Mythos_Ruler
WFG Retired-
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Everything posted by Mythos_Ruler
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A lot of those issues are not really issues. They are only issues because the simulation system has been rewritten over the past few months to be more efficient. We have those features in the original simulation system and it's only a matter of time before they are plugged back into the new simulation system.
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Please Welcome TylerJ
Mythos_Ruler replied to MattSherman's topic in Introductions & Off-Topic Discussion
Hey howdy hey -
Amazing Documentary
Mythos_Ruler replied to Sophokles's topic in Introductions & Off-Topic Discussion
Fail! Cheeky. This is the real link to the documentary: -
What archeological and historical information do we have?
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Are "Old School RTS games" a dying breed?
Mythos_Ruler replied to Jeru's topic in Announcements / News
I also wish somehow RTSs could move away from build orders and strat-@#$%dom. I wish RTSs would be more dynamic and adaptive. Dynamic doesn't mean more 'splosions and cooler particle effects. In these new Starcraft 2 pro 1v1 videos I see on YouTube, two guys who their strat and build orders before the game even begins and play out those strats to their logical conclusions. I see no innovation on-the-fly. What happens in competitive RTS gaming is one guy comes up with a new strat or build order, then everyone else copies it and adds it to their repertoire. Part of the problem also is that most RTS games do not use random map scripting. Random maps, IMHO, force a certain degree of adaptation and innovation that pre-made maps do not. People say players hate random events. I say a certain degree of randomization is essential in order to keep the game and genre fresh for players. -
Are "Old School RTS games" a dying breed?
Mythos_Ruler replied to Jeru's topic in Announcements / News
I'd say 2006's 'Battle for Middle Earth II' was the last good one. -
Are "Old School RTS games" a dying breed?
Mythos_Ruler replied to Jeru's topic in Announcements / News
Why is the same paragraph posted twice, but worded slightly different? heh Secondly, there hasn't been an RTS come out in 4 years that I have wanted to own. Not Age of Empires III, not Halo Wars, not Empire:Total War. Pretty sad if you ask me, because there really is a market for good RTS games. -
THE HUMANITY!
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Mauryan India would be another one.
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It's good to keep a thread like this open in case others have a similar issue.
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0ad on Debian Testing
Mythos_Ruler replied to Jarvis Cocker's topic in Game Development & Technical Discussion
Females have economic advantages over the males. -
I just showed you how to make a mod with the existing art assets.
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Tools to edit the entities would be NOTEPAD++, which is very nice. To edit actors (put together the units with props, textures, etc.) use the ACTOR EDITOR, which is found in the /System folder.
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I modded the game using only the art assets in the Open Source release. What I did was make the old Hypaspist, which was really an Argyraspis ("Silver shield"), more mundane, giving it the Pezhetairoi textures and smaller shield, then made a new entity with the old Argyraspis actor. Then I made the Hypaspist have the ability to "level up" to Argyraspis after 500 XP (killing 1 unit is about 100XP). This is the proper tags to make the Hypaspist (or any other unit for that matter) level up to a new entity: Now this is the Argyraspis (Hypaspist Level 2) entity. Notice the inheritance tag at the top (highlighted): You'll also note that no stats or other items that aren't changed from the parent (lower level) entity is needed to be displayed in the child (higher level) entity. For instance, since the Argyraspis is inheriting stats from the Hypaspist entity I don't need to put the History stuff in the Argyraspis entity, because that will be inherited. Only those things that are added or changed from the parent entity need to go into the child entity. Any stats or tags placed in the child entity will automatically override the stats from the parent. If you accidentally leave some stuff in the child that is exactly the same as the parent there is no worries. If you update your 0 A.D. revision (for those who have downloaded the open-source/public release with SVN), then you can get the new Hypaspists. So, POST HERE ANY MODS YOU HAVE MADE for the game or any QUESTIONS you may have! I will answer all relevant questions for you as long as they pertain to ENTITIES, ACTORS, TEXTURES, or things of that nature.
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another post-0 AD idea: modern period & future
Mythos_Ruler replied to oshron's topic in Game Modification
Aztecs could instead get some kind of bonus for every enemy soldier killed. Also, I'd replace Santa Ana with Montezuma instead. -
I liked the HC and shipments from AOE3, but I wish it were possible to intercept shipments and stuff like that. I think such a system would be appropriate for 0 A.D., but WFG just doesn't have the manpower to make something like that happen.
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Hi scion! I am disappointed that it took so long for a fan to actually start modding the game! I expected people to start digging into it much sooner than this. What I am not disappointed with is your skills and gusto! Some fun stuff you've done so far. For the Persian column I would take a look at the Persian buildings texture. It has some good textures in it that would work wonders. For the crucifixes and road signs I would use a lighter wood color. Textures should be only slightly more saturated than real life (although we havent always followed that rule, it is a good rule of thumb). Currently they looked like they were stained with a nice Minwax™ finish. I also think those Stonehenge-style glyphs could use a higher resolution texture, but they are cool nonetheless. EDIT: I don't think anyone will mind if I post the Persian structures texture. The top half was slapped together by Wijitmaker, while I slapped together the bottom half. It'd be neat if others would follow your lead and make some of their own Persian buildings! pers_struct.zip
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It's just on a match-by-match basis.
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Yeah, more rank levels would definitely be possible to mod into the game. Very easy actually, as leveling to the next level is accomplished with one line of code in the entity xml scripts.
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The game does not use XP like in AOE3. In AOE3 is was used to buy shipment cards from Home Cities. In 0 A.D. individual units will upgrade from Basic to Advanced to Elite based on their experience.
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Works now. Excellent! Any idea yet why melee attacks don't work? :-S
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0 A.D. wins third place in Indie Game of the Year 2009
Mythos_Ruler replied to Jeru's topic in Announcements / News
The Open Source release actually comes with a pre-built EXE. The fact is just not advertised because the Open Source release is meant for people who want to tinker with the game code and possibly help out. -
Atlas (and Actor Viewer) no longer runs for me and neither does the game. It doesn't even spit out a new crashlog or anything. My logs are from December and November.
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This has actually been an issue for quite some time, so finding the revision that broke it would be nigh impossible.
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Very nice idea. Kind of goes hand in hand with the "online manual" idea I always had. For the time being a simple FAQ format could work too.