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  1. Stan`

    Stan`

    0 A.D. Art Team


    • Points

      112

    • Content Count

      11,392


  2. wowgetoffyourcellphone

    wowgetoffyourcellphone

    Community Members


    • Points

      26

    • Content Count

      5,140


  3. Genava55

    Genava55

    Community Members


    • Points

      21

    • Content Count

      795


  4. Lion.Kanzen

    Lion.Kanzen

    Community Members


    • Points

      21

    • Content Count

      16,971



Popular Content

Showing content with the highest reputation since 03/01/2020 in all areas

  1. 8 points
    I've been trying to unify the interface icons for units a bit with the help of @Lion.Kanzen here is what I got so far: You can try those mods: shield-icons.zip white_icons.zip yellow_icons.zip Or look at the SVG in full quality shield-icons-svg.zip white-icons-svg.zip yellow-icons-svg.zip
  2. 8 points
    In A24 there will be support for status effects, So I tried to make a few icons in preparation. I also added new icons to the list above.
  3. 7 points
    ¡Nuevo torneo comienza pronto! Al ver el incremento reciente de jugadores, ¡creo que es un buen momento para hacer un evento! -------------------------------------------------- -------------------------------------------------- -------------------------------- - Puedes usar elegir un civ elegido por tu oponente. IMPORTANT!! AS THERE ARE SOME GAMES THAT ARE NOT PLAYED YET, THE FIRST MATCH WILL BE ON UNTIL NEXT MONDAY, (NEXT ROUNDS WILL BE 3 DAYS ROUNDS.) Jugadores registrados: (32/32) - extremevikangz (1425) - s0loooy0 (1499) - Twardowsky (1545) - Stockfish (2131) - Schweinepriester (1791) - King_Soly (1500) - badosu (1623) - Dakara (1700) - vinme (1589) - go2die (1526) - Blayalada (1468) - ffm (1643) - Jugador desconocido (1727) - Azshara (1482) - H.Herly (1197) - Rocas (1452) - burbuja pero (1532) - General_Mantis (1554) - dakeyras (1757) - borg (2371) - XxXDERKXxX (1782) - Feldfeld (2076) - ValihrAnt (2214) - METAFONDACIONES (1500) - goldafternoonfix (1127) - Omiris (989) - Daniel_King (1509) - pauleife (1465) - tgodtaylor (1413) - Edwarf (1577) - B_Smoke (1254) - Boudica (1729) -------------------------------------------------- -------------------------------------------------- -------------------------------------------------- -------------------------------------------------- -------------------------------------- -------------------------------------------------- -------------------------------------------------- -------------------------------------------------- -------------------------------------------------- -------------------------------------- PARTIDOS: - First Week: (23/04 - 29/04) -First Match: (23 / 04-26 / 04) borg- (2374) VS extremevikangz (1425) = General_Mantis (1554) VS goldafternoonfix (1127) = General_Mantis (1554) (2-0) Dakara (1700) VS Vinme (1605) = B_Smoke (1254) VS bubblebut (1532) = Unknown_Player (1727) VS METAFONDATIONS (1500) = METAFONDATIONS (1-2) King_Soly (1500) VS Azshara (1482) = Azshara (1482) (2-0) Daniel_King (1509) VS ffm (1643) = ffm (1643) (0-2) Stockfish (2131) VS s0loooy0 (1499) = Stockfish (2131) (2-0) ValihrAnt (2214) VS tgodtaylor (1413) = ValihrAnt (2214) (2-0) H.Herly (1197) VS Blayalada (1468) = H.Herly (1197) (2-0) go2die (1526) VS Omiris (989) = go2die (1526) (2-0) pauleife (1465) VS dakeyras (1757) = dakeyras (1757) (2-0) Rockss (1452) VS Schweinepriester (1791) = Schweinepriester (1791) (0-2) XxXDERKXxX (1782) VS Twardowsky (1545) = badosu (1623) VS Boudica (1729) = badosu (1623) (2-0) Feldfeld (2076) VS Edwarf (1577) = Feldfeld (2076) (2-0) -------------------------------------------------- -------------------------------------------------- -------------------------------------------------- -------------------------------------------------- ----------------------- SECOND MATCH: (30/03 - 02/04) extremevikangz (1425) VS General_Mantis (1554) Dakara (1700) VS FREE METAFONDATIONS (1-2) VS Azshara (1482) (2-0) ffm (1643) VS Stockfish (2131) ValihrAnt (2214) VS H.Herly (1197) go2die (1526) VS dakeyras (1757) Twardowsky (1545) VS Schweinepriester (1791) badosu (1623) VS Feldfeld (2076) ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- IMPORTANT: To play the tournament, it is very important to write in the Lobby Tittle "Primus Pilus Tournament (PPT)" and the name of the two players. To play the tournament, you must use the Balaning Maps Mod, which includes the 'Balanced Mainland', '' Wrench'' and '' Cross '' maps Download it here: In selections and bans, player "A" is the most ranked and player "B" is the least ranked. (it is not necessary to use the civs you named in same order.) (the prohibitions affect BOTH players) RESULTS MUST BE SENT TO THIS ACCOUNT IN A PRIVATE MESSAGE FORUM WITH REPLAYS. THE JUNGLE AND SAVANNA BIOMS ARE REMOVED FROM THE TOURNAMENT. You must configure "RANDOM BIOME". If it's Jungle or Savannah you should go back. If both players want to play the biome, then all is well. INITIAL RESOURCES: 300 EACH. YOU CAN COLLECT A CIV COLLECTED, AND IN GAME, YOU CAN MIRROR. --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Is recomendable to take a pick of the civs chosen to avoid cheats and difficult situations. Is recomendable to take a pick saying that the game is gonna be played is Tournament Game. Dance IS NOT ALLOWED, MICRO IS. If your oponent is clearly dancing, tell him to stop. If he keeps dancing, he'll lose the game (NOT THE MATCH). If there is any problem about this, call @Stockfish and send him a replay. Please avoid call a moderator if your oponent is microing and not dancing. If you have this issue against @Stockfish your moderator would be @Feldfeld, @ValihrAnt or @borg-. If you have any issue inside a match, call @Stockfish or @HMS-Surprise, any of them will help you =D . ANY cheater, or very bad manners, will be removed from the Tournament! Be polite and HAVE FUN!!!! IMPORTANT: @user1 or @elexis ARE NOT MODERATORS OF THIS TOURNAMENT, don't ask them anything about rules. Only report insulting if any. I WANT TO SAY THANKS TO @HMS-Surprise FOR THE AMAZING HELP, DESIGNS, AND PRIZES (THAT WILL BE FOR YOU, PLAYERS). THANK YOU SO MUCH FRIEND =D I WANT TO SAY THANKS TO @ValihrAnt AND @Feldfeld FOR MAKING THE RULES AND INNER FUNCTIONS TOGETHER. THANK YOU BOTH!!! I WANT TO SAY THANKS TO @elexis FOR HELPING TO MAKE PEOPLE KNOW ABOUT THIS EVENT. THANKS FOR ALL ELEXIS!! I WANT TO SAY THANKS TO ALL PLAYERS, THANKS FOR PLAYING AND FOR MAKING THIS EVENT POSSIBLE, I KNOW IT WILL BE AMAZING! DON'T FORGET TO FOLLOW THE MATCHES, THEY'LL BE UPLOADED TO YT. I WANT TO SAY THANKS TO ALL THE 0 A.D. INFLUENCERS THAT WILL MAKE VIDEOS TO THE COMMUNITY. THANK YOU =DDD AND ONE LAST THING I WOULD LIKE TO TELL YOU: I HOPE YOU ALL, AND YOUR FAMILY, FRIENDS, GIRLFRIENDS, BOYFRIENDS, WIFES, HUSBANDS ARE GOOD IN HEALTH. I KNOW WE'RE LIVING DIFFICULT TIMES WITH THIS COVID-19 , BUT I KNOW THAT THIS DIFFICULT TIMES WILL PASS SOON. AND IF SOMEONE OF YOU LOST SOME FRIEND, OR FAMILY MEMBER BY ANY CASE, MY MOST DEEPER CONDOLENCES. WE ALL HERE LOST SOMEONE IMPORTANT IN OUR LIVES. THANK YOU SO MUCH AND LET'S HAVE FUN IN THIS EVENT! If there is any doubt or question i didn't awnser or is unclear, please don't wait to ask. QUESTIONS: @ValihrAnt : How does this work? From what I understand you want to do 4 separate tournaments? And I don't quite get the two winners part for four tournaments. I'm guessing you want a separate league for the winners of those tournaments? - Yes, I want 4 separated tournaments as a filter to allow one exiting final event. Of course, winners of each quali, won't play any of the rest 3 qualifiers. You guess right , but i don't know yet, if i want a league or a cup, i guess players and audience has an important word there . Thank you for questions =D @ValihrAnt : Does the ban affect both players or only the opponent? Of course I would prefer hidden pick over drafting, but limitations remain limitations. - I would prefer hidden picks too, but we have some limitations , The ban in this first event, only affects the other player, you can use the civ you banned your opponent. Thank you for questions =D @ValihrAnt : Lastly will @badosu's balanced maps mod be used in the tournament? It's a good improvement over the current unfair mapgen and it adds new competitive maps. - Yes, badosu's maps will be used in the event @King_Soly : - Hello @King_Soly there will be 3 more tournaments, this 4 events are qualifiers to a final League. Greetings and thanks for asking =D @psypherium @Feldfeld @ValihrAnt @camel @Boudica @ffffffff @JC (naval supremacist) @Unknown_Player @borg- @chrstgtr @Lefo @Pudim @Philip the Swaggerless @Stockfish @PhyZik @itrelles @nani @Hannibal_Barca @LeGenDz @phoenixdesk @LANDLORD @kizitom @mord @user1 @elexis @Stan` @SaidRdz @Emperior @Emacz @Dunedan @Ivaylo @yilmazgng @go2die @MorTak @Imarok @sarcoma @Lion.Kanzen @D_D_T_ @R4PT0R @Servo @Itms @coworotel @badosu @sphyrth @wowgetoffyourcellphone @ faction02 @feneur @Issh @PrincessChristmas @ RolandSC2 @Jofursloft @CAGD_lulofun @HirnWolf @Dakara @thankforpie @mgx @ ffm2 @andy_beauty @King_Soly @Ammaz @carthage balanced-maps-0-0-16 (1).zip
  4. 7 points
  5. 6 points
  6. 6 points
    Some Progress. See the mod attached @wowgetoffyourcellphone status-effect-demo.pyromod
  7. 6 points
    Okay, so how about making a post for WOOD, STONE, and METAL?
  8. 5 points
  9. 5 points
    Version from 28.03.2020: (Lobby Warning fix and unselect on gamelist updates fix) fgod.exp.280320201820.pyromod for the crowd. Please do support 0ad by coding and contribution.
  10. 5 points
    I am creating a city and a late bronze age setting for 0ad. For the mycenean I used the persian because their building are really similar to greek bronze age, If some one want to play true mycenean have to don't use cavalry exept chariots and don't use Helepant, and here you ave a Mycenean faction, after that there are Doric Greek (brit) that use also bronze helm and chariot, and also there are the sea people (iberian). When the map will be finished I upload it here!
  11. 5 points
    0 A.D. is a great game, but very much a work-in-progress, hence full of mistakes. Here are a few things I noticed for a start. Undoubtedly there are more, I certainly did not go through all actors. The catafalque's horse's manes and tail hair move independently: Themistocles' helmet seems to be transparent: Iphicrates' and Xenophon's shield go through their shoulder: Philip the Pikeman is beheaded by his own shield when attacking: The Kushite's pikeman's shield position is non-sensical when attacking: Hopefully someone from the art team (@Alexandermb, @LordGood, @Stan`, @wackyserious) can have a look. For most people these things probably don't matter, but dotting the i's and crossing the t's is appreciated by some, myself included.
  12. 4 points
    Then let's see them in action. Perhaps make a small mod we can try out.
  13. 4 points
    Every entity which has the "StatusEffectsReceiver"-tag in the template can be affected by status effects. By default that are both units and structures. The flaming javelins and flaming pigs are very good use cases for status effects in vanilla 0 A.D.
  14. 4 points
    Hello everyone, I have been interested in making it possible to explore applications of machine learning in 0 AD (as some of you may have gathered from https://trac.wildfiregames.com/ticket/5548 ). I realized that I haven't really explained very thoroughly my interest and motivation so I figured I would do so here and see what everyone thinks! tl;dr - At a high level, I think that adding an OpenAI gym-like interface* could be a cool addition to 0 AD that would benefit both 0 AD (technically and in terms of publicity) as well as the research community in machine learning and AI. I go into the specifics below as well as discuss other potential avenues for integrating/leveraging machine learning: Potential Machine Learning Problems/Applications Intelligent unit control (micromanagement) I have an example where an AI learns to kite with cavalry archers when fighting infantry at https://github.com/brollb/simple-0ad-example. This is probably one of the easiest problems to explore as it can be done progressively starting with small, clearly defined scenarios using the functionality added in the beforementioned ticket. That said, there are still some of the standard challenges present with machine learning around ensuring that the AI has been trained on sufficiently diverse scenarios so that it doesn't ever encounter something new and behave incorrectly. As far as potential impact on the game, automatic micromanagement could be interesting for either a component in an otherwise scripted AI such as Petra or as a way to make the units more intelligent as they gain experience. That is, I could imagine that as the units gain more experience, they could also start having improved tactical behavior, such as kiting, automatically. Enemy AI Trained Entirely with Reinforcement Learning This is actually very difficult although it has been recently done in StarCraft 2 (https://deepmind.com/blog/article/alphastar-mastering-real-time-strategy-game-starcraft-ii). Although I think this could be fun for people to try to do, I wouldn't have high expectations on this front for awhile because it is a very hard problem for ML to solve - especially given the large number of different civilizations, maps, resource types, etc. Enemy AI with Scripting and Learned Components This is referring to a generic version of what I mentioned under "intelligent unit control". Essentially, there are a lot of opportunities to incorporate learned components into an otherwise scripted AI. From a technical perspective, this makes the machine learning problem much easier/tractable while still enabling more intelligent behavior from the built in AI. There are many different examples of intelligent components that could be incorporated. For example, it could try to predict the outcome of a battle (to determine if we should retreat) or try to imitate various high-level human strategies (such as predicting what a human might target for an attack). Quantitative Game Balancing This is a very interesting problem and I find 0 AD to be a particularly unique opportunity for exploring it. Essentially, the idea is that there are many different parameters in a game (such as attack damage for each unit, etc) which are quite difficult to tune without making the game imbalanced and one of the civilizations/strategies OP. (I don't think I need an example for this community but I enjoyed watching https://www.gdcvault.com/play/1012211/Design-in-Detail-Changing-the.) This problem is nontrivial since detecting overpowered strategies really requires an understanding of the way various aspects of the game can be exploited. Although this is a nontrivial problem, I find it to be an exciting opportunity for 0 AD to gain publicity and for researchers to have a sandbox in which they can explore this research question in an actual game (rather than a trivial, toy environment). That is, many of the other environments used in reinforcement learning research are either open source toy environments (eg, CartPole) or proprietary games which cannot be modified (eg, StarCraft 2). There has been a bit of related research in detecting imbalance in complex games like StarCraft 2 as well as balancing simpler games but as proprietary games will not be exposing the parameters used for the units (and other aspects of the game), automatic game balancing approaches are limited. Being an open source game that people actually play, 0 AD provides a really exciting opportunity for research in this direction as the parameters of the game are not proprietary and could be modified programmatically enabling researchers to explore this rather complex problem. For the 0 AD community, enabling researchers to conduct this type of research in the game itself should make it much easier to be able to incorporate any results of such research into the game making 0 AD more fun and an even better game! Imitation Learning Training the AI to imitate humans is worth mentioning although the impact on the game is likely to be in one of the beforementioned ways. Imitation learning, unlike reinforcement learning, is training the AI using expert demonstrations of gameplay. It is often used as a method for essentially initializing the AI to something reasonable before training it further with reinforcement learning (ie, training the AI using a reward rather than example). Imitation learning can arguably be more valuable for game development given that it can more directly instill various human-like behaviors (hopefully making the gameplay more engaging and interesting) rather than simply trying to maximize some reward or score in the game. Techniques to Train and Understand AI Agents This is more of a general research direction that I find interesting (and is similar to research that I have done in the past). Essentially, this is exploring the means by which the game developer can use the various methods of instilling behavior into an AI (programming, reinforcement learning, imitation learning) to create the desired behavior (and game experience). This is a bit of both a human-computer interaction (HCI) and machine learning question (also related to machine teaching). To give a more concrete example, this would include exploring the behavior of a trained RL agent in the game, correcting these behaviors, and perhaps trying to detect potentially incorrect behaviors to raise to the user automatically. 0 AD is well suited for this type of research for the same reasons that it is well suited for exploring game balance - most games used in research are either proprietary or not something people would actually play. Optimizing Existing Game Parameters (Relatively Easy) There are some existing machine learning tricks that could be used to make other sorts of improvements to the game rather than explore research questions. A while back, I was playing around with CMAES (a machine learning technique to optimize a set of parameters given a "fitness function") to improve some of the sort of magic numbers used within Petra such as "popPhase2" and "armyMergeSize". Essentially, this made it possible to find values for these parameters which would improve the AI's ability to win when playing against the standard Petra agent (on the hardest difficulty). Although I don't find this as interesting as the other areas, it is a useful tool that could be nice to apply to other aspects of the game. Overall, I think it would be really exciting to be able to explore some of the research questions in 0 AD as I think it could be beneficial both to researchers but also would make it easier to incorporate the results of this research into 0 AD (making it an even better game!). Of course, this is only true if the functionality required to be added to 0 AD is easy to maintain and doesn't add overhead taking away from the development of the core game features and functionality. I am also hopeful that incorporating some of these machine learning capabilities could also be beneficial to the community and raise awareness of 0 AD! As far as technical requirements, I made an RPC interface for controlling the AI from Python (because the majority of machine learning tools are in Python). This makes it possible to explore 1, 2, and 3 as well as provides necessary functionality for 4, 5, and 6. As mentioned above, I have an example of #1 on GitHub and I think this could make for really interesting undergraduate projects (as well as potentially interesting integrations into the game). However, I think 0 AD is a particularly unique opportunity for exploration of 4 and 6. Game balancing (#4) still requires the ability to programmatically edit the unit parameters which I have explored a little bit but haven't added to the game. If this is something that others find interesting (and wouldn't mind me asking a few questions ), I would be open to adding this as well. Anyway, I find these machine learning problems and applications quite exciting both for 0 AD and for AI/ML research but I want to know what the rest of the community thinks! Let me know what you think or if you have any questions/comments! * I say *OpenAI gym-like* because a gym environment requires an observation space (numerical representation of the world for the AI), action space (numerical representation of the actions the AI can perform), and reward function to be defined. It isn't clear what the most appropriate choices for these would be (and they could vary based on the specific scenario) so I would prefer making more of a "meta-gym" where it is basically an OpenAI gym that needs the user to specify these values.
  15. 4 points
    Use @LordGood's new obelisks in rP23530 The obelisks (old and new), are still available as props.
  16. 4 points
  17. 4 points
    Open your map .xml with a text editor of choice, I recommend Notepad++. Add the following line: Create your trigger script.js based on this code: Lastly add trigger objects to your map by using Atlas: It is not possible to place units in buildings using Atlas.
  18. 4 points
    Kind of an emergency question, but does "modifications": [{"value": "Promotion/RequiredXp", "replace": 0}], only work with techs and not auras? My entire Season changing system for the next faction depends on this but it doesn't seem to set the required XP to zero as an aura like technologies do. EDIT: It seems like it works with any value other than 0, for some reason Technologies seem to be able to replace the value with zero no problem but not Auras. Crap my Fairies are ruined at this rate EDIT EDIT: A negative number seems to work though! Still, I recommend enabling setting the value to zero for auras just to keep things cleaner.
  19. 3 points
    How about the Civic Center (CC) changes it's "size" while upgrading from one phase to the other? On every phase upgrade the health points double. To increase the size I would simply start with a small/basic model of the CC and on every level up from one phase to the other I would make the model bigger and look more powerful. However, I would not change the size of actual space the CC occupies. This sort of behavior is simpler to implement. You only need 3 different models of the CC and some logic to change the models on every upgrade.
  20. 3 points
    You usually want to prepare some sword cavalry trained in barracks to destroy (not capture) catapults. If the enemy is guarding them well, you'll first need to distract their army or wait for a good moment. A sword cavalry hero is even better for this, can easily destroy catapults sneakily when the enemy is not watching, or he can destroy one or two of them even when the enemy notices (because the hero is tough). If you have a lot of slingers, you can try attacking catapults from a distance with them. It's quite slow compared to swordsmen, but it can be a way to go if the enemy units don't let your melee units near. If you already have a fortress, using rams against the catapults is another option. Catapults can target rams and destroy them quite fast until the rams get near. However, if you manage to get one or two rams in a close distance, you can destroy many catapults fast before you lose the rams. If you don't have a lot of metal or stone, infantry spearmen are one of the worse but usable option. I would never advise to use any skirmisher units against any siege weapons because they deal basically no damage to them. Even women have a higher chance of success. A combination of different counter units, especially from different sides at once, has the best chances to succeed.
  21. 3 points
    @sarcoma @2fftr If using latest fgod version, inside fgod folder, replace gui/lobby/lobby.js with https://gist.githubusercontent.com/badosu/4a4ddcbd7d3d1aab328e1fee508a8ec3/raw/34bf7091f4ec3b2d0f89736664a2fe63f27241c9/lobby.js If not using latest fgod, one can try knight_of_ni fix: https://github.com/fraizy22/fgodmod/pull/1
  22. 3 points
    @Nescio been trying to reply but here because of quarentine all services are getting worst but isn't nothing new for another day in Venezuela. Today i was able to fix the catafalque's issue aswell as the trader and packed siege engines. Will do the replacements of the infantry later or soon enough. The most controversial is the athen javelin hero because of the animation being the clipping reason, i belive it would be better replace the shield with a peltast shield isnt it? what do you think? Finally i will continue slowly since i don't have a stable internet connection and been working with the bear recently commited by @Stan` recently and will continue with partridge if i found the solution to a bug happening only with gpuskinning enabled. I won't be able to reply sometimes but i will be able to read.
  23. 3 points
  24. 3 points
    There was a bug it shouldn't have been that blurry EDIT: I could only be the shield, like so.
  25. 3 points
    Hello hello friends! It has been some time since I posted about the mod but worry not! We aren't dead yet. Work has been pretty slow. Managing life and prioritizing stuff has had me all over the place but work continues on the mod! Currently, only one of the factions units is really done but we don't have any art for them and have just been using the assets provided by 0 A.D. which makes it a little confusing and very cobbled together. We did manage to find two artists who have been working on the project but they've been pretty slow and fairly unresponsive unfortunately so the hunt continues to find good artists that are decently reliable! I've not been able to work on any of the art myself either because I haven't had the energy. So, at the moment the mod is progressing but only though the programming side. Even then it is still slow. Sorry for the random updates here and there and bouts of silence! We are trying our best!
  26. 3 points
  27. 3 points
    This is for sure the best thing I read today
  28. 3 points
    Changes the default game interface into a simple bluish transparent one. Feel free to add suggestions or requests. To use it unzip the folder and drag it into binaries\data\mods bluegui.zip
  29. 3 points
    I agree, it was probably a widespread method.
  30. 3 points
    DoctorOrgans was banned for 60 days. That should end 2020-04-14 18:36:10.648918 UTC.
  31. 3 points
    cuz they are scared shltless to lose points as their rank isnt same as their skill.
  32. 3 points
    Thanks for the report! A fix has been proposed: D2647.
  33. 2 points
    My dear friend, it is very nice of you to make such an offer. However, I can't fix this "problem" alone.
  34. 2 points
    We have f_tunic_short.dae. Can we have f_tunic_long.dae? The men have a long tunic mesh. It would be nice to have a long tunic for females if possible. Thank you. Specifically, I am making Scythian unit actors and I ran into the problem of not having a long tunic variant for the female mesh.
  35. 2 points
    No need to apologize, and there is no rush. Great! Lovely! You mean Iphicrates and Xenophon? Iphicrates should indeed have a péltê, however, Xenophon should be a spearman (the Ten Thousand he led was a mercenary hoplite force), not a javelinist. Something else: the infantry swordsman attack animations (hacking, slashing, and stabbing) look great for those armed with true swords (brit, cart, gaul, kush, ptol, rome), but the stabbing looks quite silly for those armed with other weapons (e.g. kush_infantry_clubman, kush_champion_infantry_amun, kush_champion_infantry_apedemak, maur_champion_infantry), so would it be possible to have a “hack only, no stabbing” attack animation for those armed with axes, maces, sabres, etc. instead of true swords?
  36. 2 points
    Imho attack should be the default and capture be secondary, but I ignored it disagreed with many times in this subject.
  37. 2 points
    Starring in team 1: @juarca as juarca (1345) (0.33 of the game), @wald as wald (1405), @Twardowsky as Twardowsky (1577), @go2die as go2die (1526) Starring in team 2: Cesar as Cesar (1608), @Boudica as Boudica (1738), @Lodbrog as Lodbrog (1553), H.Herly as H.Herly (1197) Summary: This was a 70 min game which finish you wouldn't guess after watching first 25 mins of the replay (when we lost @juarca). Since that moment it was 3 vs 4. Sharing resources and good eco led one team to win. Which one? See a hidden content below, or better, the whole replay. Enjoy, @Twardowsky Files to download and unpack into your replays folder below. 2020-03-19_9999 combat gods.zip Trailer: STATS: SCREENSHOTS:
  38. 2 points
    I will report here my advances with blender in search of building buildings in Blender for 0.AD, and perhaps in the future a true mod of the Mayan civilization. (classic or pre-classic single or divided into two or three city states). Any constructive criticism, tip or help is welcome, I will leave the github link to download the art folder. Since I am not an English speaker, please disregard which mistakes when using the Google translator. Some impressions of the buildings made so far, inspired by Tikal or Chichen Itza. https://github.com/wltonlopes/chichen_itza_mod
  39. 2 points
    Let me know if you want feedback, or need help. We can get in touch via instant messaging if you'd like.
  40. 2 points
    yes we are re working old one but takes time make a single one. or new one. isn't fix are alternatives. right now I remade the hammer. to more higter res. from pixelated icon to a SVG to merge both.
  41. 2 points
    I prefer the old ones. Reasons: Have a more defined outline Each has an unique style but share a "theme" of sorts. Old school style suits RTS well. They icon are quicker to differentiate from others compared to the sleek now ones. Don't fix what's not broken. Improvements that could be made to old ones: Resize all icons so they share the same similar size. Improve them doing a "remaster" of the old ones but keeping the essence of the style. Summary: I like the new ones too but the old ones serve well and there is no need to replace just because of it.
  42. 2 points
    Hi there, It's been a while since my last post... I've talked with Elexis about generated map and he told me to look at the script in the red sea map, I tried to do generate new maps importing real maps in the map editor. This is what I've found out: -the map downloaded from NASA is very high res, even too much, so the result is that uploading the weight-map sometimes you can get a mess of vertices. to fix that I did some experiments using lower res map and the result seems to be better, to eliminate noise even more I worked in blender with the compositor. in weight map white= high black = low Since the sea dept does not influence the game play I decided to simplify it by changing the colors of the sea in full black, then I've created a mask of all the continents. I wanted to keep some of the info about mountains and remove some of the details so I've applied a blur effect just before the oceans mask, in this way mountains are less likely to be spiky and the map requires less smoothing in editing, at the same time the margin between sea and land remains sharp and it doesn't get blurred. You can see the node editor in the blender file if this explanation is not clear. I think this may simplify the creation of geographical maps, by working in gimp, just by selecting the zone of interest form the world weight map, scale it (i find that 1000 x 1000 is a good compromise with map size at least for my hardware) and then edit the texture and resources from the editor without having to work from scratch. let me know what you think I hope that helped, here's a link to download all the stuff. the coast is still too high, I'm working to make it better. I've used the old version of blender . https://filebin.net/of3ha3x763e6dfne is there a way to automatically add texture based on the height?
  43. 2 points
    commited today https://trac.wildfiregames.com/changeset/23526
  44. 2 points
    One discussed point in another thread is making rams available to all civs, I'd think that even if there are no accounts of the full ram vehicle for other civs allowing at least a basic form of ramming (a big trunk with fortified head) would make sense and balance it a bit. As for torching, raiding was often done with regular cavalry on small towns and sacking with regular troops, so I'd see that as something reasonable too, though the mechanic would have to be well thought out. Undermining tunnels, I could not find accounts for other civs except for Romans.
  45. 2 points
    but he says mean stuff in lobby, maybe a permanent lobby mute, great players should stay in 0 ad, great player should learn to behave and get propperly social manners like leo dicaprio if ugly, bearded leo could learn how to be a king, u can also do it!!
  46. 2 points
    You get really creative when it comes to finding weird stats to be good at while neglecting the bigger picture. You get the best CC/PV but you're banned indefinitely. It's like when you play for the best K/D and let all your allies die. Anyway, the screenshot has already been taken, so you can now stop pressing F5 on your profile page to boost the kills... I mean profile views.
  47. 2 points
    Yeah, I would guess it is related to an issue with the tensorflow version. You can find the results in `~/ray_results/default/PPO_CavalryVsInfantry_SOME_UUID/result.json`. I sometimes plot the results as follows (after adding the attached python script to my PATH and installing jq) cat result.json | jq '.episode_reward_mean' | scatterplot -t 'Training Reward' -x 'Training Iteration' -y 'Episode Reward Mean' -c scatterplot
  48. 2 points
    Haven't shown any 'in progress' shots of the new maps. They might give a bit of insight to my mapmaking process if anyone's interested, especially the terraforming. heres a big texture painting hint, ignore the subcategories, if the texture fits it fits. Bonus
  49. 2 points
    Sometimes all you need is a little magic and a few orange fireflies...
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