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Mythos_Ruler

WFG Retired
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Everything posted by Mythos_Ruler

  1. Here are the real ones. http://www.moddb.com/games/0-ad/images/beware-the-ides-of-march
  2. Good. I think what you can do is just choose a map from the list and try to make a playable mockup. Take a look at the maps I've already done and see if you can match the direction we've established.
  3. I posted a couple of new shots here: http://www.moddb.com/games/0-ad/images
  4. Pretty much what you see in Atlas is what is available at the moment. I am in need of someone to help me make playable map mockups for this list of planned random map scripts: http://www.wildfireg...showtopic=15562 Basically the person should be good at and enjoy creating natural-looking terrain and fully-playable maps based upon the descriptions in that thread. These new maps will be released with subsequent Alpha and Beta releases and will be playable by players and serve as examples for random map scripters. Atlas is not full-featured yet, but even in this early stage custom map design is quite doable and enjoyable. I've created most of the existing maps in the game using Atlas. Slowly, over time, there will be more options and tools added to Atlas to make designing much quicker and more powerful.
  5. Hi, Jon. Have you installed the game yet and played around with the Atlas editor?
  6. @ Catapults: They will eventually pack into carts like AOK's trebuchets. @ Building Rotation: Try using the [ and ] keys next time for more precision placement. @ Chickens: They have been fixed for Alpha 9. They will flop around and fall dead when killed. They will squawk and flap their wings when running away, etc. @ Save & Sound options: More options will be added in the future. @ Trees: Not sure if we'll show them falling or not. Maybe by Beta we will. @ Gates: Gates will be implemented properly when the wall system is put into place. Maybe for Alpha 10. @ Aggressive AI: The AI will be improved before release, rest assured. It's just difficult to make the AI challenging right now when the gameplay is in so much flux and not all of the features are implemented yet. @ Rubble: We'll probably put a "rubble" decal in place of a collapsed/destroyed building, that will fade/decay with time. I hope this answers most of your questions.
  7. I really do like Pureon's houses, and Enrique's Fortress. They do remind me a lot of AOK, especially since we relaxed the triangle count requirements a bit for the Romans. This allows so much more detail.
  8. I didn't say you did not have the right to your opinion. Perhaps reread what I said. As far as I could tell, you told the rest of us to sit and spin in regards to our opinion on your pet project.
  9. Probably a good idea, or move the discussion to the appropriate 'Android' thread.
  10. Philip can do whatever he wants. But with respect to you, some of us have put 100s or 1000s of hours into this game. I think we've earned the right to give our opinion.
  11. We don't even have the game working 100% on OSX yet. Indeed, and a whole new UI control scheme, artwork, et al. This is way beyond your garden variety feature creep.
  12. I want features, not Android compatibility. IMHO, this whole Android thing is just a distraction.
  13. A group of units already walks as slow as the slowest unit in the group. It's all done dynamically. The animations are even slowed down or sped up to compensate. The engine does this for us.
  14. I think the issue is when there is a registered "hit." The smoke from the catapult projectile instantly disappears.
  15. I know, but it felt wrong to only allow access to a pyramid for only one side. :/ I'm thinking of making them "ruins" by which resources can be harvested.
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