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  1. I have a working patch for that since some months, but implementing it properly would need a gamesetup rewrite and that takes much time and is difficult...
    3 points
  2. See Health's SpawnEntityOnDeath as documented in the entity XML documentation. You will most likely also have to change the death type (to vanish). Depending on what you spawn you might want to prefix the template name with resource|. To find out what that does read the special/filter/resource.xml file in addition to the CParamNode documentation. Or in case you don't want to read that much on how it works behind the scenes just look at the resource filter template listed above, and eg the sheep template, and compare that to a tree template. Depending on what you want you should pick either something similar to the sheep template, or something like a tree template.
    3 points
  3. in a gameplay test i survived the ia first attack by moving my houses and civil centre and hide from the another xiongnu attack
    2 points
  4. Hey @Lion.Kanzen, Thanks for the images, however Do you mind keeping the references for other threads, as the goal of this one is to get stuff commited and used for A23 not adding new stuff. Basically what I need is to know what helmet should go to whom, for instance the boeotian for let's say mace_cavalry_spearman_a.xml etc.
    2 points
  5. More of the xiongnu in the gloria sínica tráiler. i like how the bigger yurt have another texture.
    2 points
  6. Made this Little cart for the house packed versión, as something you should get fast when moving from one site to another (Food, Wood, barrel's and cloth) thats why isn't very complex.
    2 points
  7. Ah, that was the reason why we should serialize the turnnumber in savegames as well. Yes, one can concatenate these two replays, but not before computing every turn number. Can implement that eventually depending on how old I get.
    2 points
  8. No I don't mean "only in bataillons", sorry if that was unclear. What I mean is that we'll most likely treat formations as a single entity once created.
    2 points
  9. Formations are bugged because units have problems into finding own position in the shape when near obstructions. This means that the whole formation wont move if 1 unit get stuck (i am sure this mostly happens when the members are reaching own position in the shape when forming the formation ) nor attack thus you are forced to delete whole units within formation. I was thinking about a system like for control groups hotkeys where if you lock a formation through a button in the middle panel ( where u see the garrison, repair, deletr icons) , whenever you select an unit within formation, the whole formation will be selected just like a battallion with the flexibility to disband and modify it whenever you want ( but code comprension is quite nasty)
    2 points
  10. While the mockup is sexier, the patch is actually more functional, what with the regions and cultures functionality. Would be nice to combine the look of the mockup with the functionality of the patch.
    2 points
  11. How come this is such a bottleneck? Just curious... It's awkward, especially for first timers. It's one of those usability things that should have been implemented like 2 years ago.
    2 points
  12. I'll say a few of those helmets look a little too close-fitting, maybe those longer horsehair plumes should fall flat on the helmet. I also think the phyrgian beard should sweep out a bit
    1 point
  13. Allied AI? There's an option for sharing storehouses, but I think that you need to research a tech in the market, and later I don't remember if the ability it's unlocked by default
    1 point
  14. There is a difference between low FPS and 'simulation lag'. While too many units and a too big mapsize worsens the performance both in the simulation and rendering, it's also possible to have a crappy framerate even if the simulation runs smoothly. FPS is certainly getting worse with every tree and unit added to the screen. So you gotta resort to reducing the graphics settings and limiting the mapsize + population anyhow as Stan recommended. (There is also an FPS limiter in the options in case you want to get above 60 fps)
    1 point
  15. 2nd attack, the nomad functions serve his purpose
    1 point
  16. Each client does as well as a check make sure all the clients have the same data the lag you see is mostly related to the pathfinder algorithm more units need more calculations it is being worked on as well as work on the render engine there is also the fact that we still really only use a single core of multi-core CPU's refactoring for multi-threading will be a very long and difficult task. Enjoy the Choice
    1 point
  17. It would be nice if some good players do commentaries of games and put them on YouTube.. as far as I looked there were mostly new players who do not really know the game who made videos.
    1 point
  18. This faction is indeed turning out to be a fully fledged and playable civilisation... Nice... 0AD's first playable nomad faction? If all the content produced over the last few months is properly valued and implemented, the next alpha is going to be the most amazing and memorable one in years!
    1 point
  19. The storehouse for fix the petra ai bug
    1 point
  20. lyx is what-you-see-is-what-you-mean GUI to create LaTeX without having to write or even read code. By configuring some hotkeys one can write equations more quickly than with a pen. With copy & paste solving linear equation systems becomes trivial. Since one can only add/remove pairs of parentheses and select the entire term, one also never runs into issues with them that can easily occur otherwise
    1 point
  21. This is most likely the direction we'll take. I'm pushing for also having a "walk together" behaviour that sort of mimics AoE 2 formations.
    1 point
  22. Yes! Perhaps civ's should be tied to the geographic regions where their capital region is located, so you'd have: Europa: Rome, Athens, Sparta, Macedon, Iberia, Gaul, Britannia Asia Minor: Persia, Seleucid Empire Asia Mayor: Mauryan Empire, Han Chinese, Xiognu (wink, wink) Africa: Carthage, Ptolemaic Egypt, Kush (wink, wink)
    1 point
  23. We really need this: Your mockup has my mouth watering... Any chance you could make this a reality. It would really jazz up the civilization selection. Part of a larger interface update for the next release, it's necessary...
    1 point
  24. I believe the problem was a deprecated file I had from ye olde visual arrows indicator patch. I have since deleted that file. While the interest is appreciated, I merely keep the mod up-to-date for my own amusement. There will be no A23 release of the mod.
    1 point
  25. At least there is no bug showing up but i had to deactivate the ranged woman, gonna make it work with upgrade system, and the ox still don't wanna walk
    1 point
  26. I might have to give this a try. It seems simple enough. Plus, it will give me an ideal on how to mod. I mainly just want to mess around with the AI - nothing really usable or big just something to do when I'm bored. My own little civ with techs and stuff would be neat to test the code I make. Thanks for the links. I didn't even know those kinds of pages existed. I've got annoying fantasy themed ideas in my head. Glad to hear I'm not quite delusional. Of course the models will just be what's provided in A22. I probably don't need to copy them. I should just be able to place them in the template and 0ad should grab them from public. Thanks again.
    1 point
  27. Allow players to pick their factions and not the game host (multiplayer) Toggle option to lock any duplicate factions to prevent mirror matches Add description to formations and force said formations to stay in the formation. Allow the usage of any map for any player amount, some maps are just too little for some player counts Have a right click hold ability when navigating a formation to predict how it'll stay and where it will be pointing towards Build traps along the owned territory to cripple enemy approach like trap holes or spike traps Addition of far east Civilizations like the chinese and Japanese Have the corral provide trickles of food per garrisoned cattle allow taming of gaia animals, the persians suffer the most from not having this enabled Build traps around the owned territory with a certain limit and distance between traps to prevent spam.
    1 point
  28. Most of the lag is due to the pathfinder routine that has to calculate where each unit is moving to next so more units means that this takes longer period your change of game play would not have the effect you outlined as everything is still in need of running though the pathfinder we are working it it is not a trivial(easy) problem. Enjoy the Choice
    1 point
  29. There are some chinese developers making their own han-xiongnu wars game based on the engine of M&B warband look at the end of the video for the xiongnu Link: http://www.rpgcodex.net/forums/index.php?threads/gloria-sinica-han-xiongnu-wars-sandbox-rpg-set-in-ancient-china-based-on-m-b-warband-engine.118263/
    1 point
  30. and is something offtopic this but i don't wanna make a topic apart for just a little thing: The romans have the legionary which has a lorica segmentata, this one has shoulderpads so they could be added via props like the persian props using the armature prop points: prop-shoulderpad_R/shoulderpad_L and same with some other units which have unique props like the celt torus
    1 point
  31. @stanislas69 @wowgetoffyourcellphone was right the state needed to be unpacked not un_packed i didn't noticed before siege_weapons_animations.7z
    1 point
  32. Remade it more low poly (the three are the same size) Tools_update.blend
    1 point
  33. Seems like you are right and autobuild is broken. @Itms
    1 point
  34. Hello, I am Satoral! After many years of observing the development of 0AD without participation, I decided to register at this forum to discuss about several topics concerning the game and the engine with you. First and foremost, I would like to say that the time of my registration is no coincidence. As I am a long-term fan of The Undying Nephalim and his magnificent work, it was just a matter of time that I sign up here. The second reason is the hiatus of the development of Delenda Est and the following discussion about the vision and the future of 0AD. Before I share my ideas and suggestions with you, I would like to mention that 0AD is one of the very few open source games, which already possess AAA quality and my respect for all developers who worked on Pyrogenesis and 0AD is tremendous. As far as I know the biggest issue for the future of 0AD is the low popularity and the small number of developers. Considering the premise that if the popularity is increasing, the number of potential new developers is increasing as well, we should think about how to increase the popularity. My suggestions are an attempt to achieve this goal. My suggestion for the long-term perspective is to make 0AD more versatile for new types of gameplay, so it would be possible to implement these two types: 1. MOBA - The most popular multiplayer games in the current world of gaming. DotA was the most popular mod in the gaming industry and 100 million people are playing LoL per month according to an estimation of September 2016. As there is no MOBA which is open source, there would be the greatest potential. 2. Stealth-oriented RTS - Commandos and Desperados showed the great potential of these games, but they are terribly outdated and no one carried this genre in the present age. There are still modders for Commandos, but they are limited to the boundaries of their engine. In this case, 0AD could revive a whole genre. My suggestion for the medium-term perspective is addressed to the community. In my opinion, it is very important to focus on the quality of a few mods instead of making many mods. When I look into the modification section, I see countless abandoned mods with great ideas and most of them are not even playable in A22. The community should unite to make two or three mods which are presentable for the audience. Here are some exemplary ideas for such mods: 1. A continuation of Delenda Est - It combined interesting new factions with gameplay and balancing changes. In my opinion, Delenda Est was the best mod for 0AD so far and a perfect alternative for the vanilla game. 2. A mod which covers the 19th/20th/21st century - As I saw in the modification section, there were already attempts to realize modifications with this scenario. I am sure that a mod in the style of Sudden Strike or Blitzkrieg could attract a lot of new players. 3. A unified balancing mod - The whole community should work on a balancing mod and find a suitable consensus for this issue in a democratic way. A good competition of the best ideas and steady progress in the right direction would be profitable for everyone. My suggestion for the short-term perspective is to run a crowdfunding campaign. The collected money could be used to hire a programmer for certain tasks concerning the engine and the game. An update of the technical design documentation would be helpful as well to lower the difficulty for new developers to find an entry point. Finally, I would like to summarize my view on the current state of 0AD in a few words: In my opinion, 0AD is a very good game with a relatively polished engine, but despite that fact, it is too unspectacular to agglomerate more players. Fortunately, 0AD seems to be a decent basis and furthermore, there are many talented people in this forum, who are able to build on that foundation, therefore I am optimistic about the future of 0AD. I am looking forward to interesting discussions with you! PS: Excuse me for merging my introduction and my ideas for the future of 0AD in one thread, but I don't want to divide these, as my thoughts about these topics are more or less coherent. Feel free to move this thread in another section, if it is the wrong one.
    1 point
  35. @wowgetoffyourcellphone This warning was created when I built ADDOLDY (temple).
    1 point
  36. I have no idea what this warning means. It may be because soldiers in Delenda Est are not gatherers. I am guessing because of this line, but I'm probably wrong: base 0 >>> role worker subrole gatherer
    1 point
  37. IIRC we implemented diminishing returns to try and "spread" farms to make them more realistic and more vulnerable to raiding. I think we can safely say it's a failure, though :/
    1 point
  38. How many mods are using counter system?
    1 point
  39. True, it's not obvious, but neither are a lot of other minor features. I will say that it's even less than not obvious, more like "hidden" is the best word. It's not mentioned anywhere in the game. Though again, a lot of the "information" plainly presented in the game is flat out wrong, so which is worse? haha! But yeah, I'd remove it and go with a more macro placement of the farms for efficiency rather than a diminishing returns efficiency,which is more micro-ish. Farming is supposed to be more macro than other forms of food gathering, so we could go all the way with it and drop the diminishing returns bit and go full macro with the farmlands.
    1 point
  40. In AoK it can be countered by champions, siege and some unique units, see Trash Resistance
    1 point
  41. clans....my oldest wish....only light clan structur( clanname, shortcut, memberlist). For further updates(clanranking, clan fights, flags,a clan map where the clans fight each other to control the map and maybe winning new flags for the clan/guild
    1 point
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