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Yep, those are clouds achieved with particles. Only visible in-game when zoomed all the way out 100%.
Hopefully in the future we will be remodeling our unit meshes to be more compatible with newer versions of Blender. This will make creating new animations (as for siege operators, etc.) a lot easier. Right now, our existing animations will not import into Blender properly even though they use the standard Collada format, but exported via 3DS Max.
Ptolemies will include Libyan Skirmishers, Egyptian Pikemen, Nubian Archers, and Nabataean Camel Archers.
Love your avatar btw. Ski Free Forever!
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.
Will need Ptolemies and Seleucids soon too. ;) This is awesome though!
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. :)
Maybe some new skybox textures?
You can also play scenarios and random maps vs. the AI, which is a challenge for new players, but has multiple difficulty settings.
It shouldn't much if you have a graphics card newer than 3 or 4 years old.
Thanks! Make sure to let us know what you like and dislike about the game!
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. :)
Yeah, tell us a about it! :) That's why we are running this fundraiser. Many of the performance issues are rather time consuming and difficult to solve, so that's where a full-time programmer would come most handy! It's all about pushing the game out the door quicker and with more features while fixing and optimizing the game's performance.
Exactly. Fun "side projects" like the P-51 Mustangs help to showcase how far modders could take our engine.
Keep evolving your designs. Iteration is the designer's tool. Don't settle until your goals are met! :)
Good stuff. Keep going. Don't stop. Believe in what you are doing.
Thanks for posting videos of 0 A.D. Let us know your Youtube channel. Don't be shy! Advertise! :)
It's the Carthaginian Wonder. :)
That's one of the major reasons for the fundraiser. Fixing the lag is a very difficult and tedious job, so it's understandable that folks who just want to work on the game as a side hobby don't really want to tackle it. So, we've hired a dedicated full-time programmer (Jorma Rebane, aka RedFox) to help optimize the game and reduce or eliminate the severe lag that happens in long games. He's already made progress and we hope to include those new optimizations in the next alpha.
Now, the only way we can continue to employ him is for the IndieGoGo fundraiser to be a success! Tell all your friends! :)
Alpha 14 Naukratis is now live. :)
Days, not weeks.
Hack = Melee.
It's a "percentage" system, like AOM. The difference is how the armor percentages are incremented by technologies.
Level 1 armor is 10%. That means that the unit receives 90% of the damage directed at it. To reduce that damage by another 10% (+1 armor level), you don't increase armor to 20%, you increase it to 19%, 9 being 1/10th of 90.
"without getting us undisclosed" -- awkward English. "Undisclosed" means hidden.
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
This is great. Any more work on this font?
The problems lie in the rangemanager and pathfinders. We're looking into it. :)
Suggestion to those who are thinking of names: What would NATO call it? Looks like a cross between a Hind/Haze and some kind of VTOL! :) Great design.
The guy working on deferred lighting has gone on hiatus. Don't know when he'll be back. :(
Has anyone tried to enable the graphics using my directions in the 'Description'?