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Give that Roman some columns. Romans love columns.
Nature is not "completely random" though, and neither are human beings. Human beings generally will not found a city in a disadvantageous spot.
That will definitely be possible.
Spahbod did that one just for fun. :)
I'm personally working on destruction dust/smoke. Someone else is working on pretty selection lines. Another is working on pathfinding optimization. Someone else is working on Trading. Others are finishing up the Roman buildings and ships. And still others are working on cool projectile and splash damage enhancements. :)
Like this then? :)
I think though it would be a groovy feature of Moddb if they included a Collada/3D viewer.
I believe that is something we have put off til 0 A.D. Part 2.
Old Roman buildings 2.0 from 5 years ago:
Yep, a rally point. It can be set upon resources since Alpha 8.
We can also make a few generic Egyptian "ruins" of temples and such to use on the East bank.
Salve, citizen! Some of the Greek buildings will be redone, yeah. Including the Barracks.
The only issue would be with prop meshes and prop points.
Not a bad idea. Perhaps some kind of Collada plugin that converts uploaded Collada files to a 3D presentation. The viewer could rotate the object at-will.
Currently, you need two different external IPs in order to connect.
No. I made the map by hand in Atlas.
A truly random Random Map would be nigh unplayable.
Food: Berries, Fruit Trees, Huntable Animals, Fish, Farms.
Stone: Stone Mines/Quarries
Metal: Our "Gold" resource, representing Gold, Silver, Iron, Copper, etc. Makes more sense than just "Gold." Represented by sparkly slabs of rock.
There are also Treasures scattered about that can be worth a good amount of any of those 4 resources.
Your outpost stops losing health once your territory has grown to encompass it.
They're good in the early game, and help the player spot rushes or attacks early on. :)
They last 5+ minutes.
All buildings lose Health when they are not connected to a Civic Centre.
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. :)
Yup. A click-drag wall system is planned for an upcoming Alpha.
The game already includes 4 random map scripts. Choose "random maps" from the drop menu in the game setup screen.
If I had continued the game to its conclusion, I would have been constructing lots of Fortresses and Towers, which cost a lot of Stone. :) Hope that helps. (Plus if other resources run out I could have bartered away Stone for the resources I need at the Market.)
I highly recommend clicking "view original."
You should also try 1v1 instead of 5 people.