SDM Posted September 14, 2013 Report Share Posted September 14, 2013 Hey all,I was wondering if the mod is looking for anything references to find. I didn't think retroactively at the time, but I think what was done for the Mauryans could be done here if needed. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 14, 2013 Report Share Posted September 14, 2013 They have a own Forum. Quote Link to comment Share on other sites More sharing options...
Iskandar Posted September 15, 2013 Report Share Posted September 15, 2013 (edited) Hi! I think that has abandoned the project, there have been no news for many months. However they could make avaible for the community the material already realized, so somebody else continues the project, or at least how much he has been done he can be inserted in the game, maybe like an expansion. Edited September 15, 2013 by Iskandar Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 15, 2013 Report Share Posted September 15, 2013 http://www.moddb.com/mods/rotehttp://forum.sciondevelopment.com Quote Link to comment Share on other sites More sharing options...
SDM Posted September 17, 2013 Author Report Share Posted September 17, 2013 (edited) I know they have their own forum, but they also post here as well. And given that they have a sub board here, I don't see an issue. I haven't registered on their forums for several reasons.It's possible that they're dead, but it's also possible that their development is just sporadic. History has supported the latter case enough times.In any case, I have some pictures from sources in my university's library if the mod still plans on being being developed.To be fair, this topic was made to see if any of the developers are still around. I'm really hoping it isn't dead because its the simplest 0 A.D. mod with a civilization that I'd love to see in the vanilla game.Edit: Since some members of WFG are also devs of Scion (which I knew but wanted to find evidence before jumping to conclusions), I highly doubt this project is truly dead. Edited September 17, 2013 by SypheDMar Quote Link to comment Share on other sites More sharing options...
Zeta1127 Posted September 17, 2013 Report Share Posted September 17, 2013 To my knowledge, RotE is indeed not dead, they just had the misfortune of finding a group of people who are all extremely busy. 1 Quote Link to comment Share on other sites More sharing options...
SDM Posted September 17, 2013 Author Report Share Posted September 17, 2013 Which isn't too unreasonable considering that they have a parent project that needs tweaking first! Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted September 17, 2013 Report Share Posted September 17, 2013 That and the fact as it now is it does not work with the current code Enjoy the Choice Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted September 18, 2013 Report Share Posted September 18, 2013 Fixing it to work with the current code is only a small bit of work, as they didn't add any real code (only art and some statistics). The main problem is that their progress this far isn't public. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 18, 2013 Report Share Posted September 18, 2013 they don't work with Github? Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted September 18, 2013 Report Share Posted September 18, 2013 they don't work with Github?Not that I know. If you have a link, throw it in. Updating to work with the current game really isn't a lot of work. I only found this demo: http://www.moddb.com/mods/rote/downloadsThat only has the barracks and some infantry. None of the other buildings that are found in the screenshots. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 18, 2013 Report Share Posted September 18, 2013 Not one time i try to support them but Aristeia my Mod dont left me help. Haha. Quote Link to comment Share on other sites More sharing options...
Loki1950 Posted September 18, 2013 Report Share Posted September 18, 2013 They do have a svn repo I believe again not public yet.Enjoy the Choice Quote Link to comment Share on other sites More sharing options...
SDM Posted October 14, 2013 Author Report Share Posted October 14, 2013 Well, since there's been no one condemning me, here's a few of the references I found:More shall be posted later. 1 Quote Link to comment Share on other sites More sharing options...
Ayakashi Posted October 16, 2013 Report Share Posted October 16, 2013 (edited) I'll join in!Images of architecture models from the Han Dynasty:http://commons.wikimedia.org/wiki/Category:Ceramics_of_the_Han_Dynasty_-_Models_of_buildingsReconstructions of Han Architecture:I feel that the current building set don't seem historically accurate enough, so if the mod is still alive and has room to change I hope these helps! Edited October 16, 2013 by Ayakashi 2 Quote Link to comment Share on other sites More sharing options...
SDM Posted October 16, 2013 Author Report Share Posted October 16, 2013 (edited) I hadn't considered looking through Wikimedia, but the Western Han house minqi pottery is a great reference for an in-game house structure!Here are more references as promised. The sha, ge, and ji are all polearms. The jian is a double-edged sword used for stabbing and the jian are single-edged used for slashing. Please correct me if I am wrong.EDIT: Added a Han Crossbow reconstructed by Selby. Edited October 16, 2013 by SDM 1 Quote Link to comment Share on other sites More sharing options...
dajayalol Posted November 19, 2013 Report Share Posted November 19, 2013 Some Chinese Sculpture,architecture,paper arts pics i took during my visit of a temple located in Tainanmight useful to the texture artists(borden detection in gimp)?http://imgur.com/a/5BIyp/for example 1 Quote Link to comment Share on other sites More sharing options...
Kimball Posted December 5, 2013 Report Share Posted December 5, 2013 Hey guys,Admittedly, this is the first time I've logged into this forum in months, and I wasn't even aware that the project had its own subforum until a few minutes ago. It's very cool to see how much interest there still is in the development of this faction, and we've always been appreciative of WFG's ability to restrain themselves from getting frustrated and just creating their own Chinese faction.As of today, I'm accepting applications from anyone who is willing to participate in development. Send me an email using the mail link in my signature with a brief description of what you're able to contribute and what your availability will be like in the next couple of months. Artists, sound designers, programmers, writers and historians are all welcome, or perhaps you have an idea for a position I didn't even know we needed. Whatever the case may be, we need to build a group of people who are dedicated to turning this project into a reality, and we need you to make it happen. 2 Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted December 6, 2013 Report Share Posted December 6, 2013 I don't think you need a lot of code, but if you want something, I'm willing to help. 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 6, 2013 Report Share Posted December 6, 2013 I don't think you need a lot of code, but if you want something, I'm willing to help. may be update the templates and the build. Quote Link to comment Share on other sites More sharing options...
Kimball Posted December 10, 2013 Report Share Posted December 10, 2013 We were actually considering developing special functionality for the fire ship, which would certainly require a bit of programming know-how. Here's some discussion on a couple possible routes we were brainstorming: Fire ships will gradually catch on fire, causing more damage to units within range depending on how long they've been on fire (i.e. how big the fire is).Any object within one tile of the fire ship will catch fireUnit with which the ship comes into contact with will stay on fire for a variable amount of time depending on how long it has been since the fire ship was ignited. Therefore, the distance from which you launch a fire ship will cause a significant impact on the effectiveness of the attack.Not only will the attack cause more damage to units within range the farther it is away initially, but the enemy will be able to anticipate the attack and make efforts to prevent it - there are advantages and disadvantages to the distance from which a fire ship is launched.After a while, the fire ship will sink into a smoldering pile of ashes, so the player can't just leave the fire ship to do his/her bidding.Friendly-fire and damage to the player's own units is possible, and something that they'll need to be aware of and take into account when launching a fire ship.MannedFire Ships can be constructed from docks.Since they are manned, they can be controlled by the player right up until they are launched. They will not be on fire when they are constructed, rather the player will be given an option as to when it will be ignited.The player will be given a button with which they can ignite the ship, after which the rower will leap off the side and the fire ship will no longer be under the player's control. Whichever way the ship is facing, it will launch (perhaps gradually picking up speed as to not look too ridiculous).UnmannedFire Ships can be constructed from docks or tower shipsSince they are unmanned, they cannot be controlled once they are launched. The player can choose a direction in which to send the fire ship, after which they are completely independent. Quote Link to comment Share on other sites More sharing options...
SDM Posted December 11, 2013 Author Report Share Posted December 11, 2013 (edited) Can someone confirm that this can't be done in the current Alpha? I'm hopeful that scripting/tabling will allow this to work without programming.e: If it can't be done at the moment, I'm certain that it will be possible at some point in time. Suicidal Units, Aura Effects, and Damage-Over-Time effects have been a staple of RTS since Warcraft. Edited December 11, 2013 by SDM Quote Link to comment Share on other sites More sharing options...
Kimball Posted December 11, 2013 Report Share Posted December 11, 2013 I think the biggest part of this was basically having a button that changes ownership of the unit such that once it's launched, you no longer have control over it. Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted December 11, 2013 Report Share Posted December 11, 2013 Looks possible to do, but I'll have to think on how to do it in a decent way for a mod. Quote Link to comment Share on other sites More sharing options...
feneur Posted December 11, 2013 Report Share Posted December 11, 2013 It could also be useful for the main game The Iberians have a fireship after all Quote Link to comment Share on other sites More sharing options...
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