This member has provided no bio about themself...
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. :)
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
Has anyone tried to enable the graphics using my directions in the 'Description'?
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! ;) ;) ;)
I found the R&F ship system innovative, but difficult to use. YMMV.
That is seriously up in the air right now. At the very least your ship's fighting capabilities can be customized based upon the crew you garrison aboard. Whether or not you see any of those garrisoned units up on the deck is problematic at this stage. I can't say either way. And if they show up on deck, they may be propped to individual slots and don't run around. We will see.
Alpha 7 has a nice batch of optimizations that increased my frame rate by about 10-15 fps. Stay tuned for the Alpha 7 release sometime in September.
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?
It's obvious that "8-Bit" is supposed to be metaphorical.
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.'
Right now multiplayer is only via IP. I suggest checking out the 0 A.D. irc channel--there are usually people there who will play. There is a button at the top of the main menu that will take you to the irc channel.
Currently bridges are a hack. The sides are models, while the walking surface is raised terrain with a custom terrain texture.
Sorry, a physics engine is not in the cards, unless a talented open-sourcer adds it for us. We want to focus on gameplay features and easier-to-implement graphical features like distance fog and specular maps. :/
Forgot the spikes. :) Those are separate too. This is better than doing one big model, so designers can make all kinds of shapes in their scenarios.
Right, this is multiple palisade segments, rounded corner segments, end segments, and "palisade forts" which are the gnarly towers.
Pureon made these palisades purely without direction. He's very good with architectural detailing. We are lucky to have him aboard! :)
And there are more to come! I just listened to a bunch of newly-submitted sound effects tonight.
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?
You guys should really look into modding for 0 A.D. or joining the WFG team when you're done this mod. :)
This looks super nice in-game.
I'm guessing Romulans vs. Nazis vs. Gaiju.
Very nice. Love the pavement around the edges. Gives me ideas for my own work. Bravo! :)