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We also beefed up walking speeds until we have running/charging.
I found the R&F ship system innovative, but difficult to use. YMMV.
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. ^_^
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.
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.
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.
We have some rudimentary random maps. You have to choose them from the drop down menu in the single player setup screen.
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.
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.
Very nice. Love the pavement around the edges. Gives me ideas for my own work. Bravo! :)
It's hard to tell without first playing the game with the music in it. :)