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Looks too modern, IMHO.
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 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.
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.
Thanks! Make sure to let us know what you like and dislike about the game!
Keep evolving your designs. Iteration is the designer's tool. Don't settle until your goals are met! :)
"without getting us undisclosed" -- awkward English. "Undisclosed" means hidden.
Who says WFG as an organization can't evolve to be an industry player in its own right? Just a thought. ;)
And a Persian placeholder hero. ;)
The engine will pre-compute a light map, which is a 2nd texture applied over the object simulating the illumination (or rather, the lack of illumination) from ambient light. So basically, the modder or developer doesn't have to burn the shadows by hand, and multiple objects can use the same diffuse map, since the light map is created separately on a per-object basis.
Honey Badger don't care.
Pretty cool. Nice touch with the olive tree. ;) Do you use ambient occlusion to bake the textures? We're looking into some ambient occlusion solutions for the game I'm working on.
Yep, a rally point. It can be set upon resources since Alpha 8.
Salve, citizen! Some of the Greek buildings will be redone, yeah. Including the Barracks.
Trying to keep it as simple as possible for now. After a lot of playtesting, it isn't "annoying" to me, because I know that it's only a temporary scouting solution. And the Outposts stop losing Health once they are engulfed by your territory. They are also repairable.
Do Moddb videos lag ("buffering!!!") considerably for anybody else?
That was sort of intentional, as an homage. :)
We plan to have that, actually. :)
They receive a proto-cataphract in the form of the "Bactrian Heavy Lancer" (Persian: Bakhtrish Asabara or "Bactrian Cavalry"). The rider is heavily armored, but the horse is not. I hope it meets your approval. :) Their archers are Sogdian, not Syrian, but the Elite Sogdian Archer is armored (bronze scale).
Could be either/or. We kind of mixed Persian and Babylonian (and Assyrian) elements throughout the building set. The Persian Empire was quite cosmopolitan.
The scythed chariots are "citizen-soldiers" in the game (specifically Cavalry Archers), so have 3 ranks: Basic, Advanced, Elite.
On the right-hand side, below the catapults, are 4 different cavalry units, each displaying their 3 ranks (Basic, Advanced, Elite).
He's the stinky kid in the legion. XD
I found the R&F ship system innovative, but difficult to use. YMMV.
That is seriously up in the air right now. At the very least your ship's fighting capabilities can be customized based upon the crew you garrison aboard. Whether or not you see any of those garrisoned units up on the deck is problematic at this stage. I can't say either way. And if they show up on deck, they may be propped to individual slots and don't run around. We will see.
It's obvious that "8-Bit" is supposed to be metaphorical.
Pureon made these palisades purely without direction. He's very good with architectural detailing. We are lucky to have him aboard! :)
I'm guessing Romulans vs. Nazis vs. Gaiju.
Your shield meshes might need repositioned so they arent right in front of the soldier's face. ;)
Yes, as I complete them. :) Pureon is also making some maps of his own.
I like this a lot. You guys are doing some great work. One thing I don't like about the BfME2 rendering engine is the relative darkness of it all. That works for a "Middle Earth" setting, but I think it should be a lot brighter for this mod, if possible. This is GREECE after all, with 300 sunny days out of the year.
Right. The important thing is that the new rendering method allows designers a greater range of lighting situations.
The game is spec'd to have 2 types of oasis-style maps. This one is 'Median Oasis' based on an oasis in Media (modern Iran). The other is 'Saharan Oases', which will come bundled with Alpha III.
The cool thing about our project is that even fans can get in on the act. Even our art is "open source" in that anyone can contribute without even having to be on the official dev team. Pureon made these boats and he's not even a part of the team--just an enthusiastic fan who loves history and has some good skill with modding, modeling, and texturing.
Crassus... the fool.
I prolly would have gone:
But awesome mod nonetheless. Did you manage to find out how to import new models and animations?
He should first pull the leeches out of his caligulae (Roman sandals). :O
Well, it's more of a passive ability... ;)
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.
Thanks for the kind words, gents!
Both will be included as A and B visual variations. :)
You guys should post another video.
I don't see any blackhawks.
I see the Predator in the trees!
I am using reference images like these for the Savanna biome:
It's flat because it is a terrain texture. ;)
They are attacking each other. :)
Yes, you do. ;)
Pretty much for 0 A.D. Part 1 oceanic fauna will be eye candy only.
Well, his torso is just a bunch of metal rings. :) Not much to detail there. :) The shield looks more detailed because the shield mesh is larger that when the texture assumes. :)
I think this place can be a kind of junk pile where we can release little tidbits, while the official site can be where we release "official" tidbits. ;)
Such a nice looking engine and artwork for such limited gameplay.
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).
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
1600 x 1200
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. :)
I think if both players have the mod installed you can play a DirectIP game. I have not tried it though.
* 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. :)