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Adding storylines to scenarios and campaigns
Stan` replied to Vantha's topic in Game Development & Technical Discussion
This would help with trailers We only use the cinematic features for camera controlling purposes. -
Adding storylines to scenarios and campaigns
Vantha replied to Vantha's topic in Game Development & Technical Discussion
Regarding voicelines, they would indeed be neat, but not being able to make them shouldn't be reason not to create singleplayer content. I too would be in favor of voicelines being spoken in ancient languages, that would also save the trouble of having to translate them into different languages. The only problem is that that will just work for Latin and Greek, many of the other languages are too incomplete to write (and then speak) full sentences and texts in them. I think there has been a misunderstanding. What I am currently working on and was talking about earlier is something like this mockup: When I wrote "dialogue" above, I was referring to speech, the possibility to make characters of a story talk. I think the game shouldn't be paused while a cutscene like this is running. What I settled with is to provide two options and leave it up to individual scenarios whether to disable hovering, selecting and giving commands or not, but always let the player move around the camera. And by the way, yes, the narrative overlay I opened the PR for already pauses the game behind it. -
If you replay the match, does it crash?
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When me and my bro made women's fight
Deicide4u replied to AlexHerbert's topic in Gameplay Discussion
It's in the houses. -
AlexHerbert started following 0AD Memes, jokes
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When me and my bro made women's fight
AlexHerbert replied to AlexHerbert's topic in Gameplay Discussion
@Player of 0AD I didn't have that tech, and my bro had more in quantity. I was looking for that tech supposed to be in cc, but I didn't find. -
WiseKind started following Adding storylines to scenarios and campaigns
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Adding storylines to scenarios and campaigns
WiseKind replied to Vantha's topic in Game Development & Technical Discussion
Now, I'm just a nobody here, and can't really help with the project right now. But I just want to make sure we are all aware that the current voices that exist (such as when clicking on a unit or giving an order) are in Latin or whatever language existed in the time this game portrays. Obviously, you can't write the whole campaign in Latin, so if you want to have the option for campaigns and scenario maps to have voices related to the story, you would have a difficult decision to make. Do you want the important characters' voices and plot lines to be in Latin, with captions in English or the player's language? Or do you want to actually do the voices in English? Keep in mind that if you do the voices in English, then that would make them stand out from the voices that already exist, which are in Latin (or whatever language, I'm probably embarrasing myself rn), and probably aren't going away. My opinion is that you should do the voices in Latin (just going to keep saying Latin, even though the actual language isn't even consistent bewtween civs, you know what I mean), but have captions in English (or the player's (modern) language). The 0 A.D. Vision states that the artwork and sounds for the game should immerse the player in a historically accurate world, and make the player feel like they are actually transported back in time, and not into some fantasy alternate universe, and I think that having ancient historical figures speaking in a modern language would take away from this. The Vision, for reference: "Sound will be critical. It will draw the player into the world to give the perception that they are actually there. Music will be epic, voices will hearken back to an ancient time, sound effects will bring the action to your home." More specifically, it says "voices will hearken back to an ancient time". I don't think this could be achieved if the voices were in a modern language. I do think there should be voices of some kind in the campaigns. I think that forcing the player to read through the characters' dialog in silence would make the game feel shallow. After all, sound will be critical. I feel like I'm just stating the obvious here, and not really adding anything to the discussion. This just seems like the elephant in the room to me, but I guess it's worth asking the question: should 0 A.D. campaigns have voice lines for the characters (and not just when you click on something, which we already have)? And if so, should it be done in a historically accurate language for immersion, or in a modern language for accessibility? Maybe we can do both, and make it an in-game option, similar to how we already handle "specific names" and "generic names". - Yesterday
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Final balance update: - Population cap reduced to 50. - Consequently, all units except Siege Tower cost 1 population. - Hit points and cost of defensive structures, houses and Civic Centers reduced accordingly. - Houses now provide 4 population, Carthaginian apartments provide 8. Civic Centers provide 8 population. - Starting number of units reduced to compensate. - AI and resource nodes tweaked to compensate. - Batch training is disabled. Now SHIFT-click queues 5 units, like in Age of Empires 2. Yes, this is inspired by Rise of Rome. Yes, it will be tested before providing the final file.
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Guys, I've found the ultimate fix to lag. It's simple, really. All you have to do is
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Adding storylines to scenarios and campaigns
Vantha replied to Vantha's topic in Game Development & Technical Discussion
Pausing the game completely isn't really an option, unfortunately, because then the animations won't play, units won't move around, and so on. But what I'll do is add the possibility for map scripts to register callbacks, so that they at least can pause in the meantime, and wait with actions like triggering big attacks until the dialogue is closed. -
guerringuerrin started following Recently random crashes on a27
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Recently i've been expirienced random crashes. THis one was just spectating a game. Before the crash this error messages are shown in the screen. Could be related to windows 4gb support? or something else? mainlog.html I'm uploading mainlog.html ERROR: BinarySerializer: error at insertion. Object was ({Entity:{Damage:{Crush:3, Hack:24, Pierce:30}, ApplyStatus:{Poisoned:{duration:0, blockChance:1}}}, Foundation:{Damage:{Crush:1, Hack:1, Pierce:10}, ApplyStatus:{Poisoned:{duration:0, blockChance:1}}}}) ERROR: BinarySerializer: error at insertion. Object was ({Damage:{Crush:3, Hack:24, Pierce:30}, ApplyStatus:{Poisoned:{duration:0, blockChance:1}}}) ERROR: BinarySerializer: error at insertion. Object was ({Crush:3, Hack:24, Pierce:30}) ERROR: BinarySerializer: error at insertion. Object was ({Poisoned:{duration:0, blockChance:1}}) ERROR: BinarySerializer: error at insertion. Object was ({duration:0, blockChance:1}) ERROR: BinarySerializer: error at insertion. Object was ({Damage:{Crush:1, Hack:1, Pierce:10}, ApplyStatus:{Poisoned:{duration:0, blockChance:1}}}) ERROR: BinarySerializer: error at insertion. Object was ({Crush:1, Hack:1, Pierce:10}) ERROR: BinarySerializer: error at insertion. Object was ({Poisoned:{duration:0, blockChance:1}}) ERROR: BinarySerializer: error at insertion. Object was ({duration:0, blockChance:1}) ERROR: BinarySerializer: error at insertion. Object was ({}) ERROR: BinarySerializer: error at insertion. Object was ({parent:8972, player:6, miragedIids:{}}) ERROR: BinarySerializer: error at insertion. Object was ({}) ERROR: BinarySerializer: error at insertion. Object was ({capturePoints:[0, 0, 625, 0, 0, 0, 0, 0, 0], maxCapturePoints:625}) ERROR: BinarySerializer: error at insertion. Object was [0, 0, 625, 0, 0, 0, 0, 0, 0] ERROR: BinarySerializer: error at insertion. Object was ({maxHitpoints:1500, hitpoints:1500, repairable:true, injured:false, unhealable:true}) ERROR: BinarySerializer: error at insertion. Object was ({classes:["Structure", "ConquestCritical", "Civic", "Village", "House"]}) ERROR: BinarySerializer: error at insertion. Object was ["Structure", "ConquestCritical", "Civic", "Village", "House"] ERROR: BinarySerializer: error at insertion. Object was ({numBuilders:0, buildTime:{timeRemaining:0, timeRemainingNew:0}}) ERROR: BinarySerializer: error at insertion. Object was ({timeRemaining:0, timeRemainingNew:0}) ERROR: BinarySerializer: error at insertion. Object was ({invulnerable:false, isFoundation:false, resistanceOfForm:{Entity:{Damage:{Crush:3, Hack:24, Pierce:30}, ApplyStatus:{Poisoned:{duration:0, blockChance:1}}}, Foundation:{Damage:{Crush:1, Hack:1, Pierce:10}, ApplyStatus:{Poisoned:{duration:0, blockChance:1}}}}, attackers:{}}) ERROR: BinarySerializer: error at insertion. Object was ({Entity:{Damage:{Crush:3, Hack:24, Pierce:30}, ApplyStatus:{Poisoned:{duration:0, blockChance:1}}}, Foundation:{Damage:{Crush:1, Hack:1, Pierce:10}, ApplyStatus:{Poisoned:{duration:0, blockChance:1}}}}) ERROR: JavaScript error: out of memory ERROR: BinarySerializer: error at insertion. Object was (error) ERROR: JavaScript error: out of memory ERROR: BinarySerializer: error at insertion. Object was (error) ERROR: JavaScript error: out of memory ERROR: BinarySerializer: error at insertion. Object was (error) ERROR: JavaScript error: out of memory ERROR: BinarySerializer: error at insertion. Object was (error) ERROR: JavaScript error: out of memory ERROR: BinarySerializer: error at insertion. Object was (error) ERROR: JavaScript error: out of memory ERROR: BinarySerializer: error at insertion. Object was (error) ERROR: JavaScript error: out of memory ERROR: BinarySerializer: error at insertion. Object was (error) ERROR: JavaScript error: out of memory ERROR: BinarySerializer: error at insertion. Object was (error)
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Batch Training (The Good, The Bad and The Ugly)
Deicide4u replied to Micfild's topic in Gameplay Discussion
You will never guess what I did. I've committed a travesty. Yes, that is correct. I have DISABLED batch training. -
For Rome, I feel like the civ is already pretty full of content (compared to the other civs). However, if someone ends up making a "rome expanded" mod or something for the SP community, this would be great. Or maybe it could be campaign only (whenever we are able to make campaigns, they take a ton of work).
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Introducing the Official community mod for 0 A.D. Empires Ascendant
Fabius replied to wraitii's topic in Gameplay Discussion
Afternoon folks, I had an interesting idea to share, its a unique tech for Rome called Spoils of the Punic Wars and would allow training of a limited number of elephants from the fortress. These could be regular war elephants or perhaps champion/citizen elephant archers but with javelins instead of bows. Cost wise it could be a reasonable chunk of food and some metal or just food like the regular champion unlocking tech, or something else like wood and stone, to represent the addition of elephant stables in the fortress. While Rome did not make extensive use of war elephants they did capture them and did use them on several occasions, in the Macedonian wars for instance. Seeing as we have options to create limited troop types, the Centurion for instance, this seems a reasonable way to add some limited nuance and interesting tactical options, and certainly could be applied to other civs as well in the future if a suitable option comes up for them. -
Mythos_Ruler's Playlist
Deicide4u replied to Mythos_Ruler's topic in Introductions & Off-Topic Discussion
Sabaton - Crossing the Rubicon -
When me and my bro made women's fight
Player of 0AD replied to AlexHerbert's topic in Gameplay Discussion
Did you forget the loom tech? Sparta women are 110% stronger. -
Not sure how much players wouldn't.
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Honestly in the current game a27, if there was a unit stance where buildings were completely ignored unless directly tasked I would use it.
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