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  1. Lion.Kanzen

    Lion.Kanzen

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  2. Stan`

    Stan`

    0 A.D. Art Team


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  3. wowgetoffyourcellphone

    wowgetoffyourcellphone

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  4. borg-

    borg-

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Popular Content

Showing content with the highest reputation since 05/16/2019 in all areas

  1. 11 points
    fluffy north african forests
  2. 10 points
    This is the first version of my Tower Defense mod. Tower Defense maps were very popular in Warcraft III times: Basically a Tower Defense is a game where waves of enemies walk into your base, and you have to build and upgrade towers to protect it from these invaders. In the case of this mod, I included two maps, one for 1 player and another for 2 players. The map for two player can only be played in multiplayer, as the AI cannot play this map. The goal of the game is to protect your base against the invaders by building towers. The one who survives longer wins. The strategy consists of choosing the best positioning and the best types of towers. As you upgrade your towers, there will be choices to be made between different types of specializations. As you kill the enemy waves, you gain loot. With these resources you can trade in the market and build towers/upgrade. Some Questions for you: Should I include this in the Community Maps mod? Or is it better to have it as an independent mod? The mod include some new templates for the towers, but it does not change any template that is used in the game. So you can use this mod without affecting any other map. Want to make another map in this mod? It should be quite simple. If you open Atlas using the mod, you can place the structures and units of the mod, search for "tdef" (the "fake civ" that has all the new units. It is a fake civ because you cannot choose it in game, it is by default in the Tower Defense maps). If you don't want to mess with scripts, it should still be easy to make a map using the mod. Just include this in your map (in the ScriptSettings part of the XML): "TriggerScripts": [ "scripts/TriggerHelper.js", "scenarios/tower_defense1.js" ], Then you just have to place the Wonder (tdef_wonder), which is the only "Conquest Critical" object (that is, if it is destroyed you lose), some workers (tdef_pawn), and the trigger_point_A and trigger_point_B (these are the places where the waves will spawn: A goes for player 1 and B goes for player 2). The workaround I used for the singleplayer map is to place a super OP tower for player 2 that kills all enemies instantly. You can use it in your map too: tdef_tower_ultimate. Next Versions I still want to improve it before sending to mod.io. Your feedback is welcome. Definitely will need balancing. One thing I wanted to do was to include an option to heal some life of your Wonder, costing some food, as this resource is not used much in the map. Have fun! (and let me know how many waves you can survive.) Spoilers below: tower_defense.zip tower_defense.pyromod
  3. 10 points
    Almost done!
  4. 8 points
    I think I will just lock this thread for now, it's gone too far off the rails as it is. If someone wants to discuss @borg-'s mod there's a thread for that, if someone wants to discuss the gameplay there are I don't know how many where you can do that, and if you actually do want to discuss the balancing for the development version of the game someone can start a thread with some more specific discussion. @StopKillingMe Do consider this a warning, if you don't treat other people on these forums with more respect your access to these forums will be limited. In general if you want to criticise something and have your criticism taken seriously it's more successful to be specific and provide examples than to just dismiss something as a whole.
  5. 8 points
    Hey Fork A. D. Guys And WFGianer Guys. Steps Together Are Still The Biggest Steps Right. See you.
  6. 8 points
    Hyrule's Spartans are ready:
  7. 8 points
    A picture on some changes that have come with the units, which include more accurate armor textures from the 13th century to late 13th century.
  8. 7 points
    I still have lots to learn when it comes to creating trees, but here are some holm oaks I made. (436 tris)
  9. 7 points
    I might have something for the former.
  10. 7 points
    How we see borg- How someone else sees borg- "Resistance is Futile!"
  11. 7 points
    @StopKillingMe If you want to discuss the merits or bad things about @borg-'s mod, please do so on specific and concrete grounds, and not just some generic "it's not the way it used to be" or "it doesn't say things this way in the design document". Nothing holds any value on its own, if you can't explain why there is less reason to mention it at all than if you can explain why your point should be taken seriously. And also more specifically in this thread, the Design Document etc doesn't really matter, what matters is the aspects of the mod borg has created and their merit in and of themselves. If you want to discuss whether or not parts of the mod or the entire mod should be included in the main game, please create a new topic to do so.
  12. 7 points
    I also removed the training of soldiers in the center. This helps a lot in the dynamics of the game. But I really liked the idea he proposed to be able to create weaker soldiers in the center. Maybe we could have a special unit in cc, cheap, quick, for raid defense or rush, like a militia. In mod, the promoted units have no economic loss and also the gains are much smaller than the vanilla, are +10% health, +1 armour, +20% attack, both for ranged and melee. There is no gain of speed of movement, precision , among other things. The champions are calculated based on the citizens, example, citizen infantry spearmen, 70 health, 3/3 armour, 6 hack attack. So the calculation is done like this: 70 health + 10% of town phase bonus + 10% city phase bonus, +10% advance rank, +10% elite rank, = 102.5. So I give + 10% since championship units should be better than a promoted soldier, = 115.0. The same applies to armor, attack, etc.
  13. 6 points
    got one more to polish and then an entity template to make screenie showing just what I mean, new oaks on the left, holly oaks on the right, and easily double the number of the old oaks on top perhaps wood counts should reflect the poly weight?
  14. 6 points
    Great video from @ValihrAnt
  15. 6 points
    This doesn't really seem to be possible to lead anywhere positive, so I'm closing this topic.
  16. 6 points
    Some reasons why Celts are op; 1) Great eco bonuses. Nearly all of their buildings give extra population space in addition to having the lowest build times of all civs. This lets them save wood, time and grow their population much quicker. The Rotary Mill is very good for food income aswell. 2) No inherent weaknesses. While other civilizations lack swordsmen to counter siege weapons (Macedonians) or require specific buildings to do so (Seleucids, Ptolemies, Carthaginians, Persians), the Celts have access to sword cav in their barracks. The Celts can easily function with only food and wood while most other civilizations are severely crippled without access to minerals (Ptolemies most severely). They have good heroes and the good ol' rams. Caratacos, Cunobelin, Brennus and Vercingetorix are very strong heroes. And rams are a strong and capable siege weapon capable of quick and deadly attacks, which are only helped by the strong economic boost.
  17. 6 points
    I was doing some experiments in Atlas -- trying to improve my borg's mod skills -- and this happened: It was obvious that the spearmen would lose, but their defeat was much more hilarious than what I expected.
  18. 5 points
    looks weird unit.I mean looks from othervtimeframe. this is very nice.
  19. 5 points
  20. 5 points
    What if... what if... at the start of the match, similar to Hyrule Conquest, you choose a hero to lead your civ. That hero gives you different choices at each phase up.
  21. 5 points
    FYI for you -- that documentation is at this very moment in the process of being rewritten.
  22. 5 points
    Balancing isn't like submitting code on phabricator. Others have tried explaining it to you that this isn't some AAA or any other kind of commercial game development enterprise. When balancing an alpha game, nothing is "out of scope," especially when it is essentially one guy doing his best to make something good out of the gameplay. The team can choose to implement the whole mod, parts of it, or none at all. The team could choose to delegate the gameplay and balancing to him, someone else, a small team of balancers, or no one at all. None of this is "out of scope" as long as that's how the team wants it done. So, that argument is largely invalid. How can you say "this" or "that" doesn't belong in a game which is still in alpha? lol, come on.
  23. 5 points
    At 100th and counting It starts to lag
  24. 5 points
    So many player accounts that each backup is 320MB large, filled 100% of the disk which crashed the thing. So I suppose it's the best cause of a server crash that can happen.
  25. 5 points
    That's still an open question at the moment. Moderator's note: This comment, whilst a valid response to an on-topic remark, resulted in an off-topic stream of posts that were relocated here.
  26. 5 points
    I don't understand why you are so adamant against developing things in a mod before creating a patch. It allows players who don't know how to deal with SVN and patches to participate in the testing. Being a good tester is an entirely different skillset from being a good programmer.
  27. 5 points
    Don't you get it? The game isn't finished. Core gameplay mechanics are either missing or not fleshed out. There is no point in playing it "competitively" or expecting a solid gameplay experience. Take this 0 AD alpha as a tech demo, nothing more. If you change some weapon stats of a unit it won't make a difference, because another unit will be spammed for rushing. That's because you can train military units from your main building, among other issues with resource gathering and overall gameplay speed. Stop complaining and l2p Age of Empires/AoE 2 if you want a solid competition. 0 AD is the wrong place for that.
  28. 5 points
    A "call to arms" button would be cool, which arms your nearby villagers to militia. And then a "back to work" button that turns them back to villagers once the enemy has been repulsed. That would be more of a Delenda Est thing though, since core game doesn't have "Villagers" and DE does.
  29. 5 points
    Reserved for German civ layout for Delenda Est. I've already committed some placeholder Suebian assets to the DE git repository. Using Gaul assets as placeholder for now. https://github.com/JustusAvramenko/delenda_est/commit/74653b71376ba38593f675e4051586769292b59b https://github.com/JustusAvramenko/delenda_est Need halp from our resident historians, artists, and reference gatherers. Units Since the Suebi were a tribal confederation, units will have tribal designations, for example: Marcomanni Spearman, Quadi Light Cavalry, etc. Basic units - Bare chested. Pants. Shield. Weapon. No helmet. Advanced units - Shirt. Pants. Shield. Weapon. No helmet. Elite units - Shirt. Pants. Cape. Shield Weapon. Simple Germanic helmet. Champions and Heroes - the only units with body armor, likely chain. Heroes: Ariovistus, Arminius, and ? Buildings All wooden, less health than "standard" civs. "Walls" are a wooden stockade, halfway in strength between palisades and stone walls. "Fortress" is wooden. Building "shapes" should roughly follow Empires Ascendant standard, but with a Germanic veneer or aesthetic. There can be some unique exceptions for visual variety however. Maybe houses are longer than they are wide with a rectangular footprint, in contrast to other civs whose houses generally fit a square footprint. Gameplay Still uses standard territorial gameplay, but has an ox cart dropsite. Later Goths will have more of a nomadic gameplay (like Huns or Scythians) with no territory.
  30. 5 points
    Very OP 1vs1. First it looked like gg for borg- because he had barely any wood and got towered... But somehow he managed to recover due to good food income from fishing and produce the killer-cavy, which easily killed all archers of ValihrAnt. Short summary commands.txt metadata.json
  31. 5 points
    Hi all, I would like to invite you to Sunday Pro Games - Week#7 live-stream event. There will be a 4v4 match at 18.00 (UTC) on Sunday with dual commentary by Feldfeld and ValihrAnt on his youtube channel. If you want to convert UTC time zone to your time zone you can visit this website. -You can Play/Watch/Contribute/Ask questions during the event. It's only one match once a week. So, Players who want to play should be in the room a little early. -You can check the current fixture from this post: League Fixture. -Players who want to Spec/Contribute/Ask questions should watch the event on ValihrAnt's channel: Here is the link. -We're playing on Lake this week. -Rule Breakers get yellow and red cards. If you brake no dancing, no wonder rule during the match, you get a yellow card. If you don't follow the rules intentionally you might get a red card. 2 yellow cards mean 1 red card. If you have a red card, you are banned for the next event. -You can watch previous events on this channel. Please let me know If you have any questions. Have fun, @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 *** If you want to be in the notification list, or not, send a PM so I can add/remove your name.
  32. 5 points
    And another detailed example of Achaemenid imperial iconography (on Darius' tomb):
  33. 5 points
    Will your behaviour improve? Honestly though, both my time, and your time, is better spent on constructive things than silliness, so just leave it and move on.
  34. 5 points
    @thankforpie I'm leaning very close to banning you if you keep this up, please stop with this nonsense. If you want to make things up go write a novel or something.
  35. 5 points
  36. 5 points
  37. 5 points
  38. 5 points
  39. 5 points
    @__najimakimoda Everyone is different on how they keep themselves productive, but here are some tips I found to help remain productive. (1) Set small daily goals. I try to set a goal to make an object(mesh) or texture a day. (2) Don't rush your project. Rushing can lead to fatigue which can also lead to dropping your project. (3) Start projects that you are interested in. Working on projects that you like can give a boost in your productivity. (4) Listen to music to help stimulate your creativity. Hope these helped
  40. 4 points
    lol what are the odds we'd be making the same tree at the same time Thinner foliage in the texture does make it easier to avoid visual issues with leaf planes intersecting all ugly-like, or forming impenetrable domes and such, but the trade off is well... thinner foliage lol. I am becoming increasingly convinced there is no right way to do this, everything's a balancing act between performance and visual quality
  41. 4 points
  42. 4 points
    As we know, cavalry archers, camel archers and elephant archers (especially, as it shows 2 men riding on it) holds the unique ability to shoo arrows while running. Again, such simultaneous action would lead to a reduced accuracy and damage. But at least that kind of feature would bring the reality to the gameplay.
  43. 4 points
    OMG, who did that??? Hahahaha, that's legitimately awesome! lol "When 0AD is life, but you prefer racing games..."
  44. 4 points
    The current gameplay is the same for 1v1 or 4v4, it is a boom, spam slingers, archers or javelins, get p3, upgrade ranged attack tech, make 1 - 2 rams, or 1 - 2 elephants and attack. I can beat other players with an average rating of 1600/1700 using other strategies, like melee cavs, but if the player is a similar level like valih or feldfeld, drastically increases my chances of losing, i would say 95%.
  45. 4 points
    Yeah, I'm a pretty bad AI though.
  46. 4 points
  47. 4 points
    @Genava55 Thanks, very interesting, and nice to see more of this info disseminated to a larger audience I do feel like he missed a lot... It's actually not a video of "Roman trade with Africa", but more a video of "Roman trade on the Indian Ocean". His maps aren't that accurate. And no mention of Kush Rhapta (in modern day Tanzania), Nicon and Sarapion were much further South than his map depicts. Nubia wasn't a term used in the 1st century. The Kingdom of Kush was actually a much more important trading partner with Rome than his glossing over the region suggests, and unlike the "primary" sources he refers to (the writings of the Periplus of the Erythraean Sea which deals specifically with the Indian Ocean trade), the evidence of Roman-Kushite trade can be clearly seen in the archaeological record, as well as other written sources. Also, how could he not mention Nero's "peaceful but not so innocent" expedition to find the source of the Nile, in collaboration with the reigning Kushite monarch? There is no mention of the Roman trading expeditions to West Africa No mention of Cornelius Balbus expedition, who defeated the Garamantes in 19 BC and sent an expedition further South that reached a huge river, probably the Niger river! Roman coins and apparently even ceramics were found in Mali... No mention of Suetonius Paulinus expedition which may have reached the Senegal River. Roman coins and fibula attest to commercial links at least as far south as modern day southern Mauritania. No mention of Septimius Flaccus and his joint Roman-Garamantian commercial expedition which reached lake Chad. Likewise no mention of Julius Maternus who also lead a joint Roman-Garamantian commercial expedition to the same area (Central African Republic)
  48. 4 points
    I used a tool called ApiTrace (https://github.com/apitrace/apitrace). If you're using Linux, your distro might have a package for it. What takes about ~3500 calls is the GUI when the game hasn't started (the lobby, main menu, settings screen, etc), so I misremembered. Acropolis Bay (2) map needs about ~14500 calls (before any user input of any kind, so default camera, units and GUI elements) After selecting a Citizen Soldier (because they have the most complex GUI) calls go up to ~21500 If I disable the GUI, Only about 11500 calls are needed. Frames with a citizen soldier selected in red. Frames with a disabled GUI (Alt + G) in green. The .trace file weights 240MB, I can upload it somewhere if you want to have a look at this specific file. There is also this: https://trac.wildfiregames.com/attachment/ticket/5422/out.svg It is a interactive flamegraph, but trac's preview isn't interactive at all. Click 'Download in other formats: Original Format' and then open the local file with an internet browser. After that is done, click elements to zoom in, hover to obtain aditional info.
  49. 4 points
    Step 1: Entity does not see terrain higher than its position. [done] Step 2: Entity does not see terrain behind hills [done] Step 3: Entity height influences how high can see (height from outpost's footprint allows to see what is on the hill) [maybe better to use some new parameter than footprint ? ] Step 4: Performance [maybe will not be needed] Last build version Windows: pyrogenesis.exe (outdated version) Related diff: https://code.wildfiregames.com/D1905
  50. 4 points
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