Pureon
WFG Retired-
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Everything posted by Pureon
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Looking good!
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The basic idea was to somehow make tunneling a 'ranged' siege feature. One of the options we discussed was to create a Siege Engineer unit, who when tasked to attack a wall would build a tunnel entrance (small building) a certain distance away from the wall, but far enough to hide from ranged attack. It would take a certain amount of time to dig the fictional tunnel towards the wall - we're not actually talking about a real tunnel units could walk through The undermining stage begins when the tunnel reaches the wall, and it would slowly trickle away at the wall's health, until it collapsed. You could prevent the wall's collapse by destroying the tunnel entrance. We also discussed having other units join the Siege Engineer in the tunnel to speed up the digging process.
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We had discussed creating a Siege Engineer unit for some/all factions that would undermine walls from distance (tunnel entrance location), meaning that Rams weren't always needed. Could still happen if there's enough support for it. It's probably more historically accurate than Rams for all factions
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Hello! I'm looking forward to helping out
Pureon replied to ZeroEmpires's topic in Introductions & Off-Topic Discussion
Welcome to the forums! Thanks for showing your subscribers our game. Hopefully you manage to join a multiplayer game and find that exciting too. I saw a few of your subs had requested it -
Itms, would you mind doing the Legal Waiver here: http://www.wildfiregames.com/forum/index.php?showtopic=16802 Thanks
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Perfect. I'm happy with that I still need to hear thoughts on whether I should replace the existing Greek male voices with these new ones, or just add these to work alongside the others (despite the pronunciation differences).
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===[COMMITTED]=== Ptolemaic/Seleucid Helmet Props
Pureon replied to Sighvatr's topic in Completed Art Tasks
stanislas69: Try limiting yourself to 1 or 2 colours that complement one another per helmet. The edges on some of those coloured areas look quite harsh, maybe that's just the screenshot? One other thing I spotted was the feather looks more detailed than the rest of the helmet - is that the case? -
Should I replace 0 A.D.'s existing Greek male voices with the 'ancient (commonly accepted) pronunciation' voices posted by Itms above? @Itms: How closely do your ancient voices resemble the pronunciation of the Greek female voices we have? I need the community to help me out with this one, we don't have any ancient language specialists on the team
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Committed latin male voice files in http://trac.wildfiregames.com/changeset/15435/ Note: This doesn't mean we'll have any languages other than Ancient Greek in 0 A.D. (Part 1) - that decision hasn't changed afaik.
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What's obvious? We're not editing posts anymore - we were just joking around
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With recent games such as Red Dead Redemption, Left 4 Dead 2, and The Last of Us being hugely successful, we have decided to change the overall direction of 0 A.D. so that it can appeal to a wider audience. We have many gameplay changes planned, such as removing the Roman faction and replacing it with an AI controlled horde of zombies. This transformation will probably take a few weeks to complete. The name Apocalypse of the Dead works well with our current title 0 A.D. because it means we don’t have to purchase new domain names. The ‘0’ therefore signifies the start of the apocalypse. Note: All comments in this topic may be moderated.
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Below are updated Photoshop visuals using the new official font and chosen button design. Note: content shown may not match latest game screens
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That looks beautiful Mythos. I like how the elements complement each other. The new font and yellow buttons really do work with the overall style - I'm happy
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Indeed. I think I even have the arrow state designs somewhere.
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I'd have to agree, the Ptolemaic buildings are getting slightly too cartoony for my liking. Although we're also seeing other parts of the game heading towards the AOEO style. Yep, those are a big part of it.
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Don't worry about it FeXoR What we can conclude from this topic is that the 'easy' AI could be made even easier, while the 'Very Hard' AI is made more difficult (which is what wraitii is doing by improving Aegis).
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I'm not sure if both Celt factions will use Old Irish, I'm not even sure where Old Irish was agreed to, but for reference on what phrases are required see: http://www.wildfiregames.com/forum/index.php?showtopic=449&p=257410
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Lion please check what type before you post it. Sometimes it's very difficult to understand your posts
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We're not going to stop anyone from contributing if their sound contributions are useable. The more the better
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If this was the criteria, he would win. But it's not.
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Add "Back to Work" button : patch testing
Pureon replied to Itms's topic in Game Development & Technical Discussion
Thanks for the patch work you've been doing so far Itms. Many of us don't compile the game ourselves, so there aren't that many forumers who can test your patch. I assume you've been working with some of the developers on the IRC channel? -
Just wanted to point out that you now have competition
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It's quite obvious we've been looking for a Sound Lead for the past few years - it's been mentioned in most of our release announcements. Right now, we have two applicants fighting for the top spot, LAVS and Sorpico
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Audio Design 5 - Voice List
Pureon replied to Acumen's topic in Game Development & Technical Discussion
Yep, that's the reasoning behind it. I'm not sure who did it, but it makes sense. -
Good catch, I hope this is true. After 3 years of working with collada and 0 A.D. I'm somewhat skeptical.