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Kimball

WFG Retired
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Everything posted by Kimball

  1. +1 Coincidentally thought to check up today, the progress here is incredible. You all deserve a massive congrats! Great work.
  2. Oh I see - I added the ability to add downloads, articles and media. Let me know if there's anything else I can do on my end. All I ask is you preserve the integrity of our PR efforts. We worked hard to make sure the profile was unique and stylish, and that the news posts were easy to read and grabbed people's attention. Happy to answer any questions you might have.
  3. Sorry about the mixup, the permission says "Add and Edit mods". I'll have to look into it more today after work.
  4. Due to the uncertainty here, I've enabled niektb to modify the mods under that group.
  5. Sent the invite to Scion's group - I'll make you an admin once you accept the invitation.
  6. I tried passing the ModDB page on to someone but I was never provided their ModDB username. I'll try to check back here for replies, but just in case, could someone email me the current project maintainer's ModDB username?
  7. Not sure whether this was ever shared with the team before, but we had a fairly robust documentation platform in place for this project. http://wiki.sciondevelopment.com/ The domain expires in February, but if you think you guys can get some usage out of this, I can afford to renew the name and continue maintaining the site. If you're interested, feel free to adapt the content to your current needs; it sounds like the project has come a long way.
  8. Don't sell yourself short, that sketch is fantastic!
  9. That link was to an older version that didn't work with one of the new alphas. Try this link instead: http://www.moddb.com/mods/rote/downloads/infantry-release-demo Although to be perfectly honest, I'm not sure whether those files are sufficiently up to date either.
  10. I think the biggest part of this was basically having a button that changes ownership of the unit such that once it's launched, you no longer have control over it.
  11. We were actually considering developing special functionality for the fire ship, which would certainly require a bit of programming know-how. Here's some discussion on a couple possible routes we were brainstorming:
  12. Hey guys, Admittedly, this is the first time I've logged into this forum in months, and I wasn't even aware that the project had its own subforum until a few minutes ago. It's very cool to see how much interest there still is in the development of this faction, and we've always been appreciative of WFG's ability to restrain themselves from getting frustrated and just creating their own Chinese faction. As of today, I'm accepting applications from anyone who is willing to participate in development. Send me an email using the mail link in my signature with a brief description of what you're able to contribute and what your availability will be like in the next couple of months. Artists, sound designers, programmers, writers and historians are all welcome, or perhaps you have an idea for a position I didn't even know we needed. Whatever the case may be, we need to build a group of people who are dedicated to turning this project into a reality, and we need you to make it happen.
  13. Throw in one of his videos too. Broad range of creativity with this one.
  14. This might get disorganized really quickly, but I'm not sure who to send it to next. The last three people I've sent it to have asked to be skipped. So...first person to upload their edited version of the map gets to be next! Community Map.zip
  15. Currently, the Chinese are the only faction we're working on.
  16. Hey guys, We're really excited that you're all so eager to play as the Chinese. Just to reiterate, we have insisted that the mod remain independent of the "official" game, but it's for reasons you already know so I'll be brief. The mod seems relatively complete because the building set is almost comprehensive. What we still lack is unit textures and technical functionality for the navy. We've designed some very particular and unique concepts that require slightly more complicated implementation (for example, our fire ship doesn't behave much like a normal ship at all - more on that in the future). Also, we intend to wait a bit longer to see if a trigger system ever comes to fruition - we believe that a full-featured story-based campaign could be the best way to envelop players into our Eastern world, and if there's any intention of WFG to pursue inclusion of triggers in the final release, we think it's worth the wait. If you guys have any other questions, I'm happy to answer them. Our biggest deficit in contributors right now is in 2D art (i.e. textures), so if you think you've got a knack for it and find you have some spare time, feel free to drop us a line. We'd be happy to have you.
  17. Last I checked, Aurium was next on the list but I neglected to bump past him when he didn't get back to me. plumo, unless you're ready to give it a go, I'll pass it on to quantumstate.
  18. Either Git or go with Assembla. With Assembla you can set up Trac and SVN so only people with certain permissions are able to commit (although anyone can view your source with a free account).
  19. Ludo: Yeah, I tend not to update the ModDB page very often. The soundtrack is a work in progress (and currently consists of one track), but it will be downloadable in the future. Speaking of which, we are looking for a concept artist to paint some album art (among other things). idanwin: Thanks for the heads up. I hadn't noticed that. I have been working on a new version of the site passively for a while, and since there's not actually any content on the current homepage, I may as well just have it redirect to the forums.
  20. Email me some samples of your 2D work and we'll talk. Link below.
  21. You should avoid starting a ModDB page until you actually do have ingame content. Not because ModDB will frown upon it, but because the community might write it off if they see a mod page with just a logo. For the same reason that AoKH/AoMH require you to have completed at least 10% of a project before posting a showcase about it - proof of concept.
  22. I gotta be honest, I'm not sure you realize how much work making this many new factions is.
  23. Remember that the game is still in "alpha" development. System optimization will be the focus come beta phase. For now, the programmers want to include iterations of all features intended for the final game. I believe another big part of what will make this game successful is speeding up gameplay. All this takes is making buildings and units a little cheaper and build times a little faster. If you play a few games of 0 A.D. and then go back to AoK or AoM, you'll notice that this is the primary difference between the speed of matches.
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