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  1. Lion.Kanzen

    Lion.Kanzen

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      15,218


  2. Stan`

    Stan`

    0 A.D. Art Team


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      233

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      9,269


  3. wowgetoffyourcellphone

    wowgetoffyourcellphone

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  4. borg-

    borg-

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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
  34. 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.
  35. 5 points
    I check this out. It's pretty darn awesome. Please add it as a diff at https://code.wildfiregames.com/ so that it can be added to the game! The "zooming" feature with the scroll wheel is neat, but kind of unexpected behavior and adds user discomfort. I'd rather, as a user, you just choose the size of preview you think is best and the number per page (maybe that can scale with resolution) and leave it at that, ala AOM. It's your mod, but I think static pages would be best instead of the neat but weird zooming effect. Ideally, they could all be on the same page with a scroll bar, but we ain't there yet. Your "page" buttons are a good compromise for now.
  36. 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
  37. 5 points
    The goal is to: Make unitMotion easier to change, more consistent, and fix some bugs (such as the long-standing bug that units were gliding at the end of their path, which is now fixed). Make UnitAI, its counterpart, also more consistent Thread the pathfinder Formations aren't really changed - I think the pathing might benefit from a little cleanup after all this.
  38. 5 points
    !!! Thanks, this will be very useful for future Southeast Asian faction mod, together with the mangrove
  39. 5 points
    Something has been working on my mind for some time, mainly because I'm not a big fan of systems based on rock-paper-scissor. The case of the overwhelming advantage of the ranged units in the recent alphas released stresses the difficulty in balancing different type of units while keeping the game history-friendly. I see often people suggesting balancing changes or different gameplay based on historical facts (or according to their understanding of the history). This makes me wonder if this is possible to satisfy people with both historical accuracy and a balanced gameplay with depth and diversity. Ideas like spearman and swordsman having distinctive efficiency against different units are themselves not very historical. Even the idea that the cavalry is the best counter against ranged infantry is itself contradicted by numerous accounts on the battlefields where the later was often used against the former. This is not a mean criticism, most of the RTS falls in these simplifications to ease the gameplay, even the Total War games. This is understandable. Age of Empire 2 has reached a very high level of gameplay mechanics with this system. Even StarCraft 2 has several aspects from rock-paper-scissor systems. However I wonder if the inclusion of battle formation could be an opportunity to innovate in the gameplay. Historically, the battlefield was unbalanced from a game point of view, mostly filled with infantrymen and this across all continents and across all the time periods. The only exception being the nomads. Therefore why not consider an unbalanced system working around battalions of infantrymen? If the gameplay is unbalanced in purpose in favor of the infantrymen, with the other type of units working as support and counter around them, it could be easier to balance. This is kinda a heretic way to think in RTS games but I throw this idea to encourage further thinking. Even for mods, not only for the vanilla. To sum it up my mind, winning an encounter could be based on obvious parameters like the quality of the infantrymen and the numbers but also on parameters strongly related to the battle formation. For example, the battalion could gives a bonus to all the units (obviously) but this bonus could varies according to the depth of the formation. Like this players should consider both the width of the formation in comparison with the enemy's formation (because it will impact how much units will hit your unit in the same time) and the depth of the formation because each additional rank will increase the bonus. Clearly this is favoring the numbers of units, so outnumbering strategies will often win. But it could be counter by flanks attacks where each units attacked by enemy's melee units while being on the sides will lose all the bonus from the formation. Which will give an interesting tactical advantage for the cavalry. Moreover, this could also be countered by ranged infantry raining their missile on the infantrymen. Not only to cause damages and kill the units but in decreasing the bonus or even causing malus for the units hit. It could even slow down the movement of the whole formation and slowing their rate of attack (DPS). It could also be counter by forcing the player to split his army and to use clever strategies to destroy quickly the army with a smaller force, see this. In my mind, the ranged units and the cavalry should work as support and counter against each other to weaken the enemy main forces (which is the infantry). For the moment, I do not know how it could include the champions cleaverly but I wanted to share my thoughts. This is could be tested in a mod maybe.
  40. 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!!!
  41. 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.
  42. 5 points
    looks weird unit.I mean looks from othervtimeframe. this is very nice.
  43. 5 points
    FYI for you -- that documentation is at this very moment in the process of being rewritten.
  44. 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.
  45. 5 points
    I actually like the unit veterancy in 0AD. It's one of the few good incentives to keep your troopers alive in my opinion (too many people see their army as disposable/easily replaceable, which shouldn't be). I prefer a soft snowball that benefits the better player over a stalemate that turns into an hours long grind. I don't really like long battles of endurance in an RTS. I don't have any problem with long games, but I'd prefer them to evolve around strategy and tactics, and not wasted investments in upgrades and techs that don't give me any tangible advantages. People should be rewarded for keeping their army alive long enough for them to gain a credible amount of experience, and have that experience translate into kicking butt.
  46. 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.
  47. 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.
  48. 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.
  49. 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.
  50. 5 points
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