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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
They're good in the early game, and help the player spot rushes or attacks early on. :)
They last 5+ minutes.
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.
We plan to have that, actually. :)
Yeah, the fishing boat is committed.
I think people, especially those of Iranian descent, will be pleased with how we represent the Persians in 0 A.D. I hope so at least. :)
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.
You have my sword.
It's the standard of Cyrus the Great and the symbol of the Achaemenid Empire.
My biggest gripe is the nearly isometric camera FOV. I'm guessing 20 degrees or so. Definitely not 45 degrees.
The elephants look ridiculous.
Cavalry powerhouse with a good navy.
You can place walls in-game with more control by using the [ and ] keys. (more control than click-dragging to rotate)
The is the like the "command center" or "town center" for the Roman player.
Right now the main focus is just to get the game out the door with a Gold 1.0 release. However, since the beginning there has always been a secondary goal of releasing a "Part 2" expansion/sequel to the game that adds 6 more factions from AD 1 to AD 500. These could include:
- Imperial Romans (Trajan/Hadrian era, 2nd century AD)
- Eastern Romans/Early Byzantines (Constantine, Justinian, Belasarius)
- Germanics (Visigoths, Ostrogoths, Franks)
- Huns (Atilla, Bleda, et al.)
- Parthians (the successors of the Achemaenids and Seleucids)
- Dacians (Dacian War era)
Those would be in addition to the Part 1 factions we are working on now.
There are also ideas floating around for possible additional content patches/expansions, including an Eastern expansion (Mauryan Indians, Han China), making the Macedonians their own separate faction while revamping the Greeks with more sub-factions, tweaking the Republican Romans to include late-Republic heroes and units, among others. Some on our forums are even planning a "mythological" expansion/mod for the game. But as I said, our strict goal right now is to just get to the Gold release of what we are working on now. :)
Plans are for a 100% free release.