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plumo

WFG Retired
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Everything posted by plumo

  1. Otherwise open a ticket in trac? What is the exact problem? What solution do you propose etc.
  2. @ wowgetoffyourcellphone May I publish some of your screenies on our facebook page? They look great. Maybe it is also possible to scale down the units on boats ( or scale up the boats a bit).
  3. I'll check them out tonight, Itms.
  4. Hey Rumahu, welcome! One of our programmers will be in touch with you shortly. Have you already downloaded the game? If so, you might want to start here: http://trac.wildfiregames.com/wiki/GettingStartedProgrammers If you want to get in touch with our team: the easiest (and fastest) way is via IRC: http://webchat.quakenet.org/?channels=0ad-dev They will get you started .
  5. It might be interesting to give the Gaul's two walls. Something to discuss. The Murus Gallicus has a distinct advantage over other walls: because of the structure (wooden beams, filled with rubble), it was nearly invulnerable to siege (crush) weapons. About a Belgae Celtic offspin, at the moment not very likely as we already have Gauls and Britons in the game and Seleucids to finish. But, it wouldn't be too hard and effort for a small dedicated group of modders (as you could use many textures, buildings, etc from the other two Celtic factions).
  6. Hey Germanic-Celt (if that is a mix of your heritage, are you from the Low Countries?) The Murus Gallicus is included in the editor. It was Gaul's original wall, but was replaced by the current one (something I regret as well ) Edit: (IIRC) it was replaced because it has the following disadvantage: the wall has is facing towards one side only (the other side being an unprotected mud slope). All other faction's walls have two equal sides, meaning: it doesn't matter how you build the wall, both back and front are equal.
  7. ltms will continue working on the pathfinder.
  8. 0 A.D. Development Report #16 Wildfire Games, the international group of volunteers developing 0 A.D., is happy to present this 0 A.D. development report. If you want to find out more about the development of this open-source, cross-platform real-time strategy game or if you are interested in game development in general, it might provide an interesting read. If you want to be part of this project, we urge you to post your application in our forums or just grab a task from our list of open tickets and get right to it. We are currently looking for Gameplay, AI, Sound and Graphics Programmers along with Animators and 3D & texture artists. You prefer to do something else than programming or drawing? Luckily for your portfolio we are also looking for Video Editors, a Documentation Manager and Scenario Designers. Still no luck? Head to our forums and join our active community! !!! We are in need of programmers and animators! If you are one, redirect yourself to this thread. Your contributions are crucial !!! Clockwise: New unit meshes, Mastiff, shark and fox Programming & Art Enrique, our talented lead artist, has been busy last month. He decided it was time to rework 0 A.D. meshes and armature. The results are bringing them up to par with modern RTS games. Now the help of animators is required (if you are an animator, please post an application) to make use of the new possibilities. He also updated the complete Persian building set with better textures and ambient occlusion. If that was not enough, he also reworked the cypress trees and many other plants. Mimo has been hard at work improving his AI bot: Petra, which is the toughest AI opponent to date. Among cleaning up code and bug fixes, he also added AI support for saved games! A feature that has been high on the community's wishlist. On top of that the AI is now able to send tribute to its allies! Yves, has set the goal of upgrading our SpiderMonkey to ESR31 for next alpha release. Performance will increase with this upgrade and memory usage will be reduced a bit. Check out the following links for more information about performance measurements and detailed effects of gcPreserveCode setting. Itms fixed bugs related to the new Fog of War and bug fixes submitted by community members. He also accepted the task of improving the pathfinder, based on Philip's and Wraitii's work. We think we speak for all of you when we wish him good luck! historic_bruno updated Windows version strings for 8.1 and 10 (technical preview), fixed a couple of OS X bugs and many bug fixes submitted by community members. Leper updated 0 A.D. with the latest translation work of our community and fixed a good amount of bugs, many submitted by members of our community. He also replaced CParser, which is slow, with FSM to parse our config files. Micket modeled a shark, a wolfhound, a mastiff and tuna fish. Some of his models have been textured as well (as you can see in the screenshot above). Stanislas69 has also been modeling a lot of different objects, among his first steps in animating. Scythetwirler fixed a bug in the rating system of the lobby bot.
  9. Hey HushedDispatch, Welcome to our forums. We hope you'll have a great time here and ingame. As we are still in alpha our player base varies, but isn't gigantic.We'll probably organize more multiplayer events (for example: every Saturday evening) to make sure everyone who wants can play a few decent games on a regular basis. It might also help to go on our IRC, and ask if anyone is up for a game.
  10. Well their bonus lies in the speed + attack (they kill the animal faster + transport the food faster to the gathering point and back). Harvest speed should be the same IMO.
  11. I'm testing the dev version + release candidate (A17) and I dare to say that cavalry is gathering food at a very fast rate (Playing with Persians: Median Cavalry as example). What would you kill while on horseback? Wild animals or chicken? Berry bushes and domesticated animals are for women/infantry. Wild animals can be attacked by cavalry.
  12. An observation: it is far too easy to amass a lot of food in the first few minutes. Your single cavalry unit should be used for scouting, now he is also an amazing hunter (collects food way too quickly). It doesn't seem logical that cavalry is so good at killing chicken and sheep (wildlife can stay). My proposal: make it impossible for cavalry to gather from domesticated animals + lower their gather rate.
  13. All translations are done by the community. Check out the following link: https://www.transifex.com/projects/p/0ad/ You can make an account and help us with improving our language support
  14. 1. Are you using alpha 16 or dev version? 2. Can you provide the crash logs/ system info?
  15. Just had an idea. Stonehenge is clearly before the time period, and the horse is also best kept as an editor object (the horse is a nice reference to the original Age of Empires, for those who know what I mean). What if we use Pureon's Crannog as the Britonic wonder? It is the small fortress on an artificial island in a lake. I know this might be a bit hard to do, especially if you are playing on a map with no water. Might be cool to have a small lake appear around the crannog when you build it (terraforming). This is the most realistic building I could come up with that fits the time frame.
  16. There is no need to use caps, gameboy. Keep in mind that 0 A.D. is a project run entirely by volunteers. Some problems take longer to solve.
  17. They won't return in alpha 17 I'm afraid.
  18. Hey Zezil, Don't worry, formations will return. Currently the pathfinder and formations (which are interconnected) are due for rework as they consume a lot of CPU power. We'll keep you guys and gals updated.
  19. - Maybe edit your original topic to contain all your proposals (it will be a long post, but you can hide things with spoilers, for example: per faction) ? - It will be too late to include any changes for Alpha 17, but maybe you can try git. (or work together with scythewirler for the balance patch).
  20. I think it is okay as is. It is a hard 'building' to improve on. Maybe not entirely suitable as wonder for the Britons, but definitely a great map editor object !
  21. -The civ centre should produce women and a native melee unit (for gathering resources). Maybe also a scout unit (limited to 1), with auto-scout function (cfr. Rise of Nations). Barracks should be the main unit recruitment center. - I don't like the current 'embassies' for carthage: you can build all three buildings which don't fit the general feel of the Carthaginian building set. I rather have 1 embassy/mercenary building in carthaginian style. Then you can select (like a tech) to send envoys to Italy/Iberia/Gaul (only one of the three). When researched, the building has details of that culture (weapons, shields, ...). You can only build one embassy, but you can cancel your treaty with one nation, and research another place again. For example: you build the embassy, you select 'treaty with Iberia'. After 60 seconds, your embassy building gets Iberian details (to be defined). Now you can recruit some Iberian units and techs. You can cancel your treaty with Iberia, and after a cooldown get a treaty with Italy etc...
  22. Other observation on Carthaginian Civ: barracks produces the same 3 units as the civ centre.... Shouldn't the barracks be a bit more specialized? Or the Civ Centre loose some of its military units? I agree with OP: an academy building is missing (with civil techs, unique bonuses, ...) (cfr: University in Age of Kings).
  23. My observations after last night's game with staff (mostly about economy). - Berries carry too little food. It is quickly gone (why even research wicker baskets (faster berry gathering speed)?) - the game relies too heavily on wood (buildings, upgrades, units...) Also, trees could carry some more wood.
  24. @iNcog Check out this thread: http://trac.wildfiregames.com/ticket/52
  25. To distinguish it more from a dog, can you make it howl? This way it is clear to anyone even from a distance.
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