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The red giant's surface is silly.
Yep, those are clouds achieved with particles. Only visible in-game when zoomed all the way out 100%.
Love your avatar btw. Ski Free Forever!
Graphics really aren't much of an issue since they are ultimately scalable. Most of the performance issues currently in the game have to do with pathfinding and rangefinding and inefficient AI. All of those are being worked on. :)
I appreciate the question, and it's one we hope to address adequately in the coming days and weeks as the fundraiser continues.
It really comes down to this: Do you believe in the project or not? If it's something that you believe is worthwhile, then you can vote with your dollars and support its continued development and improvement. Look at the Humble Indie Bundle. You can pay whatever you want to pay, but some people believe in independent games and what their success represents, so they donate money to their cause, sometimes a lot of money, in the hopes that such quality gaming can continue into the future. It's an investment in your future experience as a gamer.
0 A.D. - Empires Ascendant will eventually reach 1.0 (Gold) release. But do we want to release a "final" version of the game in 4-6 years with poor performance issues, fewer features, and less balancing with a neutered game design? Or do we want to release something that will knock everyone's socks off in 2-3 years time? We want to make a statement, and that is that independent, open-source, cross-platform (Linux! Mac OSX!), crowdfunded games can meet or exceed expectations in a world of multi-million dollar AAA releases. We can't make that statement without the help of those who believe in us. :)
It's the Carthaginian Wonder. :)
Hack = Melee.
This is great. Any more work on this font?
The guy working on deferred lighting has gone on hiatus. Don't know when he'll be back. :(
Hmm, perhaps I should make a 2nd pass on that particular normal map. :)
All of the effects will be customizable by the scenario designer.
Right now, the Mauryan Indians are the last faction WFG plans to pack into 0 A.D. Part 1, though there is a possibility of sneaking in a few more. All depends on manpower.
The 'A' would probably be sans serif. :)
The body texture is nice though!
Very nice work.
The wall towers generate automatically, and cost more than walls, yeah.
That is Moddb outsourcing its file hosting. We have no control over that.
Great! Try it out and let us know what you think. Remember though, it's still only an alpha. ;)
Looks like the Memertines have arrived. ;D
We can also make a few generic Egyptian "ruins" of temples and such to use on the East bank.
No. I made the map by hand in Atlas.
All buildings lose Health when they are not connected to a Civic Centre.
That would indeed be awesome, but probably outside our manpower capabilities.
"But it's also a curse. It's blocking stuff we want to see..."
Can't give everything away in one pre-release screenshot. ;)
There's not much really to say, other than most of your buildings have a territorial affect radius. The more important the building, the larger the effect. :) Alpha 8 is coming in a few weeks. I hope you like it! :D
Salve, citizen! Indeed you do see territorial boundaries.
See here for another example:
Most references for scythed chariots show a square cab, rather than round. This, for example:
Though, in 0 A.D. the Basic level of the chariot is rounded. :)
We plan to have at least ramming and possibly boarding/capturing.
Manpower for a physics engine is limited. We could look into it if there was either a freeware or cheap alternative available. Right now we are focusing on stability, fixing various workload pipelines, adding new gameplay features and new factions, and tightening up pathfinding and AI.
It's supposed to be coral. :)
Can you be more specific?
I loled. :)
Yep, you'll have to make boats in order to get across. :)
This was actually quite accidental. :) I was play-testing the new map I'm working on and was taking random screenshots. I looked through them and saw this and just had to share. :) :)
lol, Hotlink failed.
Right. I'm still fiddling with the sun color settings though. Plus I think in the end we will have a brightness slider too. Things are lookin good. :)
Ekdromoi, they look like, from the late 5th century/early 4th century.
I also think the preponderance of Giant Swaying Trees™ in modern RTS games gets pretty annoying.
All I see is "barbarbarbarbar..."
Hi Maxivz! Do you have any examples of your modeling skills?
Different breeds of Mastiff have been around for possibly 6000 years. The progenitor breed is thought to have existed roughly 6000 years ago in Mesopotamia. Breeds similar to the modern mastiff migrated with their masters into Europe over the succeeding millennia. :)
The breed is actually mastiff. ;)
And yeah, it's great to use a group of them to hunt deer. Pretty fun. :D
Yep, the museum reproduced the smaller gate with actual glazed tiles from the ruins of Babylon in Iraq.
It's in Berlin, right?
For the hearing impaired.
Right. I'd say they'll be strong in the late game, while others will try to rush them early.
1600 x 1200
I think if both players have the mod installed you can play a DirectIP game. I have not tried it though.
I agree. Thanks for the critique.
haha! Me too! When we released the original version of this I thought we had reached our pinnacle. lmao
I believe the design comes from the famous "Alexander Sarcophagus" where Alexander is depicted wearing just such a helmet.
Big version: Media.moddb.com
We'll encourage everybody to "pirate" the game as much as possible when it's done. ;)
A few are just props. :)
Just some jungle flora. :)
Each rank has its own actor. When an entity gets enough XP, it'll rank up by selecting the next actor up. In the actor you can specify textures, props, meshes, etc. You can also specify more than one of each, and then apply a ratio to them. So, let's say you choose to have 4 body texture variations. Well, you choose the 4 textures, then give each a ratio number that determines how likely that variation will show up in the game for that actor. :) Props are actors as well, so it is possible to have body texture variations as well as helmet variations because the helmet is an actor that has variations and ratio listed within. lol. Hopefull that makes sense.
Yeah, very old screenshot. I think every single thing in that shot has been replaced or updated since we first released it. haha
Such a nice looking engine and artwork for such limited gameplay.
Well, it's more of a passive ability... ;)
The Romans in part 1 will be the Republican Romans of the Punic Wars era. Strong infantry and siege weapons, but poor cavalry and average everything else (for game balance).
Female citizens can not fight, however they can build civilian structures and gather resources. They have an aura that boosts the productivity of the male citizen-soldiers as they labor nearby.
Building rotation is already in. It's as simple as click to place, then hold-drag to rotate.
As far as Min. Sys specs, we don't know yet, but I'll go ahead and make an educated guess:
- 2.0 GHz process or better
- Geforce 6 series and above / Radeon 9 series and above
- 1GB RAM
- 2GB Disk Space
An updated version of this screenshot can be seen here:
The blue dudes are Republican Romans.
The blue guys on the right are Macedonians while the dudes in olive and red are Carthaginians. Of course, the teal guys in the center are Spartans.
I want to say that the shield patterns of the Spartans are based on the latest research. Some people couldn't care less, but others appreciate such detail. :)
I suspect Robot Entertainment, one of the "Diadochi" of late Ensemble empire, are indeed working on an ancient themed game. It's just a hunch based on scant (photographic) evidence, but of course that evidence could have been part of a misinformation campaign. lol
People can also make some nice screenshots in the Atlas editor, plus run some battle simulations in Atlas as well. :)
* Age of Empires II: Age of Kings.
* Age of Empires II: The Conquerors Expansion.
* Mod Pack Studio Lite 2.0 or greater.
Mod Pack Studio must be installed in order to run the RaW Mod Pack. You can download either:
* Mod Pack Studio Lite 2.0 (used only to install mods) - 1.96 MB
* Mod Pack Studio 2.0 (used to install and make mods) - 3.82 MB
Note: Both versions of MPS will install either version of RaW.
Sorry, you have to read the 'More' link on the download page.
Everyone please keep in mind that (at first at least) we are only releasing about 20% of the game art along with the source code of the game. :) About 80% of the game's art assets are held back internally. This release is not to release a workable game for gamers, but rather for those who are interested in game development to try their hands at helping develop a video game. :) But I know personally a few enterprising modders and fans that have taken it upon themselves to learn new skills (compiling executables, etc.) in order to turn the source code into a playable state (even if it is missing most of the assets). We are hoping this release will garner new interest and bring more talent to the team. If you don't want to join the official Wildfire Games team, but still want to help by taking a crack at the code, you can still submit patches to us, we'll evaluate them, and then commit them to the game. We are doing it this way in order to maintain some sanity to the development and to maintain the spirit and letter of the game design. All contributions are welcomed and appreciated. When everything is said and done, those who have made contributions will be recognized alongside the developers. :) We want this to be a huge community of developers and avid modders developing a great game under a structured and well-documented umbrella. :)
We will distribute the game via the Internet for free. When the time comes, we will look into releasing the game via as many avenues as possible, Steam, Indie Bundle, etc.
I think eventually we'll add cattle to the 'Corral' structure as a domestic food source. The Mauryans, however, would likely not receive such a food source. :)