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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. ;)
You guys are such harsh critics. ;)
I am looking to buy Armada II just for this mod. :D Anyone have any suggestions for the best place to pick it up?
Different than RoN. They aren't dynamic. One claims "chunks" of the map by building a Civic Centre on a slot or settlement.
The pinkish red bits will be player color in subsequent in-game screenshots.
The theme of this article also applies to other areas of artistic achievement, as noted in the article. Has anyone looked at Peter Jackson's "King Kong" and said to themselves, "Now this is a director with too much freedom"? Same with the Star Wars prequel trilogy and George Lucas. The constraints in the older days of film making *forced* filmmakers to be creative in both effects and storytelling. Today CGI removes all kinds of constraints that filmmakers did not have before, but does this make for better storytelling? Arguably, no, it does not. When directors (and game developers by extension) embrace limitations and work to overcome them, their final product is all the better for it. On the flip side a truly wise developer (or movie director), when given complete creative control and unlimited resources, learns how to use those resources to develop a product that is not overwhelmed by them (obviously a lesson not yet learned by the likes of Peter Jackson and George Lucas).
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
Upload some of your work m8. :)
No blog entries?
This year's indie game finalists were all top notch. Each one catered to a different kind of gamer and were unique from each other. I loved them all! My personal favorites (other than my own) were Infinity and Zeno Clash! Congrats to the Zeno Clash team!
For Christsake man... I'm a liberal and am against the Iraq War myself, but the USAF is only a sponsor of the event, one of many. Their participation helps keep the site healthy financially and increases the value of the prizes.
I'm a liberal and don't agree with the Iraq War at all, but I have no problems with The U.S. Air Force sponsoring the contest. Hell, I even looked into joining the Air Force myself to gain technological skills.
RTR VII needs a multiplayer ladder!
I believe the design comes from the famous "Alexander Sarcophagus" where Alexander is depicted wearing just such a helmet.
Is this a mod of an existing game/engine or a full fledged standalone game?
Those ships are actually old versions... Like summer 2003. The newer ships are much better.
Big version: Media.moddb.com
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.
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