the person who can or will replace me, nor do I know whether I should be replaced by a single person. I will leave it for the remaining people to decide what kind of leadership model they want to go for from now on. As for what I'll do next I do not know yet, but I've been working on Godot tools to import 0 A.D. assets and it's been fun, so I might continue that. I'm still working with Activ' Design this year as well. tldr; So long and thank you for the fish. May Wildfire Games and 0 A.D: Empires Ascendant live a long and healthy life after I am gone. Best regards, Stan
    1 point
  45. How much is the game finished? Well, there are others who can/have given good estimates on that question, but one thing I do now is that you don't want to play the game yet. You might think you want to, but if you'd try and play it for a while you'd just get disappointed as it's not finished yet. For a while it's marvelous to see it in all it's glory, but when you look closer/encounter a bug you realize that there are things to do before it's finished, and while things are progressing there is no real way to know dates etc. Not only is it hard to know when people will have time (or when new people will come as people will move on from the project due to changed circumstances in their lives, like getting a job, a family, finding they have more interest in another hobby etc) but to make things worse most, if not everyone on the team are perfectionists. That will make the finished game better, but will also lead to the release date getting later as perfect takes time. Hmm, that word soon is a perilous word. For example, Jesus said that he'd come back soon 2000 years ago, but though we are some Christians in the team we're sure not Christ, so I can promise it will be sooner than that at least And while I don't have any info on a alpha/beta I repeat what I've said before, we do have something on the way which will, well, without wanting to give away any details I can say that it will give a bit more insight into the game/developing of the game for a select few...
    1 point
  46. [img center]http://wildfiregames.com/0ad/movies/thumbnail1.png[/img center] Download The Video (11.7 mb - 1 min.) Wildfire Games is proud to announce the release of a video featuring gameplay from 0 A.D., a historical real-time strategy game currently under development. This is the first dynamic glimpse of our flagship title in its present state. When completed, 0 A.D. will be released to the public for free, with absolutely no strings attached. The game is powered by Pyrogenesis, a game engine built from the ground up by Wildfire Games. 0 A.D. is being developed by an all-volunteer, all-online team with members from five continents and numerous countries such as the United Kingdom, Belgium, Australia, the Netherlands, Sweden, Canada, Denmark, and the United States. A fun, yet focused, atmosphere brings the team members together to complete the serious task of producing 0 A.D. We are constantly recruiting more members. If you are inspired by the work completed so far, we encourage you to visit the 0 A.D. website and find out how you can get involved (Applications are HERE). Wildfire Games is looking (Job Openings are HERE) for self motivated, ambitious, skilled programmers and artists who thrive in a team environment. If you can program, script, animate, or model and have a love of video games and an eye on learning new skills in a diverse and determined group of likeminded individuals, then check out the Wildfire Games website to learn more about the game and apply to the team! Several of our members have gone on to lucrative careers in the game industry, while others have further honed and rounded their technical abilities, adding valuable entries to their demo discs and portfolios. You could be thrust into the thick of game development before you know it. As the great Roman poet Virgil wrote, “Fortune favors the bold!” - 0 A.D. is as bold as it gets. Thank you for your continued support of the project. We welcome you to visit for more information in the future reguarding special community releases such as this. If you have trouble with the video, try downloading the XviD codec HERE. If all else fails, THIS link to the smaller resolution video on Google Video should work. Share this news with your friends and help spread the word about 0 A.D.!
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