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  1. Lion.Kanzen

    Lion.Kanzen

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      286

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      15,218


  2. Stan`

    Stan`

    0 A.D. Art Team


    • Points

      233

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      9,267


  3. wowgetoffyourcellphone

    wowgetoffyourcellphone

    Community Members


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      222

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      4,514


  4. borg-

    borg-

    Community Members


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      163

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      397



Popular Content

Showing content with the highest reputation since 05/24/2019 in all areas

  1. 13 points
    fluffy north african forests
  2. 12 points
  3. 12 points
    boys we just about ready for that vietnam mod
  4. 12 points
  5. 11 points
    I still have lots to learn when it comes to creating trees, but here are some holm oaks I made. (436 tris)
  6. 10 points
  7. 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
  8. 10 points
    Almost done!
  9. 9 points
    I do believe the strangler figs are done
  10. 8 points
    Great nesting place for some Gharials?
  11. 8 points
    Great video from @ValihrAnt
  12. 8 points
    I might have something for the former.
  13. 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.
  14. 8 points
    Hey Fork A. D. Guys And WFGianer Guys. Steps Together Are Still The Biggest Steps Right. See you.
  15. 7 points
    Emperior (1465), PhyZic (1694), nigel87 (1582), Lord_Commander (1590) vs. Merkel4.0 (1434), Unknown_Player (1631), borg- (2300), kizitom (1688) 1 game before Emperior, Nigel and GOAT lost vs the team of Borg and UP. This time 3/4 of our players decided to rush. The result was impressive: Emperior rolled Borg, while GOAT was suppressing his flank like a boss delivering horrific cavy raids. However I commanded Lord_Commander just to boom for fast rams. He failed at that and went p3 after GOAT had a fort up. Luckily enough, Emperior was steamrolling Borg already.... Group photo of the victorius team: commands.txt metadata.json
  16. 7 points
    First time player. Excellent narration... Player: "Are these sheep or pigs? They look like sheep to me." Gaia animal: "Baaah" Player: "That is definitely a pig. Yeah, you can tell by the sound it's making. Pigs go Baaah" "Yes, the women of Rome, known of course for their heavy logging", lol...
  17. 7 points
    oooh here it is dragon bamboo
  18. 7 points
    @Lion.Kanzen Yeah, we have similar looking trees over here... One of our more common forest giants is the Silk Cotton Tree. It's absolutely humongous! Varieties of these are apparently also native to Latin America. It's dense... Here's a collection of personal pictures I took of the nature scenes in my surroundings and other places in Ghana:
  19. 7 points
    This brother still be killin it, y'all. @Sundiata Acacias and African huts all up IN this bish.
  20. 7 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?
  21. 7 points
    How we see borg- How someone else sees borg- "Resistance is Futile!"
  22. 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.
  23. 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.
  24. 6 points
    Scrolling quickly I thought this was a photo.
  25. 6 points
    Some interesting insight into what we can improve too. What's a "worker" for example. It's not obvious which units can gather. How to garrison? Things like that.
  26. 6 points
  27. 6 points
  28. 6 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
  29. 6 points
    This doesn't really seem to be possible to lead anywhere positive, so I'm closing this topic.
  30. 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.
  31. 6 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
  32. 6 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.
  33. 5 points
    People with good following are now starting to recognize the game. This word of mouth recommendations for the game is really good and Raptor really appreciates city-building games. I am also rooting for our mods in the comment sections of people who cover the game.
  34. 5 points
    Hello everyone, Following https://trac.wildfiregames.com/changeset/22379 there will be some changes needed for those of you who have mods modifying templates. I believe that's most of you. Before rP22379 a typical attack component was defined like this: <Attack> <Ranged> <Hack>0.0</Hack> <Pierce>12.0</Pierce> <Crush>0.0</Crush> <MaxRange>72.0</MaxRange> <MinRange>0.0</MinRange> <PrepareTime>1200</PrepareTime> <RepeatTime>2000</RepeatTime> <Delay>0</Delay> <Projectile> <Speed>75.0</Speed> <Spread>1.5</Spread> <Gravity>9.81</Gravity> <LaunchPoint y="3"/> </Projectile> <PreferredClasses datatype="tokens">Human</PreferredClasses> <RangeOverlay> <LineTexture>outline_border.png</LineTexture> <LineTextureMask>outline_border_mask.png</LineTextureMask> <LineThickness>0.175</LineThickness> </RangeOverlay> </Ranged> </Attack> Now you have to wrap Hack, Pierce, Crush (but not Capture !) into a Damage Tag <Attack> <Ranged> <Damage> <Hack>0.0</Hack> <Pierce>12.0</Pierce> <Crush>0.0</Crush> </Damage> <MaxRange>72.0</MaxRange> <MinRange>0.0</MinRange> <PrepareTime>1200</PrepareTime> <RepeatTime>2000</RepeatTime> <Delay>0</Delay> <Projectile> <Speed>75.0</Speed> <Spread>1.5</Spread> <Gravity>9.81</Gravity> <LaunchPoint y="3"/> </Projectile> <PreferredClasses datatype="tokens">Human</PreferredClasses> <RangeOverlay> <LineTexture>outline_border.png</LineTexture> <LineTextureMask>outline_border_mask.png</LineTextureMask> <LineThickness>0.175</LineThickness> </RangeOverlay> </Ranged> </Attack> Also note this will be breaking auras and technologies as well. { "type": "range", "radius": 50, "affects": [ "Soldier" ], "modifications": [ { "value": "Attack/Melee/Crush", "multiply": 1.20 }, { "value": "Attack/Ranged/Hack", "multiply": 1.20 } ], "auraName": "Religious Fervor", "auraDescription": "+20% attack damage for soldiers.", "overlayIcon": "art/textures/ui/session/auras/attack_bonus.png" } Will become { "type": "range", "radius": 50, "affects": [ "Soldier" ], "modifications": [ { "value": "Attack/Melee/Damage/Crush", "multiply": 1.20 }, { "value": "Attack/Ranged/Damage/Hack", "multiply": 1.20 } ], "auraName": "Religious Fervor", "auraDescription": "+20% attack damage for soldiers.", "overlayIcon": "art/textures/ui/session/auras/attack_bonus.png" } { "genericName": "Close Combat Cavalry Training", "specificName": { "mace": "Xyston", "spart": "Xyston", "athen": "Xyston", "sele": "Xyston", "ptol": "Xyston", "rome": "Hasta" }, "description": "Training increases melee attack.", "cost": { "food": 500, "wood": 750, "stone": 0, "metal": 350 }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "horse_trainer.png", "researchTime": 40, "tooltip": "+20% melee cavalry attack.", "modifications": [ { "value": "Attack/Melee/Hack", "multiply": 1.2 }, { "value": "Attack/Melee/Pierce", "multiply": 1.2 }, { "value": "Attack/Melee/Crush", "multiply": 1.2 } ], "affects": [ "Cavalry Melee" ], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } Becomes { "genericName": "Close Combat Cavalry Training", "specificName": { "mace": "Xyston", "spart": "Xyston", "athen": "Xyston", "sele": "Xyston", "ptol": "Xyston", "rome": "Hasta" }, "description": "Training increases melee attack.", "cost": { "food": 500, "wood": 750, "stone": 0, "metal": 350 }, "requirements": { "tech": "phase_town" }, "requirementsTooltip": "Unlocked in Town Phase.", "icon": "horse_trainer.png", "researchTime": 40, "tooltip": "+20% melee cavalry attack.", "modifications": [ { "value": "Attack/Melee/Damage/Hack", "multiply": 1.2 }, { "value": "Attack/Melee/Damage/Pierce", "multiply": 1.2 }, { "value": "Attack/Melee/Damage/Crush", "multiply": 1.2 } ], "affects": [ "Cavalry Melee" ], "soundComplete": "interface/alarm/alarm_upgradearmory.xml" } This change will then allow any modder to add different types of attack to his mod. One currently has hack, pierce, crush, and could add, magic, fire etc... following https://code.wildfiregames.com/D1938 Sorry for the inconvenience and Happy modding You can answer this thread if you need further details
  35. 5 points
    !!! Thanks, this will be very useful for future Southeast Asian faction mod, together with the mangrove
  36. 5 points
    You know earlier i was playing age of empires. Actually the original version. The CD version that came out about 1995 i think. However after i found out more about microsoft i decided to not use windows anymore. Instead i am using Linux now. Im really glad i found OAD. Its delivering me basicly everything age of empires had - but WAY better. I love this game. I just found it yesterday. Its even working on my super crapy computer. I was kinda surprised when i saw its still in alpha mode because its running without any issues and i didnt find any bugs. What im trying to say is: keep up the good work! You're awesome!!!
  37. 5 points
    Oh man, these look a lot nicer than some of your others! They fit quite well with LordGood's. My main critique of some of your other deciduous trees is that their foliage is very thin. I imagine you partially do that for performance, but the fact still remains. I do like how tall some of your trees are. Sometimes 0 A.D.'s trees seem a tad too small.
  38. 5 points
    looks weird unit.I mean looks from othervtimeframe. this is very nice.
  39. 5 points
  40. 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.
  41. 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.
  42. 5 points
    Women can be spammed massively, that's why they are not allowed to build all types of buildings. To reduce the snowballing effect of multiple worker units when someone reduced build times of units in some alpha years ago. This issue can be reduced by making gatherers more efficient but less spammy (i.e. doubling the training time) and put hard caps on gathering spots (one of many options). You can ofc do that, still doesn't really fix the old issue that military units doubling as resource gatherers is an issue. It has down sides in controls (if you use them to attack the enemy you need to micro a lot to get them back on track again). Also as soon as your military quits to march to the enemy you immediately start loosing resources. Just a quick math example about my point: You have 10 soldiers, each gathering 10 metal every 10 seconds. Enemy base is 60s away and also has 10 soldiers. If you march your soldiers over to the enemy you loose 6x10 = 60 metal just for walking over to the enemy. While your enemy mines 60 metal. This leads to a 120 metal difference between attacker and defender. That means three things: 1) you need to make infantry/units move quick around hte battlefield to keep the resource loss low, and you need to outmicro your opponent because he potentially has more resources for defending - which gets larger for every second the enemy is not forced to fight with all his soldiers. I.e. 30 seconds of not loosing a unit means another 30 metal difference difference that can be used to make defensive units. 2) the attacker puts a lot of risk into his rush because he needs to disrupt the enemy eco while the enemy is already ahead - and this is not by choice but by design, that's why it's an issue and there are only very few games that mix military and economic units. 3) to lower the negative effect of this you can make soldier gather rates low, to reduce the amount of resources lost when launching attacks (which is why most soldiers do not gather super fast). This makes economy snow balling harder. It's like having an exponential mathematic function. Id you take following assumption: 1) each soldier gives you a 10% bonus to your resource income (fast gathering rates) and 2) each soldier only gives a 3% bonus (slower gathering rates) 10% bonus stacking means: 10x1.1 = 1.1, 10x1.1^15 = 15 additional workers mean 41 times more res/minute. if you apply only 3% you need 10 x 1.03^48 = 48 workers instead to get 41 times more res/minute. It's a bit abstract but I hope you get my point. Right now these effects are not showing all the time because the individual gathering rates of all units are relatively slow, and you need a lot of workers anyways. If you switch those stats you'll get lots of issues though. In 0ad currently each military AND economy unit gives you a low bonus, and over the course of the game you get an exponential curve at some point if you spam enough soldiers. This can't be wiped unless you rework the way the economy works though. I've met quite a lot of people here and I haven't seen anyone being as immature, stubborn with such a toxic, griefing attitude. You're just stating nonsense that does not help anybody. Telling people that the devs should stick with the design doc - LOL. I've written a large essay around 1,5 years ago how the current "game" you love so much is completely the opposite of what's stated in the design doc. I won't list up all the points, but almost every gameplay mechanic present is nowhere even remotely related to the original vision. That's why I proposed the design doc should be revisited (and it currently is). If you enjoy the alpha - well that's completely fine. Different people enjoy different things. But expecting OTHER people who play RTS on a regular base to like it regardless is not. defending this by saying "but I have 10 other people who play the game regularely aswell kthx" is just as bad. A healthy community grows overall and if a game is good you don't have 10 guys playing but instead you have thousands. And this only happens if the game is actually good. 0 AD vanilla is mediocre at best at this point. And stating that Borg only plays god mode and sets off above all others is just random malice. Balance and game design are tightly related and you cannot change one thing without the others. Since you're not even understanding this super basic principle you've disqualified from being taken seriously by anybody in any discussion about balancing or game design. I have years experience with modding, gameplay editing and different RTS games on my belt, and have lots of friends who I tried to play 0 AD with. They all abandoned it after a couple of games because they found it boring for various reasons - and most of them are into Medieval/ancient RTS game (won't start another discussion at this point though, I think everyone knows my points by now). @Lion.Kanzen Yea buddy, if there's a more polished state I'll give my 2 cents towards the process. But until then I'll remain a bit in the shadows. Sort of busy with other stuff at the moment.
  43. 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.
  44. 5 points
    I think we would all appreciate if everybody could calm down and keep on topic (borg's mod, in fact). Further off-topic discussion may be hidden or deleted and insults could lead to temporary bans.
  45. 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.
  46. 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.
  47. 5 points
    And another detailed example of Achaemenid imperial iconography (on Darius' tomb):
  48. 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.
  49. 5 points
  50. 5 points
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