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Everything posted by Wijitmaker
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Our old forums are officially gone http://forums.heavengames.com/wfg/cgi-bin/Ultimate.cgi
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Happy Birthday Darkangelbge !
Wijitmaker replied to akya's topic in Introductions & Off-Topic Discussion
Birthday? *gives Tim a big cake with lots of thick chocolate frosting* -
Black Op is right: http://www.google.com/search?sourceid=navc...ge+of+Alesia%22 http://www.google.com/search?hl=en&lr=&ie=...2Gallic+Wars%22
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3.1 Environmental Sound Layer • Wind Loops and single-shot gusts (10 to 20 sounds). • Rain Loops with varying intensity (5 to 10 loops). • Single-shot thunder claps varying in pitch, length and intensity (5 to 10 sounds). • Natural Disasters (tbd). • More details below. 3.2 Ambient Sound Layer • Birds o Night Birds (Nightjars, Nighthawk, Owl, Lark, etc) (10-20 sounds). o Daytime Birds (Wren, Seagull, etc) (10-20 sounds). • Random Animals o Dogs, Wolfs, Deer, etc… • More details below. 3.3 Building and Construction • Construction sounds will be generic and dependent on the type of material and structure being built. • Wood construction will consist of hammering and sawing. • Stone construction will consist of picking, hammering (rock), hoisting (straining rope and winding sounds), and rock/stone manipulation (a huge rock being hoisted on top of another). • Metal construction will consist of metallurgy sounds – billows, steam, hammering steel, winding cranks, etc. 3.4 Select Building Each type of building will have a unique sound when selected or scrolled over (and when construction is finished): 3.4.1 Civil Buildings Very similar people-oriented sounds: chatting, shouting, babies crying, etc. • Colony. • House. • Tent. 3.4.2 Agricultural Buildings Farm animal sounds, soil being worked with tools, grain/seeds being thrown, winding of a mill (depending on animation), etc. • Farmstead. • Field. • Orchard. • Corral. • Stables – Similar, but only horse sounds. 3.4.3 Resource Buildings • Lumber Mill - Sawing wood, wood being dropped onto a pile, etc. • Mining Camp/Mining Shaft - Picking, rocks being thrown into a pile, etc. 3.4.4 Market Buildings People shouting, traders haggling, livestock making noise, carts/wagons moving around, bells (?), progress… • Trade Centre. • Caravanserai. 3.4.5 Naval Buildings • Dock – Water, bell (dark reverb), seagulls, etc. • Shipworks – Same as dock, but with occasional hammering and building sounds. 3.4.6 Manufacturing Buildings Similar to metal-working sound, billows, very specific steel-working sounds, steel sharpening (grinding wheel), etc. • Blacksmith. • Armoury. 3.4.7 Defensive Structures Gates will have unique opening/closing sounds, certain selectable buildings (towers, etc) will have specific sound when they are empty or full with units… TBD • Stone Tower. • Stone Gate. 3.4.8 Military Buildings Since the “Barracks” is a universal military-unit creator, it will need to be comprised of all sounds of war – swords, bows, spears, etc. This one will be tricky to get right. • Citadel. • Barracks. 3.4.9 Siege Works Heavy machinery sounds, straining chains/ropes, winding, etc. 3.4.10 Academy TBD. Something “scholarly sounding”? 3.4.11 Temple Perhaps some vocal or awe inspiring sounds? Mystical. 3.5 Resources 3.5.1 Foraging and Gathering 100% foley. These sounds will consist of unstrung audio-tape, leaves in a bag, papers being shuffled, objects being dropped in a container, etc. 3.5.2 Wood, Stone and Gold Axe chopping, tree falling (TBD), pick-axe sounds (hammer hitting cement and various surfaces), etc. 3.5.3 Fishing and Hunting Fishing-Action TBD, hunting will consist of arrows being shot (TBD), animals being hit and dropping (sack of potatoes being hit, objects being dropped on carpeted surface, etc), granary sounds (animals/fish being skinned – onion being peeled, celery and lettuce being ripped apart, wet sponge being hit with a mallet, etc). 3.5.4 Farming and Herding Grain/Meat being dropped in granary (when harvesting is finished), sheep/goat bleats, animal death sounds, cows being slaughtered, etc… Foley tbd. 3.6 Sounds of War 3.6.1 Ground Troops and Cavalry • Various weapon sounds will include axe, sword, spear, javelin, bow, slings, etc. • Horses stampeding, galloping, charging, dying, etc. • “War Cries” will include yelling, grunting, screaming, possibly culture-specific taunts in native language. TBD • Death sounds will be both individual, and accompanied with specific weapons (ie male-death1.wav, sword-death 1.wav, axe-death 3.wav, etc) • Certain units will have specific sounds, such as Noise Makers. 3.6.2 Siege Weapons All siege weapons will have multiple stage sounds: Transportation (various intensities of rolling-loops over terrain), weapon-prepare (grinding and cranking sound of weapon being drawn back and prepared for attack), weapon attack TBD… More details in the unit section. 3.6.3 Destruction (40-50 sounds+) - Explosions occur on multiple levels and will be tailored to specific circumstances; an explosion for each type of siege-weapon firing, for buildings reaching zero hit points, bridges being destroyed, etc. One very important aspect of explosions is appropriate debris sounds – a collapsing metal structure will have a different debris sound than a stone or wood structure. We will also need a few different fire loops with varying levels of intensity. 3.6.4 Naval Battle Multiple ship-transportation sounds, based on size and speed of ship. Naval-specific sounds will include ramming, boarding-ship-to-ship, multiple alarms, and multiple destruction/sinking sounds. Specific attention should be placed on various ramming sounds, based on ship speed, angle, and size. More details in the unit section. 3.6.5 Miscellaneous War Sounds More miscellaneous sounds below. 3.6.6 Menu/Interface Sounds TBD 3.7 Unit sound list: 3.7.1 WORKERS / ENGINEERS / PRIESTS / TRADERS (Note: Econ units and Engineer units will share all ‘clicked on’ voices, unless otherwise mentioned. They will also share random death sounds) 3.7.1.1 Male and Female Workers: Voices when tasked to a job. Depends on civilisation. Clicking and moving. • Going to cut wood. • Going to mine. • Going to farm. • Going to attack. • Going to build. • Going to repair. • Going to fish on boat. • Going to hunt and going to shore fish. Sound of building and repairing (hammering). Sound of chopping wood with an axe. Sound of attacking with weapon. Sound of mining (digging but not with shovel). Sound of gathering (dragging stuff with hands from a place? Dunno). Sound of shorefishing (dropping fishnet? still don’t know how shorefish will be in the game). Sound of hunting (bows and arrows, possibly shared with military bowmen). Sound of fishing on boat (sea sound?). Sound of farming (working the land with a farm tool). Weapon depends on civilisation (bows & arrows, dagger, sword...) and as weapons are different so are sounds, but for size's sake, just use normal military units' sounds for arrows, swords, etc. 3.7.1.2 Civil Engineer and Combat Engineer Voices when tasked to a job. Depends on civilisation. Clicking and moving. SHARED with male worker voices. • Going to attack. • Going to build. • Going to repair. Sound of building roads and bridges (Civil Engineer) may differ from the normal building sound. (Combat Engineer) Sound of capturing a building (maybe a trumpet sound or something). 3.7.1.3 Siege Engineer Voices when tasked to a job. Depends on civilisation. Clicking and moving. SHARED with male worker voices. • Going to attack. • Going to repair. Sound of going to operate land or sea siege equipment (machinery? winding up?). Sound of attacking: He lays a torch on buildings. 3.7.1.4 Helmsman Voices when tasked to a job. Depends on civilisation. Clicking and moving. SHARED with male worker voices. Possibly a new repairing sound for reparations onboard ships (which workers cannot do). 3.7.1.5 Priest/Medic/Druid/Priestess Voices: Priest-only voices for clicking, moving, and healing. Sound of healing; think about it. Sound of dying, as they are not normal units maybe we can use Priest-only sound for dying. (Note) Germanic Priest is a woman, so keep that in mind; also Priestess-only sounds. 3.7.1.6 Traders This depends on the civilisation. Some get camel units, others foot units. Voices would like workers for foot traders and camel buffs for camel traders. New camel dying sound for the other one. 3.7.1.7 Caravaneer Attacking sound: since this unit carries a short sword but it is sheathed (not drawn unless attacked), the sound should be special, like drawing a sword, and then add normal shared sword sounds. 3.7.2 GENERIC MILITARY (Note: Plain military units except armed workers, officers and heroes all share voices when clicked or moved, unless otherwise mentioned. They will also share random death sounds) 3.7.2.1 Standard Bearer Possibly an extra sound, due to the special nature of the unit (such as a flapping cloth sound). 3.7.2.2 Officer/Commander/Hero • Voices: SHARED - Clicking, moving, and going to attack. CUSTOM - Some sounds, for the Formations and Strategy Tab. For example, you click on “Square Formation” and the officer might say some word or maybe military drums/music or something. Details yet to be worked out. • SHARED - Sound of attacking: depends on the unit and its weapon; swords would share with swordsmen swords, spears with spearmen and so on. • Battle cry, like in Empire Earth. Also, it is civilisation or culture specific. That is, 12 battle cries (for twelve civs) or 4 (for four cultures). As for the battle cries, we are not sure what each one would be. 3.7.2.3 Noisemaker Noises: The noisemakers make big noises toward enemies to make them lose morale, so sounds are important here. There would be 4 noises (4 cultures): • Greek/Roman/Macedonian: Trumpets, fanfares. • Carthage/Persian/Parthian: Trumpets (different). • Goths/Huns/Dacians: Horn – Bull horn? • Gauls/Iberians/Britons: Carnyx Horn, Unique sound. http://www.carnyx.musicscotland.com/carnyx.htm http://www.carnyx.musicscotland.com/audio/...est/Fanfare.wav 3.7.2.4 Armed Worker SHARED - Sound of attacking: Depends on civilisation. Romans and Celts: Short sword; Germans: Axe; Middle-East: Bow. 3.7.2.5 Sword Military Units Short swordsman / Broad swordsman / Long swordsman / Heavy swordsman / Fanatic / Roman legionary / Heavy Legionary / Gallic nobleman / Caetratus / Falxman / Huskarl / Falxman • Attack sounds: Maybe 2 or 3 sword sounds are okay. Sounds like clashing, slashing, stabbing, etc. • Possibly - (Additional shield sound) a shield sound for shielded units plays randomly when a unit is involved in an attack. There would be 2 types of shield sounds: wooden and metallic, though wooden would be predominant. 3.7.2.6 Spear Throwing Units Javelineer / Legionary / Light Gaesata / Heavy Gaesata / Numidian Mercenary • Attack sound: Javelin throwing. 3.7.2.7 Spear Melee Units Spearman / Adv Spearman / Elite Spearman / Inmortal / Heavy Phalangist / Hoplite / Spartan Hoplite / Samnite Infantry / Hypaspist / Praetorian • Attack sounds: Spear sounds, about 2, sounds like stabbing, thrusting. • SHARED - (Additional shield sound) Same as swordsmen. 3.7.2.8 Slinger Units Slinger / Advanced Slinger / Rhodian Slinger / Balearic Slinger • Attack sound: sling sound and then shoot pellet. Maybe we could add some ricochet sounds for the pellet impacting wood, stone or iron. 3.7.2.9 Bowman Units Shortbowman / Adv Bowman / Welsh Bowman / Sakae archer / Cappadocian Bowman • Attack sound: a bow straining and shooting an arrow. Also there should be sounds for fire arrows, because some archers have the option of firing them. 3.7.2.10 Cavalry Units Scout / Adv Cavalry / Elite Cavalry / Median Cavalry / Clibinarius Cavalry / Companion / Tarkan / Sarmatian cavalry / Gallic Heavy Cavalry / Numidian Cavalry • Moving – horse hooves trot. • Attack sound: Cavalry units will have either a spear or a sword. So the sounds might be swords and spears mixed with horse background (neighing, snorting). • Special: Maybe a fast gallop sound for the "cavalry charge" special feature. 3.7.3 SPECIAL UNITS (Note: Special Military units share voices with appropriate Generic Military units when clicked or moved, unless otherwise mentioned.) This explains sounds for special units that share little or none of other generic unit’s sounds. 3.7.3.1 War Elephant • Elephant noises for click-select (about 2 sounds). • SHARED - sounds of 2 javelin men shooting from elephant for ranged attack sequence (about 2). • Sounds of angry elephant rampaging and trampling the enemy with tusks and legs for close combat sequence (about 2). • Sound of elephant and men onboard dying - big crash (1 or 2). • Sound of elephant stomping the ground hard for click-move (1 or 2). • Sound of elephant walking furious + voices of men for click-attack order (about 2). 3.7.3.2 Celtic Briton War Chariot • SHARED - with normal cavalry units’ click-selection voices. • Wheels squeaking and horse and men sounds for click-move (2). • SHARED - Sound of man throwing javelin from chariot (1 sound) for long range attack sequence. • SHARED - Sound of spear thrusting (2) for short-range attack sequence. • Sound of chariot being destroyed (wood breaking, horse dying, men scream, crash) (1 or 2 sounds). • Sound for click-attack order, Celtic man/men yelling on horse and chariot background (2 sounds). 3.7.3.3 Celtic Fanatic / German Savage All voices and attack sounds shared with standard military units but with the addition of a war cry for the click-attack order. Something like a scream or mad yell (these two units are quite mad because they both fight nude!) 3.7.3.4 Hun Looter • SHARED - Voices and dying shared with normal horse units. • Attack sounds: This one is special. it needs a couple of sounds of torches: • One for setting buildings, siege weapons and docked ships on fire, like putting a torch on straw and fire spreads (this sound will automatically switch when attacking as stated above). • The other one for fighting against normal units, like a club but with fire (this sound would automatically switch when attacking as stated above). 3.7.3.5 Iberian Lannza • SHARED - Voices and dying shared with normal horse units. • Attack sounds: Similar in every aspect with the Hun Looter but it uses a flaming spear not a torch. It would need two sounds: • SHARED – same one as the Hun Looter for attacking buildings, etc (fire spreading). • Something to do with a heated spear impacting units: hot steel burning flesh. 3.7.3.6 Cavalry Archer Units Horse Archer / Parthian Elite / Hun Raider • SHARED - Voices and dying shared with normal horse units. • Attack sounds: a mix of a bow sound with horse background (gallop, snores, etc). 3.7.3.7 German Axeman • Voices and dying SHARED with standard military foot units. • Attack sounds: A couple of axe clashing sounds would be needed, maybe with some addition of grunts (because the axeman guy looks like a wrestler). 3.7.3.8 German Marauder / Berserk • Voices and dying SHARED with standard military foot units. • Attack sounds: Two axes clashing fast and ferociously (1 or 2 sounds). 3.7.3.9 Goth Clubman • Voices and dying SHARED with standard military foot units. • Attack sounds: A couple of sounds of a wooden club. 3.7.3.10 Persian Scythed Chariot • SHARED - with normal cavalry units’ click-selection voices. • SHARED - wheels squeaking and horse and men sounds for click-move (2). • SHARED - Sound of man throwing javelin from chariot (1 sound) for long range attack sequence. • SHARED - Sound of spear thrusting (2) for short-range attack sequence. • SHARED - Sound of chariot being destroyed (wood breaking, horse dying, men scream, crash) (1 or 2 sounds). • Sound for click-attack order, Persian man/men yelling on horse and chariot background (2 sounds). • Sounds of blades in the wheels when hitting enemies (1 or 2 sounds). 3.8 Siege Weapons (Note: Very rough list) Catapult moving. Catapult being destroyed. Catapult being selected. Possibly mixed with voices of Siege Engineers. Catapult shooting. Catapult reloading (sounds of stringing ropes and similar). Siege Tower being selected. Possibly shared with Catapult. Siege Tower being destroyed. Possibly shared with Catapult. Siege Tower moving with wheels. Possibly shared with Catapult. Siege Tower being shot with arrows (arrows hitting wood). Siege Tower moving ramp or something (when it is connected to a wall). Scorpion/Ballista shooting bolt. Scorpion/Ballista being selected. Possibly shared with Catapult. Scorpion/Ballista being destroyed. Possibly shared with Catapult. Scorpion/Ballista moving - Don’t know if it will even roll, possibly pack and unpack. Scorpion/Ballista reloading. Possibly shared with Catapult. Battering Ram selection. Possibly shared. Battering Ram ramming (Depends on rammed material: wood or stone). Battering Ram being destroyed. Possibly shared with Catapult. Battering Ram moving (Men inside pushing). Siege equipment being packed for transportation. Possibly without sound, I don’t know. Siege equipment being unpacked for deployment on field. Catapult stone hitting wood. Catapult stone hitting stone. Catapult stone hitting water. Scorpion/Ballista bolt hitting wood. Scorpion/Ballista bolt hitting stone. Scorpion/Ballista bolt hitting water. Fire explosions for burning projectiles. Fire spreading sounds. 3.9 Ships (NOTE: Another area we are a bit unsure of because ships are quite different from those in other games. Ships are pieces of terrain and you can select the units on them.) Ship breaking and sinking (1 or 2). Ship moving with sails. Ship moving with oars. Ship moving with sails and oars. Ship explosions with water splashes (?). Ship wood impacts. Ship standing on sea (the typical sounds of wood creeks, the waves, etc). Ship single alarm. 1 blast of a conch. Ship double alarm. 2 blasts. Ship triple alarm. 3 blasts. Fishing boat fishing sounds (net, etc). Ship ramming, big crash. Ship being rammed, wood crush. Ship in ramming attack speed, like the drum sounds in Ben Hur Alarm when being boarded. Boarding sound(s), ship being attached to enemy ship, something like that. Boat bells and other sounds. Different sounds (maybe drums or something) could be used in the various ship manoeuvres, although I am not sure if that would be too many sounds, even if it enhances the game’s coolness. 3.10 Environmental Sounds Sea: Gulls, waves, splashes, waves cracking the rocky coast (when it is rock). Woods: Owls, leaves in the wind, birds and other animals. Fields: Wind, crickets, other insects. Marsh: Frogs, mosquitoes, etc River: Water running, waterfalls (when there is one), splashes. Mountain: Heavy wind, rocks. City: Crowd, horses, market sounds, troop columns moving around, etc. Farmlands: Rooster, farm animals, dog barking, crops winding, etc. Weather: Light rain, heavy rain, snow (then no sound ), heavy wind, thunders, sand storms, etc. Climatic stages. Spring: Birds, leaves. Summer: Crickets, louder birds, leaves. Fall: Rain, leaves. Winter: Heavy wind, wolves, heavy rain. 3.11 Fauna Bears, wolves, owls, various bird types, deer, boar, dogs, cows, pigs, chicken, whale, dolphin, horse, goat, musk ox, sheep, elephant, lion, tiger, dragon (editor), polar bear, donkey, crocodile, camel, etc. Many of these animals will be available exclusively from the editor. Many will have to be discarded. Animals require sounds for standing and being selected, and for dying. Some require attack sounds too, like lion, bear, etc. 3.12 Miscellaneous Sounds Step on grass. Step on stone. Step on dirt. Step on water. Step on mud. Step on snow. Various bells and alarms for interface and other things. Sword clashing 1. Sword clashing 2. Sword clashing 3. Spear thrusting 1. Spear thrusting 2. Spear thrusting 3. Bow shooting 1. Bow shooting 2. Arrow flying 1. Arrow flying 2. Arrow flying 3. Multi-arrow 1. Multi-arrow 2. Flaming arrow flying 1. Flaming arrow flying 2. Explosion/crumble 1. Explosion/crumble 2. Explosion/crumble 3. Flag flapping. Dying foot unit 1. Dying foot unit 2. Dying foot unit 3. Dying foot unit 4. Dying cavalry unit 1. Dying cavalry unit 2. Dying cavalry unit 3. Fire 1. Fire 2. Fire spreading. Military unit grunt 1. Military unit grunt 2. Horse grunt 1. Horse grunt 2. Horse whine. Horse hoofs. Horse gallop. Horse breath. Garrisoning sound. Worker/Trade unit created sound. Military foot unit created sound. Cavalry unit created. Priest created. Unit upgraded in Armoury sound. Hero joined your army sound. Tech researched sound. Unit under attack alarm sound. City/Village under attack sound. Hero is dead, advise sound. Morale failure, sound. Morale boost, sound. Water splashes 1. Water splashes 2. Water splashes 3. Ally call to location sound. No resources notification. Victory notification. Defeat notification. New mission objectives sound. Unit/building turns into your side, sound. Gate opens. Gate closes. Cracks on the wall when under siege. Menu selections, interface sounds, diplomacy, tributes, etc.
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IMPLEMENTATION 2.1 SOUND EFFECTS ENGINE The DirectSound API from DirectX8+ will be used for all sound effects in 0AD. Positional audio will be accomplished solely by pan, volume, and cross-fading. There should never be more than (8) unique sound effects playing at once, not including dialogue. Mixing will be done via an external text file from which sound levels, pan, and other variables will be extracted by the engine. 2.2 Generic Components 2.2.1 Layer 0 An ambient sound effect layer. As the player passes over certain terrain types on the map, that terrain type’s ambient sound loop begins to play. As the player passes over a second terrain type, the first ambient track gently fades out while the second fades in. There can be no more than two ambient sound effects cross-fading into one another at a time. 2.2.2 Layer 1 Ambient sounds generated from terrain and buildings, which play only occasionally, and are randomly selected. Terrain played here is separate from the terrain played in Layer 0, which is a more of a “global” sound. Here, the sound played is more specific and complementary to the ambient terrain track being played in Layer 0. 2.2.3 Layer 2 Civilian, animal, monster, and all combat-related sounds are played here, including disaster sounds, user interface sounds, and so on. 2.2.4 Layer 3 All narration and in-game dialogue for all characters. Narration may be provided at the beginning and end of campaigns and/or missions; in-game dialogue is heard by moving the mouse over an on-screen character and clicking on it.
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This is hillarious, I found the link on HG"s news. I think all of you are old enough to appreciate it http://www.egmmag.com/article2/0,4364,1338767,00.asp
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Wow cool! Next time I'm in Nashville I'll have to check it out They should try to add some of that color to it like you had in your pictures Mythos.
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Another great assessment! One thing that irked me the most about AoK was the sharing of graphics between civs. Especially when the image didn't fit the civ at all. I would have liked to see more unique graphics on a per civ basis. I also hate to say it, but I didn't really care for the mindless repitition of the upgrading of things all the time. For instance, why couldn't the swordsman just all upgrade when you went to the next age? Instead of making you go back the barracks and click that button. Sorry I'm a big fan of the less econ/tech management the better... I would rather manage war. Pathfinding was a bit buggy like you say, but overall not to bad. I also wish the AI would have played water maps better. Thats all the negatives I can think of right now One of the best in the genre though! Its hard to find faults.
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I don't think your getting what I'm talking about, so I'll talk with you about it next time I see you on MSN
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Ah! A fellow Wash'n-tonian! Welcome to the forums. FYI we are attempting to make our engine platform independant, and right now our code is working on Linux.
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If my memory serves me... didn't you start this thread? http://forums.wildfiregames.com/wfg/index....p?showtopic=186 I thought you were going to try to do this: http://staff.wildfiregames.com/phpBB2/index.php but with invision forum software? The advantages are, that if you clicked on an image you could make a comment about it, just like a forum topic. Its also easy for the staff to upload images without using an ftp program. I would think that pretty much all the images for 0ad would go in there... screenshots, 3d renderings, concept art, etc...
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Just to add to the media system, it would be cool if our image gallary was integrated into a forum powered website... like how its done here: http://smartor.is-root.com/album_cat.php?cat_id=1
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Hey great idea CO, I look forward to more! LOL I like your description on the music. Do you find that in games with a wide variety of civilizations that all the civilizations are pretty similiar? Or do you like less civs with more distinction?
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Yep thats what I was thinking too Tim... I think at the end of the article on the site, they would just click a button to 'add comment' as it takes them to the same article on the posted in this forum.
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The articles posted here in the forums
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Hey Cheezy I didn't know AoM:TT did that!? What is the key?
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Someone mentioned on the forums here a few weeks ago, if you have roads automatically being built between buildings and over trade routes, there might be benifits for the players for faster movement, but there also is a bonus for your enemy, but showing a path on the map that will lead right to your cities. Something to think about
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Breif Idea For Gameplay Of Future Rts Games
Wijitmaker replied to weaver's topic in Game Modification
That is an interesting idea. I have heard of AI programs that analyze the players actions and it then calls up from a list of pre-programed reactions to combat the stratagy in the most effective way. For example in AoK if you as a human continually attack the computer with 5 monks and 15 tuetonic knights, the computer would respond to those attacks buy building the appropriate counter unit to defend itself. As far as AI personalities go, I think it would be best if we followed the example that AoM had where it you could assign random or define the type of player you want to play against such as - Agressive, Defensive, Big Boomer, Rusher, etc... That seemed to work well. I'm not sure if I understand you exactly, tell me if this is the feedback you were looking for? -
Probably to late for most of you who aren't in PST There is a show on right now about Boudica http://www.pbs.org/wgbh/masterpiece/warrio...ueen/index.html I'm recording it. Check it out if you can there might be some visual imagery we could glean from it.
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Actually Tim, Acumen found something about 'subscribing to forum' that might do this already. I thought you might have told him about the feature? So you might not have to mod anything... not sure
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What Are The 7 Wonders Of The Ancient World?
Wijitmaker replied to Render's topic in General Discussion
If you guys want to draw up some sketches or find some reconstructive drawings, it would be something to think about -
Buiding Art Throughout The Game...
Wijitmaker replied to Ulysses S Griffin's topic in General Discussion
Actually it doesn't change because 0ad doesn't have 'ages'. We just were talking about this.. here is a quote: So that is one reason why not graphical changes. The other reason which is probably the more important is the extra added size to the download size of the game. Good question -
lol @ intrepid
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Entertainment This Year
Wijitmaker replied to DarkAngelBGE's topic in Introductions & Off-Topic Discussion
After Winter 2003 I think things are going to be pretty dry till Winter 2004, both in terms of games and movies. -
Your Favourite Website/forums
Wijitmaker replied to DarkAngelBGE's topic in Introductions & Off-Topic Discussion
http://www.cgtalk.com/index.php is pretty big.. 454 active users right now.