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Pureon

WFG Retired
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Everything posted by Pureon

  1. I think more people were in favour of the icons than against, so the matter is very much still open to alternative ideas and discussion. To reiterate wraitti's comment, why clutter the UI with an additional 17+- pieces of information (each phase icon) when simply hovering over each structure's icon reveals everything the user needs to know.
  2. I actually find that quite an obtrusive option and think it's going overboard. I agree with Kosmo on this one.
  3. Probably best to go with Git. That seems to be the direction 0 A.D. is heading so your projects might as well start there
  4. As some of you may have noticed, we've created some new structure and technology icons over the past few Alpha releases. Below we'll give you some insight on how these icons come to life. The icons themselves are created at 128x128 pixels or larger, but must remain recognizable when scaled down to 40x40 pixels when used on the game's user interfaces. This need for scalability means the full size icons must have high contrast colours and sometimes include exaggerated shapes, otherwise they will fade and blur too much when scaled down. A few of you have asked how I create icons, so above is an image showing how they can develop from a concept sketch to the finished icon. The handcart technology icon started as a very simple 3D model created in Blender, with texturing applied to a render of the model using Photoshop (GIMP can easily achieve the same result). The Military Engineers icon (above right) started out as a quick rough sketch on a piece of paper which was then scanned and then textured over using Photoshop. Above are some of the new structure icons we've created over the past few months. Many of these are simply higher-definition versions of icons that have been in 0 A.D. for many years, while others are for new buildings or have been redesigned completely. Technology icons such as those above could eventually appear in Tech/Structure trees. Here's a Structure Tree design concept: Ideally this will evolve from a static design concept into an online interactive Structure Tree that updates itself whenever changes are made to 0 A.D. Last but not least, here are some animal and special object icons: I'm not very good at human faces, so some of you may recognize the couple in the above image from the 0 A.D. main menu illustration Another reason for showing these animal icons is because we still need around 40 or more icons for animals, and we need someone with good illustration skills to take on this task. If you'd like to comment on any of these, or have any questions for me, please do so below.
  5. I think we'll work on a more historically accurate version of it after Alpha 13 is released. Feel free to draw some concepts for us
  6. Iberians certainly aren't overpowered due to starting walls. Research City Phase and build a couple of rams and those walls will turn into dust. Good question, and no I don't think it is a problem.
  7. What's the official name for the mod? Also how is this mod licensed?
  8. The list is missing the corral, which I plan to do. Thanks for updating the to-do list.
  9. It's possible this is no longer the case given we've been tweaking balance (house costs, heroes, etc.) the past few weeks. If wall towers no longer have ranged attack by default, I'd prefer to keep the gates on Iberian starting walls based on the comments above. We could make the Iberian stone walls 30-40% weaker at start and allow them to tech to 100% hp when in city phase - so they get their walls at start but they aren't such a barrier to other players without siege capabilities pre-city phase.
  10. Unlike other games our soldiers aid with resource gathering, allowing this exponential growth. An option discussed previously is to have techs that gradually turn citizen-soldiers from 'villagers' into 'soldiers'. Without these techs citizen-soldiers would be very strong economically, and weak militarily. If you upgrade your citizens too early your economy would suffer, if you upgrade too late you could be attacked by a much stronger army.
  11. Most multiplayer gamers hate starting as Iberians because their units are underpowered. I understand raiding should be possible against them, and don't see anything wrong with removing their gates, however nerfing one of the more under-powered civs in this way means boosting them elsewhere. Can you suggest where this would be? Their siege cavalry unit could definitely use a boost imo. Yeah good idea
  12. And credit to plumo for pulling together this report. If you want to see more reports please show your support by commenting below
  13. I also think you should add three prop points and attach fauna elephants to them, rather than AOing static meshes.
  14. Looks great Enrique! It fits perfectly with the other buildings
  15. Picture mountains all around the building - the building flattens to the lowest point in the valley creating steep terrain all around it. It's unlikely to happen, but it's what came to mind when thinking about potential flaws
  16. That's a very interesting idea. Visually this might look very odd in places. I can picture low buildings hiding themselves in hillsides. Unit pathfinding wouldn't be affected because units would walk around the building like normal. Once the building is destroyed, the terrain would have to automatically transform back to how it was originally, otherwise it would be too easy to create impassible terrain walls.
  17. 0 A.D. Alpha 12 Loucetios Release features list: Diplomacy Programming Packing Siege Engines Programming & Art Formation Order Queueing Programming Heroes Programming Slaughter Attack Programming Unit Training Hotkeys Programming New Match Setup Options Programming Five New Random Maps Programming Improved Water Rendering Programming Post-Processing Manager Programming Rubble Art New song Sound Sound Manager update Programming Hmm.
  18. Especially quick at fixing typos on new wiki pages
  19. Thanks for flagging fireprog We discussed this internally at the end of 2012 but the discussion went quiet while we were getting ready to release Alpha 12. Also discussed was a help wanted page for our website, which i still think is a good idea so I'll raise it again with the team.
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