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официальный сайт 1win http://1win22001.ru .
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1win_fspr joined the community
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Well the main way units gain experience is by having a successful fight, using healers, or moving wounded units to the back of the group. I think it is a desirable outcome that units generally take a long time to rank up by garrisoning, but it would be nice to show the mean rank of the units on the corresponding icon of the unit garrison stack within the barracks.
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Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
Honestly the current scout ship is not too dissimilar to the nydam boat, except for the sail. Maybe we could turn it into the merchant ship by removing the shields and adding a side rudder and more cargo? -
Civ: Germans (Cimbri, Suebians, Goths)
real_tabasco_sauce replied to wowgetoffyourcellphone's topic in Delenda Est
Ok, I got in touch with Dr. Bengtsson, who authored some of the works we discussed here and she gave some helpful feedback. The Hjortspring boat was paddled, not rowed, but rowed vessels likely existed as well. I think its ok to keep the oars since we would have floating paddles otherwise. radially split logs became used in the same time frame as the hjortspring boat is dated, and were used to build the nydam boats. so I think we could make use of a nydam style boat for some visual variety. Sails were used, likely square shaped and made out of varying materials. if sails are used on a boat, either a side rudder or double-steering oars should be used as well. Single masts are supported by rock art and stone ship monuments, but bipod masts are also possible. Perhaps if we do more of a nydam style boat (merchant ship and maybe arrow ship), it could use a single square sail with a side rudder I personally think something like the Himmestadlund-1a could be a beautiful inspiration. Rock art and monuments suggest platforms at the stern like what @Lopess has on the hjortspring model. outriggers are not used outside of the pacific, so no boat should have an outrigger. -
As a last resort you can use Hamachi https://www.vpn.net/
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Well feel free to submit a patch to fix it
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Adding storylines to scenarios and campaigns
Vantha replied to Vantha's topic in Game Development & Technical Discussion
Which of the two would you all prefer? If there's no clear tendency then I suggest to provide both options and leave it too up to campaign makers how and when to use them. -
opexpneing joined the community
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btw i still see this in the latest a27
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Benmilo8 joined the community
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One of the smarter plays of the AI. Sparta VS Macedonia on Mainland. SpartaVSMacedon_M.zip
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Lobby games are also just lan games in essence, the only difference is that the needed address gets passed to others via a neat ui. The lobby also adds some mechanisms to allow some additional network setups to work, like firewall puching / stun. As a bonus you get a chat and a ranking bot. I'm pretty sure you don't want to setup your own lobby but you could, the code and instructions is at https://github.com/0ad/lobby-infrastructure If you create a lan game it means 0ad on your computer will listen on the specified port for connections. Everyone around the globe that can connect to you computer will be able to join that game. How to make your computer reachable from the internet typically means adding portforwarding to your router and configuring the firewall. But even then, due to IP4 starvation your ISP might make it virtually impossible to get it working.
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@nani could you explain what is the purpose of options~autociv.js and similar files with ~ in the middle? Why can't we just replace the options.js directly? Furthermore, why do we need patchApplyN!!! ? Some of these files are causing funny bugs such as not allowing the user to leave a page.
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Minor change: I aligned the spectator names to the right side of the panel and truncated the maximum length of names to 20 characters. This prevents players with extra-long names (especially customrating users) to take up too much of your screen. I have also started an A28 branch on the git repo; this branch aims to be compatible with the A28 game under development. There are some changes to engine code and general layout of code, which would cause incompatibility with the A27 version. This A28 branch contains most of the A27 features already and can be used when you are doing test plays on A28 dev version.
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Hello Thanks for guide. we can't play on lan from different cities, what we need is to abe able to play through our own VPS, but don't know how to setup or which files must be edited and set for our VPS. (I also can't play online some other games like "stormgate" or "Empyrion - Galactic Survival" ... through internet ) Again thanks.
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and then they still get destroyed by a champion that took 25s to train
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I think it's about a second (or maybe 1.1) for a point of xp. So, for a rookie spearman to go to elite ~3.5 minutes?
- Yesterday
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There's no tooltip that's showing the current ranks or experience. But, it takes more time for cavalry. Units can go straight to elite rank, depending on the time spent inside the building. You can build multiple Barracks/Stables and use them to house troops. That's not very efficient in the early game, though. But, neither is training CS just to rank them up.
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waterdamageprosraleigh joined the community
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The game is P2P so you technically always play on your own server. That's written in the FAQ did you read it ? You can play in LAN if your friend comes over and connects to your Wi-Fi you just need to get his IP.
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you can garrison troops into the building they train in with ctrl + click.
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Good ideas! By the way does anyone know for how long you need to keep soldiers garrisoned to rank them up? Can there be multiple level up trainings? (i.e. after a second stay in the barracks) I tried once to setup a chain of barracks, each one training 10 soldiers that are immediately garrisoned into the next barracks.
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In the case of AOE2/Starcraft, the parchment overlay is typically shown either before or after the mission starts, not during gameplay—it’s part of a GUI page. Meanwhile, the hero dialogue layout is used in-game, as it often highlights specific areas of the map, such as the player's starting position, key locations to reach, resources, enemies, and so on. That said, there are many other games where the parchment-style overlay is shown during gameplay and they can be combined.
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lovely graphs @ffm2 I find the tech and unit to be most useful if I've lost a lot of spears and want to protect skirms (with brasidas) even when i am depleted of wood.
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For those questions I made these charts. 9% of the sparta players do that research at about min. 16. Apparently I did it 2 times too, but it must have been at a time where I already won and just research techs that I find and can afford because I don't aim for this unit.
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Units die too quickly: Melee units have too little armour
Deicide4u replied to Seleucids's topic in Gameplay Discussion
After playing alpha 23 and alpha 22 for a bit, I'm glad that units got their armor lowered. Pikes with 10H/10P armor were nigh unkillable. This is without upgrades and aura bonuses. -
Overhaul of the Citizen system
BreakfastBurrito_007 replied to Deicide4u's topic in Gameplay Discussion
@TheCJ you get to the core of the problem. If others are confused be sure to read up on the booming=turtling discussion to see what causes the main issues with the CS system. For cavalry the citizen soldier eco/fighting balance seems to be pretty good when we look at the early game when hunt is available. The same can be done with infantry, its just more difficult. I believe we can absolutely still maintain a citizen soldier system with CS infantry being useful for eco, fighting, and building while introducing a male economic unit. The balance of the male eco unit versus citizen soldiers would be tailored to make the choice of whether to eco or fight with CS a less obvious one. Yes it will make the eco situation of the game more complicated as there will be more ways to boom, but the potential depth of strategy would be very worth it. -
Adding storylines to scenarios and campaigns
Vantha replied to Vantha's topic in Game Development & Technical Discussion
Point taken about versatility. It's probably best to provide options for both. We can discuss what style to opt for with built-in campaigns when the time comes to make them. Might make sense to do a poll. About the "hero talking" mockup: In what cases would it be preferred over the parchment overlay? Could they be used in combination? How do other games do it?
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