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  1. In fact I think there is only one guy He is very good though. I'm addicted to the opening track of Terra Magna.
    2 points
  2. Scythians and Xiongnu will be taken out for 23b.
    2 points
  3. Hi. First I want to congratulate the developers for their excellent work :) second I'm a history university professor and I love the ancient world. If you need help, let me know. I want to know what plans they have for the campaign? and I want to rig because they make a mixture of total War with Age with open world and possibility to conserve troops and cities. I am willing to pay and help with knowledge. Greetings.
    2 points
  4. The blood is also supposed to stay longer than the corpse because the transition from the entity to nothingness should be as progressively and unnoticeably as possible. I mean it was a deliberate tactic by the roman swordsmen to only do one quick hit into the stomach and then go on with the next guy rather than actually killing the opponent (so as to become more efficient in battle). So in a way it was even worse than killing for the one having to experience it.
    2 points
  5. I have been playing a game called minetest for some time now, it is similar to minecraft but open source and free. It is also moddable in luascript and has texturepack support, the game even has it's own servers, it also has a much taller height limit then MC. Just wanted to let anyone browsing this forum about minetest before they dish out all that money on minecraft, as minetest is a viable alternative to minecraft unlike some of the lower quality clones out there. https://www.minetest.net/#features https://github.com/minetest/ https://discord.gg/d2kXzWC
    1 point
  6. Hill of Sorrows is an old track of mine. Jeff Willet laid his percussion magic on it and it was added to Terra Magna, not the main game... But it is indeed one of mine @Free I got your message and sent a reply, please feel free to keep in touch and send me any tracks you think are a good fit for 0 A.D. Thanks!
    1 point
  7. Upload mainlog.html, it contains the full SETI response Perhaps the mods were enabled in the wrong order
    1 point
  8. I like how the gaia puts up a fight in jebel barkal, polar sea and danubius, especially the former. More like it is needed where the gaia is more of a real opponent than the Standard AI player. it can be an opponent (or a map) where the gaia either has it own pre-built base/town, or enter a map from one or two direction/s with increasing number and frequency overtime but not to the point where the game's framerate instantly drops. Doesn't have to be historical, just for fun playing in Sandbox Mode. Suggestion: A 'Gaia Bot' aka 'Fauna/Bandit Bot' (Color: Grey) -'Gaia AI' entity but somewhat different from the Regular Gaia (White) that wander the map, they can either be a well organized group of bandits of varying levels, or wild animals that will flood a player's base or everyone's bases, along with the whole map -Friendly to regular gaia units/buildings, takes no sides by default (unless you change it's behaviour) -The Bot has two versions: the Bandit Version and the Fauna Version -The 'Bandit Gaia AI' possesses special unique buildings that ,when captured and depending on what type, gives you access to their own specialized features; - Black Market/Smuggler's Hideout = SH (Small Market) gives 2x the trade profit, BM (Large Market)= 3x trade profit (needs some balancing) - Research Buildings = certain building/s like a 'Smithing or Siege Encampment/Building' gives access to certain unique upgrades to your units/heroes/buildings on top of what you can research in your own chosen Civ - Economical Buildings = these type of buildings either gives the player a +% Gather Rate for 1 type of resource or gives your workers a resource drop off multiplier for 1 type of resource (e.g. 'Tool Storage House (Small and Large)) - Resource Buildings = they function similar to the Farm and each gives you a different resource once a player assigns 5 workers max to 'gather' from them but unlike the farm they have a much slower gather rate, even if you researched all the necessary boosts these unique resource buildings will only give you a 'normal' gather rate the same way if you did not research all the +% farm gather rate throughout the game (e.g. Makeshift Mine/Quarry/Timberyard) - Unit Production Buildings: - Bandit Camp = Appearance is either the 'Mercenary camp' structure entity or an alternate design of the former, trains basic Mercenary and Bandit units - Bandit Compound = Stone structure similar to 'Military Settlement' with less territory control, trains late game Merc, Bandit Units - Bandit Stronghold = Fortress structure that doubles as a 'Civic Center' with 2x the defense stats of the former with only 4/5 territory control radius of the latter, trains Merc and Bandit Champion Units + Bandit Leader/Warlord/Hero 'Unit Composition'' -The 'Bandit Gaia' Version has it's own unique 'Bandit' units (Basic, Advanced, Champion, and Hero Units) - Killing the units it control gives you 2x loot and x1.5 exp but in exchange all their unit stats are slightly higher than their normal counterparts - Includes All trainable Mercenary Units in the Game, as well as Random Units that serves as a stand in for bandits using looted equipment As for the Fauna Gaia AI, various (slightly buffed) non-food resource Wild Animals like Lions, Wolves and Artic Foxes, can either spawn/enter the map's edge from different directions not long after the game starts then proceed to go after everyone depending on the settings while their spawn size and aggressiveness grows with every successive wave. Or, they spawn from Gaia Structures like 'Dens' or 'Caves' on certain terrains or 'Designated Areas' at regular Intervals, or a combination of the two. Win conditions can be chosen like usual along with staying alive until a specified time is reached or a player can play an endless game with an indefinite spawning Fauna/Bandit Bot on Sandbox/Very Hard Difficulty or choose to be an uber hardcore player by adding regular AI/Human players into the mix Also fps performance issues when there's too many units in one gameplay and 'inconvenient/impractical' looking building placements on uneven terrain, just saying.
    1 point
  9. What kind of personal data are you collecting then?
    1 point
  10. @Lion.Kanzen https://www.wired.com/story/europes-new-privacy-law-will-change-the-web-and-more/ I think it has to do with this
    1 point
  11. Hi, After lurking around this site with so much curiosity, I've finally given the go-ahead and downloaded the game. I honestly have to say, I'm really impressed, for a game in its alpha stage. This game has so much content and playability to offer, plus I love the creativity, originality and even the authenticity and attention to details incorporated into this game, even the troop and building names!! Honestly, it's a perfect 10/10 game. But I do have a few questions though: Will there be triggers implemented in the editor in the near future? I explored the scenario editor for a bit and I was honestly impressed with the variety of possible terrains you can impose on the map, as well as the many varieties of eye candy you can add in, with all these objects available. It kind of reminds me of the Empires: Dawn of the Modern World editor where you can even place stuff that belonged to buildings (e.g. an anvil that belonged to the armory etc). But one minor let down was the lack of triggers or anything of the sort. The only options you can have in functionality is something akin to AoE 1 but even less options than that: Capture the relic, Wonder, Regicide etc. I looked up if there was any possible trigger system and only found a wiki on it that well.. seemed confusing to me, describing stuff related to scripting and stuff, which I have very little knowledge of. Heck, I doubt I can really do much with that sort of stuff, like change civ name, create and task enemy units to a particular area, change class/unit attribute, get a person to an area to win the scenario, adding a variety of objectives instead of the usual B&D type of game etc. It would be great if there were triggers implemented in the map editor - something as powerful and rich as - for instance, those from Empire Earth or Empires: Dawn of the Modern World, and not anything like AoK or AoM which were both lackluster imo... Suppose there was an update or a bug fix available. How do I update my version of the game if these were available? I read somewhere that it had something to do with PPA or something? But I honestly have no idea. Would love to know if there was a way I can follow up any sort of future update.
    1 point
  12. Downloads of new releases are always available on play0ad.com. The most recent developer version can be obtained via BuildInstructions. After having created some triggerscript maps, the freedom to use the entire simulation is a freedom in map creation I wouldn't want to miss and hence probably never use the map editor if it had a triggerscript editor. Some functions are common already (the ones currently in Trigger.js and TriggerHelper.js for instance) and can be exposed in the map editor, but the map editor will likely never have the same freedom as writing some code. For instance the ship ungarrisoning on Danubius needs to account for the angle of the river and compute if there are still units on that side of the river. This is some procedure which we can barely implement in the GUI. If you want to create some triggerscript maps, I suggest to take a look at the existing ones, some have 20 lines of code (elephantine), some 40 lines of code (gallic fiedls), 100 lines of code (polar sea), 300 (survival of the fittest), 600 (danubius, jebel barkal). One has to understand that units buildings and resources are entities, and that each entity is made up of components, each component being some code implementing a certain feature of the entity (such as walking, attacking, health) defined with a set starting values defined in the entity template XML file. Then one can imagine some small thing that is supposed to happen on that map, translate that to actions that the entities do (for instance spawning, garrisoning, patroling). For these mentioned options adding triggers is possible. As mentioned, each map is different and needs to account for something (such as figuring out where the left and right riverside are).
    1 point
  13. Hi guys, Just coming back with the subject for 0ad23. Introduction : Do you notice in a team game (for exemple) that some players are very good to play with absolute no considerations for their alliy (allies) and play for them selves , resulting in behaviours such as : building defences just 10 meters away from the battle you are fighting in, the very same battle you cross the whole map to get in, in order to save him. As a result, he often let you fight 2 vs 1 and total ignores the dynamic of numbers in a fight (lanchester law) and the fact that those towers will be totaly useless if you fail to defend him. Results : While you exhaust your whole eco and lose your whole army, that same ally can finish the 2 weakened ennemies, kill all their workers, destroy buildings with rams .. and.. get the highest military at the end of the game ; and all the glory. Observation : the current score system doesnt take into account the time ; in other words : 100 kills at min 5 = 100 kills at min 20. Simple idea : The graph tab shows the evolution of the score. Why dont we take the "area under the curve" (AUC) (the integral in math) as new score (a new tab in the stats)? Early success in the game will have an score impact all along the game. This should be easy to implement as it could be computed at each event (+1 kill) just like it is for the graph. Derivated idea : If you divide the military AUC of a player by the AUC of the whole team / number of players in the team , the you can have a good indicator of performance of that player as his military activity is compared to the average AUC of the team (on the military aspect , but could be done for the eco as well)
    1 point
  14. the balance of the game is getting better for sure. I just notice that Champions are missing in the battle field. P2's Spartans and Athenians champs are never made , neither skirtais anymore : early P3 is too important
    1 point
  15. Nice surprise to see the Scythians already in there. They are not playable yet, or are they? I notice that they don't have houses and when I try to open the tech tree it breaks the GUI and throws some warnings.
    1 point
  16. Well, this is not part of the official team, but you migth be interested
    1 point
  17. That and injured soldiers are more of a drain on the enemy so it has strategic as well as tactical utility. Enjoy the Choice
    1 point
  18. Yes, this one. It's the thesis. Thank you for your message. The misinterpretation is normal since the knowledge is not free and accessible. There is only a few peoples that are doing historical mistakes with a bad intention behind. I don't have a grief against good peoples doing mistakes but against scientists that often didn't share their works. It is why I'm a huge supporter of science hub and affiliate platforms. Especially since I went to poor countries where students didn't have access to a good library. Osprey is often the only accessible source for amateurs but their work is sometimes of mediocre quality. Well it is very difficult to interpret anything with coins without a complete series of the same coins. One classical example with a coin of Cunobelin that was described as showing a round shield even by someone like Cunliffe. But when we look in details is it really obvious that it is a round shield? I don't know. When I look to another coin of this serie, the shape of the shield is clearly less obvious. Then how to be sure that it is not an artifact from the coin's matrix? The difficulty for this coin of Cunobelin is the rarity. There is not a lot in circulation. It is the same problem with the coin of Tasciovanus (2nd one) where Cunliffe see a rectangular shield and where the others coins seems to tell a different story. The coins of Epaticcus are a good example of similarity with the Cunobelin coins and they have some variations too. This coin is more difficult, it is a Caesar coin dated of 48 BC. The problem is that all gallic coins from Caesar are showing a carnyx. It is not the case here. And there is spanish and roman coins from Caesar: And the shield is the same that this one used for Juno Sospita: Thus I am skeptical.
    1 point
  19. Reporting again the low train time of the carthaginian shield cavalry and gaul's sword cav speed is lower than other civs' sword cav without being compensated. Also i recall seeing a single scout cavalry destroying field in about 5-10 seconds, i forgot to say it, not sure if that is wanted. I'll see if i can test the changes online.
    1 point
  20. That's because the Alpha texture slightly alters the color, because it has details of its own, and maybe a color of its own.
    1 point
  21. This guy deserves a cookie that is far greater in diameter than the World's largest pizza recorded by the Guinness.
    1 point
  22. Hi there. Mayorcete here again. Glad you liked my last 0 A.D. video. I'm sure it will bring a lot of new players to the game and I do it totally on purpose. I love this project and I want people to know it and play it. Plus. This kind of videos grant me a lot of views and subs. Anything related to AOE that is not AOE makes for an awesome and trending video. About the Spanish community I can really back what you say. Spain has a good lot of AOE lovers. But we shouldn't see the situation on my channel as somth which has to do with the viewers, but the other way around. I've been in YT for quite long and I've been trying to promote strategy (and overall RTS) on a massive scale. So you can tell that the situation of the Spanish community is one of a kind. You could say that we are not as many as we seem, but we have a better stablished community thanks to the content we are making. I've even encouraged other YT friends to play AOE and similar games (see Matakito on YT), going one step further. You see; after all Mayorcete Gaming is not only the biggest AOE channel in Spanish, but in the entire world, so the way it affects the public is rather unique and difficult to analise in terms of interest over RTS. All I can say is... Keep working on this wonderful game. I'll keep promoting it. New factions like the kushite will always let me make new vídeos for sure, and new alpha versions will serve as well. Nice work and keep it up. BTW. Now vídeo:
    1 point
  23. It would be more useful to have "resource value destroyed" stats instead of "number of units/buildings destroyed." "Resource value destroyed" would multiply units/buildings destroyed by the cost of those units/buildings. That way, killing 50 women would not count the same as killing 50 champs. Starcraft II uses this system. (To get a little fancier - adjust resource weights according to how valuable that resource is, so that killing units that cost metal gains you relatively more score). Kill/death ratio could then be replaced by a more useful "combat efficiency" score - the ratio of the resources of the enemy that you destroyed, to the resources of your own that were destroyed by the enemy. This would help you figure out whether a certain strategy is cost effective or not. Total score should then be: the total resources you spent plus the value of enemy units or buildings you destroyed plus twice the value of units or buildings captured from the enemy (capturing counts twice because it both takes from the enemy and gives to yourself) minus the value of your own units/buildings that you deleted. (If you resign, that counts as if you deleted everything you had remaining) To see the logic of this, consider a team game such as 4v4. The "strength" of either team at any point in the game can be approximated by the total value of all the units and buildings owned by that team, which will go up and down over the course of the game. The four proposed factors for total score count your total contributions to the difference of (your team strength) - (enemy team strength) over the course of the game. Those 4 factors for total score have the nice property that the winning team is guaranteed to have a greater total score than the losing team - indeed, even if the game ends prematurely, the team with a higher score ended with a higher total value of units and buildings. Also - in all 4 factors, sheep should not be counted. (If you did want to count them, producing a sheep would fall into factor #1, and butchering it would fall into factor #4, canceling itself out).
    1 point
  24. Any idea what has caused this? Clicked the start mod(s) option and was presented with this and no way to navigate any further from here. For example, can't click exit or anything.
    0 points
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