Jump to content

Search the Community

Showing results for tags 'fauna'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome
    • Announcements / News
    • Introductions & Off-Topic Discussion
    • Help & Feedback
  • 0 A.D.
    • General Discussion
    • Gameplay Discussion
    • Game Development & Technical Discussion
    • Art Development
    • Game Modification
    • Project Governance
    • Testing

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests


First Name


Last Name


Skype ID

Found 2 results

  1. Here is an incomplete list of animals notable for humans; some are already included in the game (“yes”), see https://trac.wildfiregames.com/browser/ps/trunk/binaries/data/mods/public/simulation/templates/gaia , most are not (yet). I don't know if anybody is currently working on this, or intends to, however, it would be great if eventually more of these animals could be included in the long run (see also https://wildfiregames.com/forum/index.php?/topic/23840-gaia-animals/ ). So if anyone is interested in creating animal visual actors, sounds, and icons, feel free to go ahead Domesticated dinosaurs (also known as birds); primarily kept for their meat (poultry): Domesticated large mammals (I believe this list to be complete): And their wild, huntable counterparts: Let's also include elephants, because of their historic importance: Large, huntable mammals: Feliformia (“cat-like” carnivores): Caniformia (“dog-like” carnivores): Primates: Some smaller mammals: Crocodilians: Finally, marine mammals: Currently the game includes just two types of fish: tilapia (freshwater) and tuna (saltwater). There are many other important fish types (although they are not domesticated animals, it doesn't harm to include them here): anchovy, carp, catfish, cod, dab, flounder, haddock, halibut, herring, mackerel, mullet, plaice, salmon, sardine, sole, sprat, sturgeon, trout, turbot, etc. (undoubtedly I forgot to mention some), as well as larger fish such as marlins, swordfish, sharks, and rays. Although it would be nice to have more fish types, it's actually really unimportant. PS Hopefully this is the correct location to post.
  2. I was wonder if anyone had any ideas of how to make Steppe biome maps intersting? Trying to make Scythia map. I look at Steppe photographs and it look like there is just grass and small hills and that's it. So, I think terrain blending may be the key to making it look interesting. Also, perhaps only having 1 part of the map be "steppe" and the other part of the map being mountainous or hilly or must have a river or gully (like the Syria map). Flowering plants also seem to be a lot present. We will need more models for flowering plants in the game to make the map interesting. Also, large groups of flowers for nice ground cover. It would also be funn to have tumbleweed, aka Russian Thistle tumbling around. Above you see a map example, where the right side, 60% is the steppes rolling hills and flat grasslands, but to make it more interesting the West 40% has a shallow river and mountains. I am think of putting most of the wood on the West with the mountains. Farmland would go near the river. Trees on the East(right) mostly follow shallow gullies and streams or around watering holes. Patches of shrubs and bushes with a couple of dead trees can be the rest of the wood on the Steppe section of map. I think the key for gameplay of Steppe maps will be a feature that is not yet implemented: herding. On steppe maps, the Corral will become one of the most useful buildings for player. These 2 things are made for each other. On Steppe maps, we can design parameters for resource (something the team should do anyway for all biome, but I am focus on Steppe npw), major resource be herding animals: Goats, Sheep, Cattle, Horses, Camels. And then of course hunting resource: Saiga Antelope (aka Saiga tatarica), European Bison, Corsac Fox, Wild Asses, and others. Wolves should be a major nuisance. And there could be major caches of treasures, treasure troves. So, scouting is very very important on Steppes map, mainly to grab herd animals, steal herd animals, and finding treasures. On team match, trading absolutely necessary. Something like this for resource distribution: 20,000 Wood each player (this is low, I think for a map). Over half of wood is in low-yield shrubs and bushes. Other half in trees. Only 5,000 wood found in or near player start position. 5,000 Berries or fruit trees each player (2-3,000 in or near starting positions). This is high. 8,000 Food huntables each player, 1000 inside start area (for instance, 10 deer x 100 food each), 2000 just outside start area, rest scattere around map, usually near water. 8,000 food herdables each player. Distributed in herds around the map. 1 herd inside start areas. Must go in search of the rest. Metal and Stone are pretty much distribute even across map. 5000 metal and 5000 stone in player start position. 5000 metal and 5000 stone just outside territory (easy to find), then the rest scattered around map evenly. 2 Mercenary Camps per player, one just outside start position, and 1 much farther away, maybe near a water source like a rocky stream or watering hole. Farmlands only near water source like stream or river, away from start position of players. Farming should be difficult.. Falcons and Vultures would be nice. "Hawk" currently in the game is huge, the size of a Golden Eagle. Should be rename to Golden Eagle. A closeup of potential start area. You see most of wood is shrubs and bushes. They are low-yield at only 50 wood per bush. You see the herd of herdables inside start base. You see herds of 10+ huntables nearby. You see a lot of berry bushes, but they are not all clump together in one berry orgy. Stone and metal are spread out, not tucked next to the Civic Center. There are wolves at the periphery. Wolves should be a constant danger to solitary units wandering nearby.
×
×
  • Create New...