Jump to content

Wijitmaker

WFG Retired
  • Posts

    9.663
  • Joined

  • Last visited

  • Days Won

    9

Everything posted by Wijitmaker

  1. Speaking of searching... it would be nice if we could search for 3 letter words. I always seem to be hitting that limit (it wants 4 our more)
  2. Welcome to the forums SoldierOfTheMany. I'll attempt to answer a few of your questions because they are good ones that I don't believe have been answered before for the public. Many of these things you have suggested have been pondered over by the design deptartment already. Due to us being a hobbyist group that is developing this game on our freetime with no financial compensation... most of the nifty features we wanted to put in have been shelved until a time comes when we have the support to impliment them. We'll see what 0 A.D. part II brings us. For now with part I, we are focusing on the basics of an RTS. RPS - We do not have specific bonuses that state that spearman always beat cavalry, cavalry beats archers, archers beat infantry... etc. What we do instead is jostle around the numbers of units stats such as the three attacks (hack, pierce, crush) the three armours (hack, pierce, crush), hit points, attack speed, attack rate, blah blah blah. We want to keep it fluid and realistic. Do away with these simple RPS concepts. Down side is... it will be very difficult to balance - especially with 3 ranks of citizen soldiers per type. However, an open beta should hopefully help with that. LOS - We toyed around with this idea, even what we called "keyhole" LOS. Unfortinately not feasible for part I. Archers - We hope to impliment inaccuracy with distance... but time will tell if we can squeeze that in. Formations - We have them down on the todo list, they will also yeild statistical bonuses and penalties when in certain formations. Height advantages - yep Forests - yep (at least similiar to what you have suggested) Charging - yep Morale - we have a plan ready for part II. Units wont run away, but instead have aura bonuses and penalties (could be hitpoints, attack rates, damage, etc..) around special units that give or take morale. Standing Cavalry - Moving cavalry would be a nice visual for eyecandy. However, I don't know if the programming time involved to do it well would be worth it. Falling Trees - depends what direction the tree is placed in the world (which happens to be random).
  3. Here is what you are looking for: from our FAQ?.
  4. Welcome to the forums! 0 A.D. is first and formost a RTS game. The Pharoah and Ceasar 3 games fall into more of what is called a 'city building' type genre. Unfortunately, with a zero budget we are currently working with and as most of us are developing this game as a hobby, we just don't have the time/funds/etc to create a RTS/CB type game. Also, our vision for the game is a more millitary than economy based game. Good suggestion though. I'm sure a game like what your suggesting would be of intrest to many gamers out there.
  5. For those of you living in the United Kingdom, run on down to the local news stand and pick yourself up a copy of the 14-20th July edition of Micromart. Inside you will find a 3 page spread starting on page 54 entitled: "0 A.D.: Making History with Wildfire Games". Be sure to pick up a copy if you can as it will some day be a collector's item *wink*. But what if you aren't able to find the magazine, you ask? You are in luck, you can still read the article on their webpage HERE.
  6. Caesar89, see what I have to deal with in the game design department all the time!? Crazy historians Can't live with them, can't live without them.
  7. Yeah good suggestion, I'll take that down right now.
  8. Problem is, we don't know exactly if all of the units in the document are going to make the final version of the game. In fact, we won't know until we conclude beta testing. We don't want to release a bunch of information that is vulnerable to change. Yet with that being said... let me give you a rough layout of a master sheet from units possible in the game. I'll leave it to you fans to discuss what civs should get what units, what their names should be, stats, etc... Infantry Spearman Infantry Swordsman Infantry Javelineer Infantry Archer Infantry Slinger Cavalry Spearman Cavalry Swordsman Cavalry Javelineer Cavalry Archer Infantry Super Unit Cavalry Super Unit Big Ship Medium Ship Small Ship Siege for Units Siege for Buildings Ram Priest Female Worker Trader
  9. The 0 A.D. staff is looking to fill two positions. The first is a Sound Effects Specialist. A historical real time strategy game requires a massive amount of sounds such as: user interface responses, swords clanging, arrows flying, wood cutting, birds chirping, and much much more. If you have a passion for Sound FX recording and editing, please have a look HERE. The second is an OpenGL programmer. We could use some assistance in bringing the Art Department's assets to life. As we have already established the basics for rendering the game, we are looking to extend some of the graphical features of the game to include (or update) things like: shaders, shadows, lighting and materials. If you have what it takes to help out, please read more HERE. Also, if you yourself don't have the skills, but you know someone who does - let them know about the job opening. Thank you for your assistance in making 0 A.D. a reality.
  10. Yeah probably only 3-6 times during the time till the game is released
  11. Are you referring to the "Official Announcements" forum? I believe that is only for official press release type information.
  12. The 0 A.D. website has a new poll up. Please take a moment to participate. http://wildfiregames.com/0ad/
  13. This individual has been awarded the following due to outstanding accomplishments as the 0 A.D. Staff Member for the month of June: Jan Wassenberg for his consistent work ethic and great troubleshooting skills. Jan has been steadily been expanding the debugging code, and is always ready with his bug stomping boots. Cheers Jan, may the bugs always fear you! Accomplishments for the month of June: Improved handling of OpenGL extensions, and removed dependence on support for S3TC. Started implementation of Atlas scenario editor. Hired a tool programmer and general programmer. Revised terrain XML design. Rewrote GUI scripting reference in Wiki. Wrote GUI coding conventions. Finished first version of the Odysseus Editor (WYSIWYG, UBB code converter tool). Revised and propped the Carthaginian Structures. Random Generator impoved to include objects, elevation, smooth, clumps, and layers. Made a few more terrain textures. Improved Colour Tester tool. Updated the sound file tree on the server. Worked out Audio XML sceme. Preliminary GUI thinking as it relates to Sound Design. Thought deeply about Nonstandard Randomization for Sound FX. Lots of work on debug code,interface and documents finalized.
  14. To answer your question breifly and reinforce what Ken is saying: The function will be there for some of the Super Units (example a legionairre with a pilum for ranged and a gladus for short) and therefore be an option to use in a mod. Currently in the game, we have friendly fire right now - so it will be possible (either modding or game start option), but not the default option for reasons Ken stated. An idea we toyed with at one time, but decided it would take to much micromangement and lead to to much frustration, so we cut it. Something I personally would like to see done, but untill it is actually programmed and working in the game, I can't guarentee it. "Parthian Tactics" is something that isn't easily done. In fact there were only a few civs that did it well none of which are in part I of 0 A.D. (though you could possibly argue the Persians). Look for this tech/feature to be in part II, especially with the Huns. Neat idea, it sounds similiar to ones we have had in the past, except I thin ours was based on who you where allied with. Again something to look for in part II. Like Ken said the Carthaginians are going to be a big mercinary civ so 'training' those units will be a bit different than the other civs in part I. Majority will be military skill on the battlefield, but some will not be. I believe Socrates was at one time a hero for the game (don't remember right now if he still is). There are others...
  15. Thank you, we have recieved your application. Stuart will get back to you in a few days probably . If you don't hear anything from us just post here.
  16. There is no reason for the historical subject matter of Christianity to be offensive to anyone unless they are outright Christ-a-phobes. As you are well aware, Christianity began in the first century AD and played a huge role in the following few centuries historically. I think a tasteful article on the early church and its effects in the ancient world would be appropriate for the historical articles. I'm sure Paul wouldn't allow something that is full of rhetoric or bias. I'd actually be interested in seeing a few other acticles about ancient religions on the website such as: Judism, Gnosticism, Zorastrianism, Greek/Roman gods, etc... if your interested Cory?
  17. Actually, we have one made from some time ago. Here you go: You need to download it and upload it to your server though because we don't allow leeching of images from the site anymore.
  18. Maybe if rename the topic Red won't move it again
  19. Yeah, I don't have the error anymore. Not sure if it has anything to do with the deletion of all my PMs in my inbox/sent folders, but mine is entirely empty. Try that Tim.
  20. This individual has been awarded the following due to outstanding accomplishments as the 0 A.D. Staff Member for the month of May: Matei Zaharia (aka Matei): Making great strides in the implementation of Random Map Scripting. Matei is building the system from scratch and learning a lot in the process as both xml and javascript are fairly new languages to him. He shows a large amount of creativity and initiative. Thank you, Matei! This month was kind of a slow month due to it being the end of the school year for a large number of our staff members. It was filled with exams and projects. Yet we still managed to get some things done. Great job, team! Here are some other honourable mentions: Jan Wassenberg (low level coding), Mark Thompson (projectiles), and Damian Kastbauer (sound design document). Accomplishments for the month of May: Website upgrade for both php and apache Major update to the sound design document Made some great headway on Random Map Scripting implementation Made some design tweaks related to the Civilisation Profiles Updates to the network code for order code and interaction code between players User Interface research Hired a scripter - Mark Strawson (aka Xentelian) Continued work on low level code - in particular: loader, lock-free, and debugging code Implementation of projectiles Implementation of actor animation events Adjustments were made in how animation speed is implemented for the entities Tinkering with the Javascript Virtual File System interface Implementation of random animations Improved texture compression and mipmapping system Improvement of the actor editor and player colour tester tools Textured the 2nd draft of the Hellenes Buildings Assortment of gaia objects created Several history articles added to the website General bug fixing and optimisation A few more helmets were textured
  21. Wow, I think you broke some kind of a record Dayle! That was fast Thanks for being up front and honest about it though, wish you the best
  22. Thanks for the update Matt We'll have to see what we can do with some IPB support.
×
×
  • Create New...