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Plans are for a 100% free release.
How was it? ;)
The texture is temp. :)
Salve, citizen! Indeed you do see territorial boundaries.
See here for another example:
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").
The scythed chariots are "citizen-soldiers" in the game (specifically Cavalry Archers), so have 3 ranks: Basic, Advanced, Elite.
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. :)
The Cavalry Spearman will be the Cappadocian Cavalryman.
Full Persian faction coming within the next few Alphas!
Bonfire Studios was bought by Zynga to make Facebook and iPhone games. :/
"No! Put wi-fi in the TVs!"
Well, it's a mix. And the Italiotes (Italian Greeks) and Italian tribes influenced each other greatly. :)
We plan to have at least ramming and possibly boarding/capturing.
On the right-hand side, below the catapults, are 4 different cavalry units, each displaying their 3 ranks (Basic, Advanced, Elite).
My favorite Carthaginian units are actually the Samnite/Italian Swordsmen. :)
Basically generic "Allied Italian" cavalry. Based on Samnite and Tarantine examples.
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.
The old menu had character, but this new menu is a lot more extensible. It's easier to add new buttons and features and will be a lot easier on modders too. Plus we can add lots of cool things for the menu backgrounds.
UR A PHANTOM SHIP! ;)
Alpha 6 has three playable factions: Greeks, Iberians, Celts. Alpha 7 will add a 4th faction.
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.
Pegasus is a known Corinthian symbol (mainly on coins). The star is a general Greek symbol found on vases and stele, famously used as the symbol of the Argead dynasty of Macedonia, but also used throughout Greece in Hellenic and Hellenistic times. The eye is a known symbol from vase paintings and coins.
The Romans will have fewer variations in their units than the other factions.
Are there any other kinds?
They are. :) Buried barrels are salvageable by land units. Floating barrels are salvageable by merchant ships. :)
I hate that channel.
In singleplayer, Ctrl-D gives you a menu where you can choose the option to go camera free.
Not sure I agree. Music is very much about repetition and variation. Keep in mind that the main melody in most music is often repeated 4 times (listen to any other song and you will notice this). I think Omri did a great job on the composition here. Though, I appreciate your thoughtful and well-reasoned comment. :)
Make sure to click the HD views! :)
Will need Ptolemies and Seleucids soon too. ;) This is awesome though!
It shouldn't much if you have a graphics card newer than 3 or 4 years old.
Exactly. Fun "side projects" like the P-51 Mustangs help to showcase how far modders could take our engine.
Good stuff. Keep going. Don't stop. Believe in what you are doing.
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.
AA was off. Anisotropic Filtering @ 2x. My frames per second are cut in half, from 30 or so to around 15. I do not have a top of the line rig though, with only a budget Radeon HD5450 grafx card.
Great work on the normal maps.
We agree. It's just the 'Depth of Field' effect being used. You can see it in the "Post Effect" drop menu in the Atlas UI on the left.
Thanks, Mr. President!
Athenians, Macedonians, and Spartans are listed. Some scenarios still use generic "Hellenes" for now, but most have been switched over to one or more of the 3 new civs. :)
Understood. Gotta work with the engine's limitations. :)
Hard to judge, since some of the tracks (by Boris Hansen 6+ years ago) are old and will not be used anymore. Here are all of the tracks created by Omri Lahav and his cohort of musical phenoms over the past year: Play0ad.bandcamp.com
lol, these were all heroes, so that's why they lasted so long. :)
This is in fact modeled after the Temple of Vesta, which sat at the South corner of the Roman Forum. It is known that the Vestal Virgins kept the fire burning inside this temple continuously, and it represented the beating heart of Rome.
"The sacred fire of Vesta was a holy fire in Ancient Rome. The Vestal Virgins, originally numbering two, later four and eventually six, were selected by lot and served for thirty years, tending the holy fire and performing other rituals connected to domestic life—among them were the ritual sweeping of the temple on June 15 and the preparation of foods for certain festivals. By analogy, they also tended the life and soul of the city and of the body politic through the sacred fire of Vesta, which was renewed every year on the Kalends of March.
The sacred fire burned in Vesta's circular temple, built in the Roman Forum below the Aventine Hill in pre-republican times. Among other sacred objects in the temple was the Palladium, a statue of Pallas Athena supposedly brought by Aeneas from Troy. The temple burned completely on at least four occasions and caught fire on two others. It was last rebuilt in 191 AD on the orders of Julia Domna, the wife of the emperor Septimius Severus, The rites of Vesta ended in 394 by order of Theodosius I. The fire was extinguished and the College of Vestal Virgins disbanded."
Feelin the groove.
Spahbod did that one just for fun. :)
Like this then? :)
I think though it would be a groovy feature of Moddb if they included a Collada/3D viewer.
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.
Yup. A click-drag wall system is planned for an upcoming Alpha.
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."
It's the standard of Cyrus the Great and the symbol of the Achaemenid Empire.
You can place walls in-game with more control by using the [ and ] keys. (more control than click-dragging to rotate)
Right, it didn't make sense to me that the AOM version had so much wood for a "desert" map.
That's nice to hear. I would still love the mod, but yeah, sticking to their formations is a big plus (I mean, why else use formations then if you break formation at every chance?).
Pretty rad! So, will they stay in formation or will they get all messed up like the soldiers in the regular game do?
I assume an oasis would be any shape it wants to be. ;) But tbh, I only made the oasis circular in order to harken back to the old "Oasis" map in 'Age of Mythology.'
Barbarous scum! How will we feed ourselves?!
Nifty. I suggest varying the rotation on those cypress trees so the texture looks different on all of them. Simple fix that doesn't require editing the UVW Maps. :)
Part of a Gymnasion/Academy?
This looks super nice in-game.
Very nice. Love the pavement around the edges. Gives me ideas for my own work. Bravo! :)
Yeah, I hated the ending of the battle in 300. They basically committed suicide. The real last stand was much more heroic and desperate and brutal.
Damn! :) I think you could stand to reduce the shield texture size a bit and increase the wall texture size. ;)
Hmm, I'd recommend different armor. This guy is wearing a triple-disc pectoral made by the Samnites in Italy. Of course though you can take some artistic license.
Niiiice. Love the shield. What resolution are the shield textures?
Middle-click 'view original'
Same model, new texture.
Looks like a gymnasion. Like it a lot. Looks HUUUGE though. lol
LOL... We hope to make building construction a little more visually appealing in upcoming Alphas. :)
The effect may be subtle, but you can see the higher contrast in the white tiles and yellow sand terrain. It adds a brightness and richness to the colors of the game world.
The scenario designer is given the option of using the new method or of using the older lighting method. The older lighting method (to me) has a lower contrast and a "duller" look, which can be fine, depending upon the lighting effect you are shooting for.
I'd apply, but the BfMEII map editor has to be the worst, least intuitive, map editor I have ever tried working with. :(
The roof tile texture seems cramped vertically. Otherwise, pretty cool.
This looks awesome.
First! Looks good.
Really? As an artist for the game I am not really all that pleased so far with the amount of visual content we have. Of course I am never pleased, but I think that's a good thing, wanting to continually improve and add content.
>Online multiplayer can come after that.
The thing is, multiplayer is easier to implement than a singleplayer AI. True story. Multiplayer (over IP) is already implemented. :)
What is your display name on Messenger? I usually have about 3 dozen people online at once.
Yeah, the repeating texture only shows up at certain sun angles.
This is also the first screenshot to show off our brand new in-game GUI. :)
Probably Gallic or Persian barbarians! :O
It is playable, but some key features are not yet included in the release. It is a "pre-alpha" after all.
HAHA, old-style water. No shaders. I forgot about this screenshot.
The name of the game will be to grab unclaimed territories to add to your provincial holdings. Each new territory allows you to build more buildings.
I remember when this screenshot blew me away back in summer 2002.
Awesome turtle units from the beta. :(
This is for Age of Mythology:THE TITANS expansion only.
There are some max numbers you can build, but it is easily modded.
It is a simple click to place foundation, then hold to rotate the foundation.
1152 x 864
I love the Romulan icon in the upper left, a screen cap from an episode of TNG. :) I wish I had this game so I could install you awesome mod. I had STA1 many years ago and was very disappointed with how buggy it was. The gameplay was good, but it was very very buggy indeed. How does STA2 compare?
An updated version of this screenshot can be seen here:
The blue guys on the right are Macedonians while the dudes in olive and red are Carthaginians. Of course, the teal guys in the center are Spartans.
I want to say that the shield patterns of the Spartans are based on the latest research. Some people couldn't care less, but others appreciate such detail. :)
* Age of Empires II: Age of Kings.
* Age of Empires II: The Conquerors Expansion.
* Mod Pack Studio Lite 2.0 or greater.
Mod Pack Studio must be installed in order to run the RaW Mod Pack. You can download either:
* Mod Pack Studio Lite 2.0 (used only to install mods) - 1.96 MB
* Mod Pack Studio 2.0 (used to install and make mods) - 3.82 MB
Note: Both versions of MPS will install either version of RaW.
Upload some of your work m8. :)
No blog entries?
Those ships are actually old versions... Like summer 2003. The newer ships are much better.
The full sized image looks pretty sweet.
Large (1600x1200) version:
This is a very old screenshot, please forgive. ;)
This guy is pretty bad ace. ;)
I love this article!