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Initial AppImages available for testing
fabio replied to hyperion's topic in Game Development & Technical Discussion
It works fine for me. I just had a minor issue, a "Invalid header" warning I reported here: Strangerly it no longer happens. - Today
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Warją could be used for the fortress, it means fortification (also embankment or dam), and it's the root of the German "Wehr", meaning defence.
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Thanks. I made a PR and went with "þurpą" -> "Wīhsą" -> "Burgz". "Haimaz" is also the root of the German "Heim" (which basically means home), that's why I decided against it in the end. "Burgz" is already used for the Germanic fortress, but that's not a problem, since that's the case for some other civs too already. https://gitea.wildfiregames.com/0ad/0ad/pulls/8722
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Maybe wīhsą could be written like that. There’s also þurpą (the root of thorp and German Dorf), and alhs can also mean settlement. I’m not sure what would be the size ordering for all these and haimaz, which sounds too much like home for me, but it apparently did mean village also.
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Yeah, it helps to remember why one banned him in the first place.
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Initial AppImages available for testing
guerringuerrin replied to hyperion's topic in Game Development & Technical Discussion
@diagonalo check this thread. I think this is the right one -
newtoki joined the community
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Initial AppImages available for testing
diagonalo replied to hyperion's topic in Game Development & Technical Discussion
I wasn't aware of that from the title, thanks for clarifying. -
Initial AppImages available for testing
hyperion replied to hyperion's topic in Game Development & Technical Discussion
@diagonalo, this thread is about the AppImage only, anything that isn't related this obviously please take elsewhere where it is in context. -
Initial AppImages available for testing
diagonalo replied to hyperion's topic in Game Development & Technical Discussion
Hi, I and several others including @Arup tried rc2 and rc3 in a handful of games. I don't think much has changed on the user facing part since when I had a first look when I got aware of the branch about half a year ago. Do we know how many of the balancing advisors and "player-testers" if those do exist made TGs in the rcs like there were before the others alphas ? The Germans are quite cool but we noticed some balance issues (1 severe one is fixed now). Unfortunately there likely won't be any changes before release because "strings ought not to be changed" anymore. Even if the last commits I can see do exactly that ... https://gitea.wildfiregames.com/0ad/0ad/issues/8694 The game is otherwise looking stable from what I can tell. I will download rc4 now and I expect it to be similarly stable. -
Initial AppImages available for testing
berndinger replied to hyperion's topic in Game Development & Technical Discussion
Hi, I tried rc3. Just noticed there is a rc4. I will install it now... With rc3, there are now problems, as far i noticed. (I play wiith random gigantic maps) cheers, Bernd -
Initial AppImages available for testing
hyperion replied to hyperion's topic in Game Development & Technical Discussion
A few did but enthusiasm was a bit underwhelming indeed, anyway latest rc is available here https://releases.wildfiregames.com/rc/ -
Initial AppImages available for testing
Genava55 replied to hyperion's topic in Game Development & Technical Discussion
Anyone tried? It should be tested before releasing. -
Haimaz, Wihsa, Burgz Haimaz for home, hamlet, village. Wihsa for village or settlement in general. Burgz for town, stronghold.
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DanielViree joined the community
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Unban players also could be useful for host
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I just won the Coast Range scenario on Very Hard AI Difficulty when I thought I was about to lose because towards the end Petra seems to give up for no reason. I managed to repel a big attack (losing like a third of my territory, which was almost half of all land) and from then on it was a walk in the park... not sure what's the underlying issue, but I feel I should have lost. Open maps are a bit hard to defend with such a low population cap, unlike the Isthmus of Corinth, but I guess I have to be more aggressive. In short, it seems I just have to hold my ground until the AI has an existential crisis.
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@Vantha found out, that the Germans are the last Civilization lacking of Specific names for the three Phases (#4667). Community historians, do you have tips or pull requests on hand?
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@user1@Dunedan(not sure if quote is needed) Ofender: Xmax Reason: after a fail rush end the game without resigning metadata.json commands.txt
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Wow, you sure do love to troll. Those are some pretty funny ways to mess with people, I especially love the spamming houses one and the "enjoying the weather" one. About scouting... AI should need to scout, Petra doesn't.
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Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
It certainly optimal to have historical accuracy and to be able to seize the opportunity to teach history, however the more important thing is to teach game mechanics. Over the course of the discussion we decided it'd be best to focus mostly on imparting the game mechanics while giving it a touch of history. For the other campaigns they will be 10000000% grounded in history. However, I think it's best for the tutorial to focus on teaching the new player how to play and not having the player have to figure out the mechanics of 0 A.D. while also keeping up with a historical narrative. -
Narrative Campaign General Discussion?
Thalatta replied to Lion.Kanzen's topic in Gameplay Discussion
@Vantha@ShadowOfHassen well it seems I was going for historical accuracy when historical ambiguity was decided, which I find suboptimal since it misses the opportunity of teaching history. That's why I was thinking for each scenario to be specific historical events, like Hamilcar gaining control of the gold and silver mines of Sierra Morena, subduing certain Iberian tribes, and expanding to the east, for people to learn more things besides Hasdrubal and the (re)founding of Carthago Nova. At least these things are what I find interesting in historically themed RTS. I agree with not doing “the great commanders a bit of a disservice if you scale them back for a beginners tutorial”, but that's the opposite of what I proposed with the prelude concept (in case a proper Hannibal campaign was also wanted). -
Narrative Campaign General Discussion?
ShadowOfHassen replied to Lion.Kanzen's topic in Gameplay Discussion
To me we already had this discussion like 20 different times . Ultimately, we wanted a short tutorial that was stand alone and historically ambiguous. We wanted it short so if campaigns weren’t someone’s cup of tea, they could get in , learn the basics, and then do multiplayer. The historical ambiguity was so that we had freedom to prioritize teaching game mechanics without justifying every little thing. Also the simple fact is that @Vantha has already started on the maps. He’s willing to put in most of the work (unlike me who while I say I’m willing to work honestly is kinda busy /lazy and don’t) so he does get final say. The last thing is honestly those other campaigns should be separate , they could be beginner campaigns or sequels to the tutorial , but I honestly think it does the great commanders a bit of a disservice if you scale them back for a beginners tutorial (face it , Petra has a steep learning curve and it’s need to be set on very easy or sandbox so that beginners aren’t steamrolled. Not very fun for Alexander the Great or Hannibal then I think.) -
BlacKnight joined the community
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I will try to be as open about how I feel about the situation as I can: For me the die is cast. There are of course several ways to go about structuring and designing a tutorial and connecting it to a story. For me, though, the focus and primary goal of the tutorial campaign is teach how to play, the story is secondary. Following this mindset, a while ago (easy to miss in this long thread), I first put together quite a detailed plan for the campaign's structure, what to teach in each of the individual matches. And only afterwards did I search for a piece of history in which this preexisting plan could be embedded. We did a lot of brainstorming and I eventually came to the conclusion that the founding of a colony (and then also the story around Carthago Nova and Hasdrubal the Fair) aligned best with what I envisioned. Also, it was something new and interesting for me personally -- unlike Hannibal or Alexander, whose stories I've heard and dealt with dozens of times in the past. I am well aware that this might not be the case for many players and that a classic Hannibal or Alexander campaign might have been more appealing to some. However, considering the size of this project and that I'm essentially the only one implementing it, motivation and personal interest are important resources for me. I was deliberately trying to aim for something that also excites me personally, even if that comes at a slight cost of appeal for others, simply to help myself stay motivated to work on it. Keep in mind that I am still doing all of this in my free time. The main thing is not to make the tutorial campaign absolutely perfect in every single aspect, but to eventually finish it and get it into the game, to help new players learn the game, and along the way to provide better storytelling features for future campaigns. And again, in my opinion the idea with Carthago Nova still fits really well and elegantly onto the learning and teaching process I had in mind. And it's also historically fairly relevant. For these reasons, I want to make the story of the campaign self-contained and only revolve around Hasdrubal. @Thalatta@Genava55 These are good concepts and I can definitely see how they would make for great campaigns, but for this one, I want to go in a different direction. However, making some usual story-focused campaigns as well for more experienced players is still a big goal, and ideas are always welcome. It could make sense to open a designated thread for campaign concepts like this.
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Indeed I think this will be a problem if implemented as proposed, and that there are solutions that could be also applied to other things (I've proposed a base garrison that can't be controlled for ships, siege engines and buildings), but maybe people complaining that the feature is broken will need to happen first.
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GERSHMAN ACOUSTICS joined the community
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sanoflexforte joined the community
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Come share your thoughts in how to troll players with a personality trolling AI, be it describing ways to annoy them whilst also enjoyable to play with. This is just the idea, feel free to make it a reality. Ally AI - Some ally units will idle/walk randomly for 1-10 min at the start because they want to view how good of a weather it is(snow biome). - Sometimes doesn't contribute in helping you in any way, just becomes economy playthrough and is ignored by enemy until player is dead. Enemy AI - This was my first thought if ship capture was a thing, Imagine me building my first arrow ship and out of nowhere an enemy ai's ramming ship stocked with champions stole my ship and return to fog of war waiting for more oppurtunistic booty and I'm now officially landless for all eternity. - Send a minimum of any unit of 1 to scout the outer edge of the base, they sometimes attack one time and returns back to scouting. - When needed will request resources in synonym of each type from you and call you uncle, old man, old fart, long lost cousin, prince of the garden of Eden(Africa), servant. - Build buildings in your area periodically every minute for free mostly houses and sometimes wonder to assert dominance. - Make corral to produce animals that patrols in your field of vision, if their health falls below 50% they vanish to thin air. And many more~
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