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Lots of mechanization, but we all know that boots on the ground is what holds territory. Any information on this mechanic?
The red giant's surface is silly.
The 32 bit version should work just fine...
Looks too modern, IMHO.
Right now, soldiers can only stand on inanimate objects like walls. So, no soldiers on ships yet. Working on it. :)
Yep! The official name of the game is now "0 A.D. Empires Ascendant." Its planned sequel has the working title "0 A.D. Empires Besieged."
Are there any other kinds?
If the number of members falls below the minimum amount, the formation breaks. :)
You just need 9+ sword or spear infantry selected to activate the Testudo.
They are. :) Buried barrels are salvageable by land units. Floating barrels are salvageable by merchant ships. :)
I hate that channel.
Just for scenarios for now.
Everything has a very dirty, gritty steam punk look, which is cool. Is there any faction with a shinier, newer, more high-tech look?
Windows 8's Start Screen is just like the Start Menu of older versions, but it's just full-screen with big icons everywhere. So, you should be able to find the shortcuts to 0 A.D. on the Windows 8 Start Screen.
In singleplayer, Ctrl-D gives you a menu where you can choose the option to go camera free.
Not necessarily. The phalanx had open order, close order, and locked shields. When in close order, they could form to "locked shields" by the rear rows filing forward and "locking shields" with the fore ranks. At least, this is what is surmised (as far as I know, exactly how they closed ranks was not described in detail by ancient sources, we can only speculate and try for ourselves to see what works and what doesn't).
"Legionnaires" of this period were the Hastati, Principes, and Triarii of the manipular legion.
The actual Testudo formation and effects haven't been coded yet.
They declined to include unit types with some historical basis (Bronze Shields) and instead included generic unit types they dreamt up. It's true they have 4 pike units, but not one of them could have been the Bronze Shields? :) I just feel like RTW2 unit rosters are oddly generic when they don't need to be.
Won't be able to station troops on walls in Empires Ascendant. We might try to add wall combat to Empires Besieged, but it is a difficult, tricky business.
About the Palmyrenes, it is possible we could include them in Empires Besieged.
I'm actually really disappointed with RTW2's unit rosters and art direction. The Seleucids don't have any Bronze Shield pikemen or Gold Shield pikemen, for instance. It's like they only did about 10% of the homework they should have.
Half and half. Right now they don't hold formations for very long and devolve into a mosh pit. I took this shot right as they started to fight.
But in the future we would like to make combat less chaotic and more organized.
This is most true. :)
This page will tell you how to enable the wbg (whizbang graphics) yourself until we add a graphics options menu: Trac.wildfiregames.com
Not sure I agree. Music is very much about repetition and variation. Keep in mind that the main melody in most music is often repeated 4 times (listen to any other song and you will notice this). I think Omri did a great job on the composition here. Though, I appreciate your thoughtful and well-reasoned comment. :)
A low angle shot:
You really don't get to see the game at this kind of angle very often. :)
This is the Ptolemaic Egyptian wonder. :)
BTW guys, we're looking for some Blender animators to help us give these great animal meshes some animations. Please help out if you can!
Topic for the Oryx: Wildfiregames.com
Has anyone tried to enable the graphics using my directions in the 'Description'?
Because they are in the middle of the screen, which is in focus. :)
Dunno if you guys can tell, but the grass has some subtle normal mapping and specular mapping.
The specular material is really light weight. It'll be a breeze for most rigs to handle.
Big ups go to team members Pureon and Enrique. They did excellent work.
Salve, citizen! The answer to this very pressing question shall be revealed very soon.
A truly random Random Map would be nigh unplayable.
The game already includes 4 random map scripts. Choose "random maps" from the drop menu in the game setup screen.
The elephants look ridiculous.
We've renamed them to "Bactrian Lancers" and lightened the armour on the horses. Actually, the rider is heavily armoured, but the horse is not. We feel this is more accurate than what we had before in this screenshot ("Bactrian Cataphracts").
Bonfire Studios was bought by Zynga to make Facebook and iPhone games. :/
The triarii rarely ever actually fought. If they did, then it meant the Hastati and Principes had failed and were withdrawing. The triarii performed a holding action while the rest of the army retreated.
We also beefed up walking speeds until we have running/charging.
We figure oar animations will be a lot simpler to make than meat unit animations. It just takes someone with some time and effort to try to do it. Right now we are very busy trying to get various gameplay features working to make Alpha 7 an awesome release. ^_^
Keep in mind it's only a 2-player map as well. Plenty of room for both players to stretch their legs. This is much bigger than an 'Age of Mythology' or 'Age of Empires III' 2-player map.
We have some rudimentary random maps. You have to choose them from the drop down menu in the single player setup screen.
We wanted to give the Persians a nice heavy cavalry without resorting to the cliche war elephant, which the Persians rarely used. Agree or not, that's what we chose to do. :)
The one on the left looks a little awkward. :) Try emulating some of the Roman copies.
It's hard to tell without first playing the game with the music in it. :)
The Greeks started to do just that when the Persians invaded. :) It was never completed because the Spartans and their Peloponnesian allies put away their differences with Athens, linked up near Plataea, and put the Persian horde to rout! ;)
It is a myth that "Sparta never used walls." :) True, they had no city walls in the Classical era, but they did later in Hellenistic times. But since this mod is based on the Classical era, I suppose it's okay to not give them walls. ;)
One particular island map will be "Cycladic Archipelago" which is a Mediterranean (specifically Aegean) map akin to "Small Islands" from Age of Empires. There will also be a Temperate map called "Eire and Albion" with a few large islands.
As I am not a scripter, I can't focus on random map scripting. ;) The next release will come with updated random map scripts though. I create these standalone maps because the RMSs are still rudimentary.
I like the mix of shields... something we tried to do in 0 A.D. Yours look really nice.
I think a fully upgraded hoplite should get a muscled cuirass. Just my opinion. Looks cool in any case. :)
I would use the Apollo sunray shield emblem (2nd from bottom right corner) for a Spartan hero or something. It is the emblem of the Spartan kings.
I can't wait to try this out, btw. :)
I think back then they didn't drink rum, but rather wine mixed with water. ;)
Some day they'll be ovals. :)
There is already a "choppiness" slider in the editor. The boats don't rock yet though.
Yeah, haha. One of the many things we need to work on! Our chief programmers, Philip and Brian, are really doing a great job though, to have made so much good progress since Alpha I. We've also had contributions from a few others in the community who have submitted patches for the game. Their contributions are also greatly appreciated!
Whoa there broski. ;) Both the the Celt dock and Town center are round too. :)
This might illustrate better what I am talking about. :)
The Celts surely felt Roman and Mediterranean influence from an early time. By the time of Julius Caesar the Celts were building rectangular buildings and very large towns. Some of their largest towns even had multi-story "tenements" or apartment buildings. But having said that, the Celt houses in the game are round, harkening back to an earlier La Tene era. So, there will be somewhat of a mix of architectural styles for the Celts to give a "well-rounded" (nyuk! nyuk!) look to them. ;)
Yeah, that's what we were aiming for! Thanks for the comment. :)
They are eye candy objects that aren't buildable by the players, but are place-able in the map editor ("Atlas"). They can be destroyed though, giving the player a bunch of Gold (Metal) as "loot."
1600 x 1200
Yeah, that is the plan, that each Siege Weapon should have at least 1 or 2 guys firing and reloading it. Consequently, Siege Weapons will cost more population room.
Yeah, I agree. Our programmers are aware of the path finding issues. We'll fix them before release.
Don't forget to check out the FULL VERSION: Media.moddb.com
Large version: Media.moddb.com
The sand was soaked with Greek blood, fool! The Persians were victorious! ;) ;) ;)