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Everything posted by niektb
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Shader programming: where to start?
niektb posted a topic in Game Development & Technical Discussion
Hello guys, I fancy programming some GLSL shaders in 0 A.D. but I don't know where to start. I checked the wiki but not much info was posted there. Which program should I use to create them and which version of GLSL is used in 0 A.D.? Do I need other stuff? Regards, Niek -
Our x-mas present! Yeahaa!
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When moving units, what is it that they are saying?
niektb replied to drlandrews's topic in General Discussion
Which units are you talking of? -
Json is actually very easy. It's comparable with XML. It's used to store data.
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In order to create a random map you should create a random map script. These you can find in /binaries/data/mods/public/maps/random
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We'll leave it as it is right now, but the aura couldbe something for the future. I'll add a team bonus for trade income and we'll move on to the land units: I would to discuss the line-up, before stepping into details. When doing some research into Viking arms and armour you'll encounter a lot of different things. Some are saying that bows weren't used by many, others say that the bow is part of the basic weaponry. Some sources: http://www.bbc.co.uk/history/ancient/vikings/weapons_01.shtml http://www.vikingsonline.org.uk/resources/articles/combat.htm http://www.hurstwic.org/history/articles/manufacturing/text/arms.htm Citizen-soldiers: Viking Warrior (Axemen / Swordsmen) Viking Spearmen Viking Skirmisher Viking Bowmen If possible we should try and use the native words for each class. As far as I know the sword was the most favorite weapon, but also expensive and could only be afforded by wealthy people. On the contrary even the poorest owned an axe. The spear was also very common, sometimes thrown as well. Champion soldiers: Huscarl Berserker We'll do heroes later. I've added no cavalry as I found that Vikings used horses but (almost) not in battle. Furthermore I feel that we could use an extra champion soldier.
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Looks good! Might be a map used for the viking civ in our upcoming 1,000 A.D. mod. :-) Some comments: - I don't know if it's done on purpose but the fishing boats are not automatically dropping their resources at the village. - How do you get resources like wood?
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You got a point there, but I fear that's currently not possible with our team line-up. (No very skilled programmers, unless NoMolester is one.) I think that's something for in the future. Let us first start with things already implemented in the vanilla game. I'd say: we'll try first the uncapped way, if it turns out to be a really problem then we'll look to fix it. (A elephant who can carry unlimited resources is odd as well, isn't it?) We should try to balance realism with gameplay. Something different: Team bonus: Additional trade income.
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Aristea doesn't add any code, only art. (As far as I know) Though I see indeed some art related errors.
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An updated list: Civ bonus: Longboat is a mobile dropsite. Start with additional wood, but less food. Some units do heal themselves. Team bonus: ? Unique technologies: Colonization of foreign soil (Player receives additional loot). Clinker construction (Improves naval speed)
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I suppose this topic is in the wrong forum. This place is for new people who want to contribute. Also use the code tags to enhance your post's lay-out.
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Not sure if it's a good idea, but should we implement self-healing to the basic viking warriors to boost raiding?
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According to the specs the game should flawlessly, without errors (no ancient hardware inside with no / outdated OpenGL drivers.)
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As player you get the idea that you can totally customise your civ (determining you own strategy) when you have a lot of technologies, instead of having it all initial. A good example of this is the Age of Chivalry: Hegemony mod for AoE2. This mod features a lot of techs and that makes it really a plus. Thats why I also want a lot of techs.
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An updated list: Civ bonus: Longboat is a mobile dropsite. Start with additional wood, but less food. Team bonus: ? Unique technologies: Advanced plundering (Player receives additional loot).
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Ah, I didn't know that. Well, than a technology would be to improve that. Longboat should still be a mobile dropsite. How should we call the technology? Advanced plundering? I also suggest that the vikings receive more wood and less food at startup to give their navy a boost. Furthermore I suggest a technology that improves sailing speed, but I have no idea for a good name.
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Re-launch of for Honour and Glory and presentation
niektb replied to NoMolester's topic in 1,000 A.D.
Merry Christmas to you as Well, Lion.Kanzen! Nice render, but do you perhaps have a more top-down render? That would better fit as main menu background. -
Do you have some specifications of your PC?
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Nice ideas! I'm thinking of the following: Every viking warrior (citizen-soldiers only) who destroys / assists in destroying a building (not units in order to prevent turtles) receives a certain amount of 'loot' (resources) in their inventory, which they can drop at a longboat, a mobile dropsite. A technology could be to improve the amount of loot received. About the exact abilities / skills a unit has: we should discuss that in the next stage of this proposal (but I think it's best to keep the regulars/citizen-soldiers swift, not to strong and with abilities like mentioned above. The champion soldiers should be stronger, but without special abilities to keep the game balanced)
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Thanks for the links, though I fear it's historical accuracy is not real high.
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Thanks to blender I decided to let the emblem as it is now. Let's move up to the next step: unique technologies and (team) bonuses. We should think what we should make researchable and what already owned at start. I have some ideas myself. We should do something with boats e.g. improved speed. We should do something as well with their raiding tactics e.g. additional damage to buildings etc.
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Normally XP, but after upgrading the route you could choose the resources you wanted.
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Trade caravans in RoN travelled between cities, but in RoN you manage a whole empire. In 0 A.D. you manage a city, so in my opinion I wouldn't fit in the game's style. But it would be an idea to implement trade routes like in AoE3.