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Everything posted by Lion.Kanzen
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I oh I see, I use SVN version, is most updated than that. The changes are when is committing by devs, only need watching change log into trac in order to know if are avaible new stuff( fixing bugs, new art set, etc)
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Mercenary camps and Neutral buildings.
Lion.Kanzen replied to Lion.Kanzen's topic in Gameplay Discussion
Talking about that... You show to programmers and few artist in the team how look the animation that you are using, to me is the best, that we can get for now. About camps... I will see when is implement other system, those are planned, because capturing like the mercenary camp were your foes is some little weird, but for testing now is good.- 86 replies
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- mercenaries
- strategic
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24 october? is now is old, try update your version, and test again. The last changes were fixed few days ago.
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tengo años aquí, de hecho es bueno ver lo que hace la competencia, and speak English, and check my reputation in forums, and my topics are about helping 0A.D even I'm artist who make several symbol in the game, I support our mods, I'm one of Council of Modders founder ( now I'm retired) even I create the logo, I acting for Romans voice, I contributing designing Aristeia, one of our mods and to finish... Tengo una pagina en español "0 AD en Español" doy anuncios en nuestro idioma. ...He donado dinero, he hecho investigaciones, hace poco descubrí que hay 2 unidades no tan probables en nuestras facciones.El lanzamiento va ser alpha Syllepsis A19 yo vengo siguiendo este proyecto desde 2004, esperando un RTS que llene mis espectativas más allá de Age of Empires. This guy is talking about if I'm a spamer or if AOE Forgotten pay me for open this topic. So that was my answer.
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http://trac.wildfiregames.com/wiki/Civ%3A_Seleucids This info.
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First make a document share here ( PDF ) and may be Desing committe will be considerate this, you must try to be objective for balance reasons.
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Needs a team's Leader evaluation, to introduce new changes and mostly of team member convinced about this, that why many times we try implements things in a mod.
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Mercenary camps and Neutral buildings.
Lion.Kanzen replied to Lion.Kanzen's topic in Gameplay Discussion
Good question, we need find a way to territory no affect the control of a mercenary camp, only capturing placing buildings near like some neutral buildings in AOM , but can be nice restrict CC to avoid build to nearly. This feature will be one of last, when we talk about that we agreed with this because, they need some artist intervention for some units these aren't in game, but historical were mercenaries like Tarantine cavalry, or Illyrians mercenaries.- 86 replies
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- mercenaries
- strategic
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You can navigate through the trac to find features For example. I try to order features related to GUI. Here is what you asking, remember you can invite some friend programmer or artist to contribute http://trac.wildfiregames.com/ticket/252
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http://trac.wildfiregames.com/ticket/252 This feature have huge impact in gameplay, will be considerate to be in the list.
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is planned , but take easy step by step, feature by feature. The units need have a secondary attack first.
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Some year ago in charge was Mythos Ruler (Micheal D Hafer) and they take these decisions he made based in our references, the design concept. But now are few team members and Council of Modders and other forum players/ habitual members, the experienced player don't participate here, I don't know why.
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We have a design committe ? We need propose this change and Nubian archer too, as suggest @megamania in Egyptian document.
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Be more specific , because several critical bugs was solved.
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something new, that we don't know?A new bug? Something really weird or annoying to report? Or the same bugs?
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The second part sounds better.
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Others reference from this team, that can be useful for us as Devs. Balancing with previous versions http://www.forgottenempires.net/age-of-empires-ii-hd-dev-blog-6-balance-testing They make a voice actor competition ( not bad idea) http://www.forgottenempires.net/age-of-empires-ii-hd-african-voice-acting-competition About biome and their Lobby multiplayer. http://www.forgottenempires.net/age-of-empires-ii-hd-dev-blog-2-natural-wonders
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References & Concept Art The first task is to find pictures of existing African buildings, we gathered hundreds of pictures of Northern African architecture. However, here we met our first challenge: were not making a set just for the Malians, were having them share their set with another African civ. So we had to make a generic African set, which is not something that exists. Time for concept art! We started with the market as our first building. The reason for this was two-folded. First of all, the market is a building that changes in all ages, so we can use its style and texture as a base for the rest of the buildings. Secondly, its a big building with a lot of variety, which helps us define that proper style. Basic Blocks Time to turn this pencil & paper artwork into digital models. We jumped into our modelling software and came up with the following models: However, we made a big mistake, which we didnt notice right away. All buildings in Age of Empires II have their characteristic shapes and sizes. Although the market was roughly following the proportions of the existing markets, it wasnt close enough, and it felt like the buildings stood out too much. Back to the drawing boards, where we analyzed the existing sets to turn all buildings into basic blocks. Playing with LEGO as it were. Source:http://www.forgottenempires.net/age-of-empires-ii-hd-dev-blog-4-african-architecture Rendering & post-processing Now, what was the reason we got the market to fit in with the other buildings in the end? Once again, two important reasons. The first one is because of the way Ensemble Studios created their buildings. In the 90s, 3D modelling wasnt as evolved as it is today. Each and every object was created individually, down to every brick in a wall. Which is exactly what we did. The straws in the thatch roofs on the Feudal market are all modeled individually. Which you can also see in this detail of the Imperial market ####### This part isn't important to us. But I included as extra info , or a curiosity. #### Age of Empires II HD Dev Blog #4 African Architecture by Cysion | Aug 28, 2015 | Age of Empires II, Dev Blog, News | 137 Comments New civilizations also mean new buildings! And we were presented with a big plate of fresh challenges. Looking back at the new architecture sets introduced in Age of Empires II HD: The Forgotten, we knew we had to step up our game. The Italian set was masterfully photoshopped from the Middle Eastern set (with some exceptions) but we wanted to go the extra mile for the African set. Time to brush off our 3D modelling software! References & Concept Art The first task is to find pictures of existing African buildings, we gathered hundreds of pictures of Northern African architecture. However, here we met our first challenge: were not making a set just for the Malians, were having them share their set with another African civ. So we had to make a generic African set, which is not something that exists. Time for concept art! We started with the market as our first building. The reason for this was two-folded. First of all, the market is a building that changes in all ages, so we can use its style and texture as a base for the rest of the buildings. Secondly, its a big building with a lot of variety, which helps us define that proper style. aoe2_african_concept_art_market Basic Blocks Time to turn this pencil & paper artwork into digital models. We jumped into our modelling software and came up with the following models: aoe2_african_first_models_market However, we made a big mistake, which we didnt notice right away. All buildings in Age of Empires II have their characteristic shapes and sizes. Although the market was roughly following the proportions of the existing markets, it wasnt close enough, and it felt like the buildings stood out too much. Back to the drawing boards, where we analyzed the existing sets to turn all buildings into basic blocks. Playing with LEGO as it were. aoe2_african_lego_blocks_market Now we had the basic shapes, we could start modelling again. This time we focused hard on the Feudal Age set. A lot of improvements were made as you can see on the images below. Feudal Market V1 shows the market prior to our block-building analysis and V2 shows the revamped version with proper AoE2 proportions. SvHDV5q However, we werent happy yet. The shape was right, but the building looked a lot more simple than the buildings currently in the game. This was due to two reasons: firstly, African feudal architecture was mainly mud-based, which has functionality over aesthetics, but secondly is because we made it look simple. Its not because its simple, that we cant make it look more special, time to step up our game! So we began experimenting, which eventually led to all the images below. First we tried with some more complicated textures. Then we started to change the shape of the building, which eventually led to V3, which we nicknamed Flintstone-melted potato with a tennis sweatband-style. Needless to say, we ditched that one in the end. aoe2_african_potato_melted_flintstone_market Many iterations later, we ended up with the final Feudal Market, which is the one you will see in the game. aoe2_african_final_model_feudal_market Rendering & post-processing Now, what was the reason we got the market to fit in with the other buildings in the end? Once again, two important reasons. The first one is because of the way Ensemble Studios created their buildings. In the 90s, 3D modelling wasnt as evolved as it is today. Each and every object was created individually, down to every brick in a wall. Which is exactly what we did. The straws in the thatch roofs on the Feudal market are all modeled individually. Which you can also see in this detail of the Imperial market. aoe2_african_imp_market_stages Now comes the most difficult part: weve seen the models in high-quality 32-bit renders this whole time. But for Age of Empires II, they need to be converted to 8-bit images, which means from 24 million colors to just 256! Luckily we can use Photoshop to help us in that conversion so that not too many color-ranges get lost, but its still a shocking difference to see sometimes. Last but not least, we add eye candy! The last step in post-processing to make the buildings fit with the rest of the game. We copy some barrels, items and little plants that can be found on other buildings and paste them on our new models. Its been a month-long journey, and at the time of writing, were not at the end yet, but I would already like to thank our lead artist Jorgito, for all the hard work he has done and still maintaining his sanity over it
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that is the some systems asked by enrique right? So we don't have yet that feature?
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A look at GTA 5 graphics rendering.
Lion.Kanzen replied to wraitii's topic in Game Development & Technical Discussion
I rembember Enrique asking some features, in this case LOD system http://wildfiregames.com/forum/index.php?showtopic=19714&hl=%2Blod+%2Benrique#entry305225 -
in context : Mysia is in northwest , there are the archer used in Raphia https://books.google.com/books?id=sluPAwAAQBAJ&pg=PT129&lpg=PT129&dq=mysians+archer+-sean+seleucid&source=bl&ots=cOkHkwmYUc&sig=2-MvaOE1cL4_k7CjXpQQw8dbMU4&hl=es-419&sa=X&ved=0CCMQ6AEwAWoVChMIs9GKqrP1yAIVAjsmCh1lQQo2 https://books.google.hn/books?id=eqxipjRXCf4C&pg=PA809&lpg=PA809&dq=mysians+archer+-sean+seleucid&source=bl&ots=LnG1dZskls&sig=Ez6RNBv7PvsWfdcqTrjANSwURzo&hl=es-419&sa=X&redir_esc=y#v=onepage&q=mysians%20archer%20-sean%20seleucid&f=false https://www.academia.edu/1665570/Antiochos_IV_and_the_Daphne_Festival and they were included in Magnesia Battle 190 BC https://books.google.hn/books?id=FzYDBAAAQBAJ&pg=PA143&lpg=PA143&dq=mysians+archer+-sean+seleucid&source=bl&ots=C8t11O63mo&sig=k5e2zHz2oai18rUqUaAGwQhkhFo&hl=es-419&sa=X&redir_esc=y#v=onepage&q=mysians%20archer%20-sean%20seleucid&f=false