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plumo

WFG Retired
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Everything posted by plumo

  1. It is an interesting idea, that you choose 1 god/goddess at your temple (but how many temples are you allowed to build?)with unique bonuses. Definitely worth looking into (I mean: worth a discussion IMO).
  2. Take a look at this page: http://trac.wildfiregames.com/wiki/Civ%3A_Carthaginians It is an example page for the Carthaginians. If you claim that Aksum's army roster would be interesting and varied (while being historically correct), you can use this as a guideline to come up with your own roster. This is the first step (although there is no guarantee someone will pick it up from there...) You don't have to be part of the team to do some research and come up with new ideas. You can do all of that right now ! You can create new scenarios, you can suggest game improvements, you can research a new civ... When your work is of high quality, you can be asked to join the team. So good luck!
  3. Hey Heinrich, If you want to research an other civilization, like Aksum, you can check out this thread: http://www.wildfireg...showtopic=17412 Writing a short history, working out a unit roster, thinking about unique buildings, units and technologies, ... However: It is not very likely (IMO) that Aksum will be added as playable civ by 'the team', as there are more prominent civs still not included. But as this is a freeware, open-source game, who knows you may gather a team and release it as a mod...
  4. A clear improvement I didn't like the old background with the tiles. I'm happy they are removed.
  5. Welcome, Attila (epic name by the way )! One of the programmers will get to you soon, or go on our IRC irc://irc.quakenet.org/0ad
  6. The door seems like a texture that is painted on the wall. Except that, great! Also a question: is the roof historical?
  7. I hope someone steps forward soon, because I need to inform the organization.
  8. I'd make a Carthage-looking building, with different props and shields. And if that isn't distinctive enough, maybe the roof can hint at the culture.
  9. I've mentioned this before: I'd like to have only 1 embassy where you 'research' a treaty with one of three possible cultures (Italian, Celtic, Iberian,...) After the research has finished, you unlock special units and techs Also: the building's visual outlook changes depending on the civ (unique props, shields,...).
  10. I'm really sorry to disappoint you guys, but I can't make it. I hope someone will jump in. If a team member wants to come to Belgium, I can offer (free) accommodations.
  11. I won't be able to give the talk at the Libre Software Meeting, due to personal reasons. I hope we don't have to cancel the talk, I'm looking for someone to take over. I will help with the presentation and all the preparation that is required. If anyone is even remotely interested, let us know! The talk will be in English, and will take 40 minutes. This may seem long, but we will also show a promotional video. Date: July 8th, 2013 (IIRC).
  12. The fire is too neat (texture of chimney). What if you made it look bigger? Like a real furnace. Also: I agree with Ludo: the tiled floor is unnecessary. Dirt should do the trick
  13. I (personally) really like minifactions, to be put on the map as 'settlements' (cfr. Age of Empires III) that provide unique units and technologies.
  14. Great work (and amazing productivity). Shouldn't we give this guy a subforum ?
  15. I think it would make more sense if the chimney wasn't connected to the main building (risk of fire etc.) Also, piles of wood could be added somewhere near to the fire (under a roof).
  16. plumo

    I miss..

    If there is a correlation between a dev report and more forum activity/new contributors, I would be a happy man .
  17. They will get fixed, but as we are an open-source project, we can't give estimates as to when. We'll keep you informed, I'll try to publish these development reports on a more regular basis (read: monthly).
  18. Topic Moved. In my opinion this would add more micromanagement to the game. What would the benefit be of those civilians, except realism?
  19. plumo

    I miss..

    Ok, one day later, but the report is up.
  20. Some progress has been made but I don't think it will be included in next alpha.
  21. 0 A.D. Development Report #12 Wildfire Games, the international group of volunteers developing 0 A.D., are happy to present this month's 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. 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 a Sound Lead, 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 (skilled) programmers. If you are one, redirect yourself to this thread. Your contributions are crucial !!! On Performance Performance has been a major bottleneck for quite some time. We know the problems, and we are committed to resolve them. Last two months we've seen an influx of new contributors who are keen to help us fix the lag. sbte committed some patches (sim interpolation optimization) and a couple of memory leaks have been fixed (Markus). Kuranes has also been working on optimization and his work seems very promising. He added VBO support to minimap entity rendering (1,5 ms/frame to 0,8 ms/frame, which may seem trivial but every millisecond counts!). But this is just the tip of the iceberg, his many other optimizations are WIP or being reviewed by us, but when they are committed to the game the increase in performance will be noticeable! Last but not least we have Redfox, a retired 0 A.D. programmer who became active again. Currently he is working on font rendering, but like Kuranes, he is dedicated to implement major code optimizations, and he has the know-how. Their work will make 0 A.D. the enjoyable and fluid experience, you always wanted it to be! Screenshot of the Month Team News: Peter a.k.a. alpha123 has joined the programming team. Peter has contributed quite a few patches to the game and has been a valuable contributor in design discussions. Programming & Art & Sound Our new project lead, Mythos_Ruler has been busy as well. So busy in fact that I'm reluctant to write down all the things he has been working on last two months. The major new feature is the blacksmith. Although the models are placeholders for now, in the near future you'll be able to upgrade your units in this new building. He also added new technologies, a new Spartan hero (Brasidas), rebalancing and tweaking the stats of almost every unit ingame, a new map, normal and specular map for desert terrain ... we could go on and on, but we insist you check out our next alpha release. historic_bruno committed a lot of patches and bug fixes. I'll mention just a couple of them: updating Valgrind headers and fixing some memory leaks (patches by Markus), updating Boost Library to 1.53.0 and improving SDL 2.0 support among many other. He also added a game speed option to the match setup. Leper also had a productive period. He cleaned up code, and reviewed and committed many functionality patches, that were written by contributors like Josh and KareemErgawy among others. stwf has kept working on the Soundmanager. Memory leaks have been removed, code has been cleaned up and multiple song playlists are now used by civs that have multiple tracks defined. Wraiitii committed a few fixes and improvements related to water. More importantly, he is completely reworking the water code: adding support for different water heights (e.g. lake vs. sea), optimizing foam and shore waves ... On top of that, ships received a sinking animation! Never has loosing your fleet been more pleasant to watch. Enrique has been working on shields, unit props and buildings for our next civilization: the Ptolemaic Egyptians! He is also designing, modeling and texturing the new blacksmith buildings. Omri Lahav has been working on some new material for the Mauryans. He has just invited two new guest musicians (didgeridoo and celtic harp) to capture their performance. How many freeware, open-source projects have a live recorded soundtrack? We are sure you will hear the difference. Yves is working hard on upgrading Spidermonkey. The first benchmarks are a bit disappointing, but Yves won't give up. This is not a simple task, but in the end performance and functionality will benefit greatly from the upgrade. alpha123 and quantumstate reworked the armor system. Damage = Attack - Armour was changed to: Damage = Attack * 0.9^Armour (in case your unit has a 10% armor bonus). This change was necessary as techs now have the same effect on each unit. So a 10% armour tech will decrease damage by 10% for every unit. We also want to thank all our contributors committing patches with new features and fixes. Not all of them make it into the report, but we are grateful. We can't do it without you guys and gals! This month special kudos to sanderd17 who is giving archers range bonuses based on map height and Micket who modeled a Hippo and an Oryx (and a WIP tiger). We'll get back to you next month with the latest development news!
  22. plumo

    I miss..

    New report has been long overdue, I know guys. Expect one this week, promise .
  23. I still regret we didn't stick with our original 6 civs. Making these civs totally unique (with subfactions!) appealed enormously to me.
  24. Great video. Civ showcases would be great!
  25. For historical material I recommend the comic books of Alix (by Jacques Martin). I'm not sure it is allowed to scan my copies, but it is a must-buy for historylovers.
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