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  2. @real_tabasco_sauce Just friendly reminder that you made a shuffler for feldmp this dudes aked for and they never use it just like the 90% of the game dev made. Greetings.
  3. In video games( and movies) there is something called "credibility" which is not the same as realism. Many of the things you do in a video game have to be believable.It should be logical, not absurd or exaggerated. The game is an abstraction of reality. Imagine an RTS where you add physiological needs; it would be realistic but not logical or believable. ---Clear Definitions--- Realism: Attempts to replicate reality as faithfully as possible (physics, human behavior, visual appearance, logical consequences, etc.). Credibility (or plausibility/verisimilitude): Makes the audience believe in the world even if it is impossible. It is based on internal consistency, consistent rules, and emotional/narrative logic within the created universe. Realism seeks external precision. Credibility seeks convincing suspension of disbelief.
  4. Very nice, clear, and useful. I hope something like this is eventually implemented in the base game. I guess it's also a mock-up because there are a very few small issues. But my questions are: does hovering over classes give some info regarding them? If so, maybe showing them as tags would be nice. Are those base stats (which I'd state with small icons, their names shown if hovering over them), or already include the applied techs effects? If so, it would be nice to have some break down of that anyway, maybe by hovering over them. Finally, when I see that aura, I wonder if it's "passive" or "active" (if there are active auras at all), and if that wouldn't be better as a Formation effect or similar.
  5. Today
  6. @wow, larga o celular In the current version of 0ad, is it already possible to implement customized for each civ?
  7. A way has to be found to create those portraits. I personally don't like the current style, but especially when they're seen on a large scale.
  8. I can create some in a little I think, making some minor adjustments now that these new features are added. IE pike and spear dmg reduced if they are in normal stance .
  9. Anybody have any screenshots they'd want to share?
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  11. A couple more new ideas/features thanks to @stevenlau Pikeman/Spearman went set to stand ground receive "brace" mixin bonuses. Formations can now have - resistance to help offset some of the speed bonuses! So it may be risky to use certian formations, but they decrease travel time.
  12. Potential Athenian design elements, which would be re-scaled obviously. They could even be combined into a texture sheet.
  13. Yeah, the headers, buttons, etc. would all be consistent. Also, the little motifs and UI elements for each civ would be consistent across the different windows.
  14. Yesterday
  15. @SadRdz see: Just tested the option by @ffm and it actually works after restarting the game/session.
  16. The only thing I would say for now, is that some of the columns don't line up with their "title", at the top part, or they aren't at the top of the column
  17. It's inspired by the network code found in AOE2, the original edition. A resource would be https://www.gamedeveloper.com/programming/1500-archers-on-a-28-8-network-programming-in-age-of-empires-and-beyond Beyond that we use enet and @phosit has a move to quic in the works https://gitea.wildfiregames.com/0ad/0ad/pulls/8925 No discord, we are using irc , see the forum header, but none of us is highly active, so you would have to idle some time there to catch someone.
  18. Here is an updated version of the manual I am working on. Thoughts? Is this helpful for you? Things you would like to see added?? Thanks! CWA_Simplified_Manual_Alpha2_manual_layout_proposal.pdf
  19. Hi everyone, My name is Luther, and I am a Computer Science graduate student located in Mexico. I am currently working on my Master's thesis, which focuses on formal verification. For my research, I am planning to use the 0 A.D. engine's network code as a case study. I would love to get in touch via email, Discord, or any other method with a developer who is familiar with the game's network architecture to ask a few questions about it. Any info would be highly appreciated! Thanks, Luther
  20. hi @real_tabasco_sauce, i must say that still even the new version doesnt work correctly. i have some replays here, firsti hosted, second game tatyana hosted. thx, Meister 2026-07-01_0004.zip 2026-07-01_0003.zip
  21. I prepared binaries with enabled debug information and sent to you via PM (to avoid spamming here). Could you take a look?
  22. It seems that the result is the same. (0.29.0dev-win64 Adrenalin 26.5.2)crashlog.dmp (0.29.0dev-win64 Adrenalin 26.5.2)crashlog.txt
  23. That’s nice since it's the historical order. But what do people do with Fields in the late game? Just abandon or delete them? And with Corrals after building Ice Houses?
  24. I think the same things should be indicated by the same icons in both the Civilization Overview and Technological Tree, otherwise there’d be a confusing multiplicity of icon representations, and both would look aesthetically disconnected.
  25. The structure tree mockup is also much better then the current one, do you have one for in-game ui as well?
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