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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
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.
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!
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!
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! :)
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.
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
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.
Has anyone tried to enable the graphics using my directions in the 'Description'?
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.
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. :)
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! ;) ;) ;)