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Showing content with the highest reputation on 2018-10-01 in all areas

  1. I'm trying to put steam in the machine again, communication as restarted, Itms started reviewing elexis branch. No ETA still but it's promising.
    7 points
  2. To jumpstart gameplay (and annoy all of the top-tier players) you could merge DE into the dev branch (well, minus all the new menu backgrounds and stuff like that). Gotta get the art all-stars back in the game too, @LordGood @wackyserious @Alexandermb New music from @OmriLahav would definitely be encouraging!
    4 points
  3. I'd like to help with programing. My experience on large projects is basically non existent so I'm having considerable difficulties finding parts of code that relate to a ticket. I have some programing experience and done more tinkering in C then C++. Just started my first day at studding computer science and I hope to improve my skills. I'd like to make my contribution, get game a bit closer to final release and learn something along the way. Current OS: Arch Linux
    2 points
  4. No you were not joking You just changed your mind after you noticed you were rude. Be nice,smile,and enjoy
    2 points
  5. Another month has passed, development is still largely frozen.
    2 points
  6. No!! I get faster to full pop with gauls for example than brit.
    2 points
  7. @(-_-) I would like to see - melee cavalry/elephants : charge ability when they are attacking infantry (auto cast / enable disable) - ability to build canal / traps to kill enemy infantry or reduce speed of ram... (Enable/disable) - ability to use ladder to attack walls / defense towers to kill garrisoned unit (Enable/disable) - Ability to build Not-mobile ram to destroy buildings , only deploy near wall or building to use it to destroy it (Enable/disable) - Ability to use fire (building fire mound) to protect infantry against cavalry/elephant charge (Enable/disable) - for archers , ability to use fire arrow (when its active reduce attack rate / increase damage to mechanical units , ram , catapult , chips , wooden buildings ...) (Enable/disable)
    2 points
  8. You obviously did some research on this, and it is possible that the section in question could be the result of two merged accounts. However, I don't feel the particular points you listed provide compelling support for that. We often follow a summary account with a more detailed account, so I think that's not necessarily that odd in itself. I'm especially not surprised that some in Medieval times had unusual alternate explanations for things. (Actually, that's still common today.) Because the emphasis is on "clean" animals which is such a big topic in other passages, this most certainly meant both, not one or the other. If these were the result of two merged accounts, then one account would not preserve most animals (unclean) from the flooding. Also, it later states (Gen 8:20) that there were animal sacrifices made right after the flood, so there had to be some additional (clean) animals available for that purpose (or they would be killing off the last two of a particular animal). It mentions forty days of active flooding (ark was lifted up) and 150 days of water retention. I guess the 150 days is supposed to include the flooding and receding. The idea seems consistent enough with one account. It's implied that the raven never returned, so instead a dove was sent weekly until the dove returned with a branch indicating land was found. The last time the dove was sent it didn't return either. The three times is probably supposed to be symbolic. The raven vs. dove was probably included to provide a comparison (like goat vs. sheep, etc.) [Edit] fixed grammar
    2 points
  9. 2 points
  10. That whip though What do you think about Star Citizen?
    2 points
  11. In 1v1 the Briton civilization has: - one huge advantage = you can get to max pop (build your full army) sooner than any other civ - one huge disadvantage = poorer units, if you build your army and do not immediately attack, your opponent will be able to build his own full army and will defeat you as he has better units Because of this, Britons are very much like zerg in startcraft. So this is the strategy when playing Britons: build a lot more units a lot faster than your enemy, and when reaching 150 population urgently attack. If you fail that attack you lose, if you delay that attack you lose, if you are not the first to reach max pop you lose, if you do not know how to use many but weak units in combat you lose, and so on. Note: if you are a beginner today, follow this guide and you will reach a high score simple because there are also a lot of beginners that make huge mistakes. You need to memorize this build order, and always play it on normal Mainland map and configure your building batch size to 2: 1 - with your initial 4 women build granary near berries 1 - with your initial 4 soldiers build warehouse near wood 1 - put your horseman to collect food from chickens/sheeps near cc 1 - put your cc to train 6 women and set rally point to berries 2 - send your dog to go near the enemy base 3 - make the 100 wood upgrade from granary, that upgrades the berry gathering rate 4 - keep building women and send them to gather wood, your cc should be constantly training 5 - when your pop is 21 build a house 5 - use your dog to find an enemy woman ans harras him. Try to kill one woman, sacrifice your dog without regrets 6 - when you reach 24 pop now build slingers instead of women, pay attention to build a house whenever you are getting close to your pop limit 6 - build a tower near your berries, you need to defend against enemy harrass 7 - when your horseman has finished collecting all chickens send him to scout (see opponent building location) and then harass opponent (killed a villager) 7 - when your stone is depleted, train again women instead of slingers Since a 1v1 game should take somewhere between 20 and 25 minutes, the steps above are roughly your first 7-8 minutes, that makes it about a 3rd of the game. It should be memorized. Now comes the second third of the game: In these 7 minutes you need to achieve these goals: - have 9 full farms, meaning 45 women - advance age (500 food and 500 wood) - reach 150 population, out of which 45 are women and 105 soldier - have at least 3 barracks The third and last part of the game is your attack: you leave 10 soldiers to collect wood, and your 45 women to collect food. Thus you have 95 soldiers with which to attack. 1 - your goal is to ruin his economy = capture houses, kill women, capture unguarded barracks. What does it mean: 1.a - avoid towers of fortress (he will not have one at this moment if you played correctly) 1.b - it is very useful to know where his buildings are, thus you can attack form behind, where ha has houses or farms or barracks/blacksmith/marketplace without towers nearby, you gain this info in stage one, with your horse 1.c - he will pull his soldiers form collecting resources and use them to defend. Thus he has no more economy this is why this attack is so powerful 1.d - you have 150 units, out of which you attack with 95 soldiers. If you play it correctly, since any other civ does not get bonus population from his warehouses/etc, he will only have 110 population, out of which half are women, effectively you outnumber his soldiers 2 to 1 (or maybe just 3 to 2) 1.e - you keep your army together, while he has to pull his soldiers from different spread out places. If only a part of his army attacks you at one point, you have effectively a 5 to 1 superiority 1.f - your army composition is 3 ranged units (slingers or skirmishers) for each spearman 2 - your barracks and cc must keep training soldiers, so that you get reinforcements in combat 3 - proud opponents cannot believe they have lost so they will try some weak attack on your base with a few troops. Use those 10 soldiers gathering wood to defend 4 - if game drags on, advance last age and build yourself a fortress - if it gets into an attrition war, you have lost Most important notes on combat (this is what happens in the third part of your game): - your army should be 1 spear for every 3 ranged, so a 75% ranged units ratio - range units battles end up very quickly and you should devote your entire attention to them - the moment you need to pay most attention to is this combat moment, when your army engages his - the one who has his ranged units close together wins against the one with dispersed units, worse even, the one whose units move in a line and attack one by one - do not let your units run towards your enemy, as his ranged soldiers will kill your units one by one - put spearman in front of slinger, as spearman move slower they will spend most of the battle moving instead of doing damage - slingers do the most damage per second - in the heat of combat, moving instead of doing damage is wasteful - attacker will lose if he sends his army to an equally large army that is standing together still - put your units to most aggressive stance (they will engage any enemy), just to avoid useless movement during combat - never fight combats where your opponent has the same amount of army as you. Always attack only when you outnumber him. Retreat when he has the same or more. - the ideal situation when your army stands still grouped together, on aggressive stance, and he attacks you with his smaller army. Many people will attack you with roughly equal (slightly smaller) armies composed of better units. This is a psychological defect of the human brain that is very hard to resist. Easy win as moving close to you will kill 15% of his army before doing any damage. - never fight in range of towers or fortress If you follow this build order (I will update with timers and exact builds, maybe make a 1v1 commented match to explain) there is nothing he can do to mediate your advantage, thus you will only lose if you make some combat/late game/get greedy mistakes. Stay tuned for more, I will be adding and editing this post.
    1 point
  12. Not as many icons as you'd think anymore, but some. As far as work goes, wouldn't be much. Not much would be "broken" per se since you're just overwriting a bunch of stuff. The most broken thing would be the AI. Mostly facetious anyway since you'd have 2 dozen highly ranked players coming to the forum to loudly complain.
    1 point
  13. skirmishers have a better speed of movement, bonuses in the collection of wood for example
    1 point
  14. 1 point
  15. Picked this up from Amazon as a kind of "house warming" gift to myself, since I'll be moving into new digs soon. It's actually pretty cool in person and has some considerable weight to it. https://www.amazon.com/gp/product/B00GB2E3M2/ref=oh_aui_detailpage_o01_s00?ie=UTF8&psc=1
    1 point
  16. Glad you could help (just ask if you want some help) here are simple tickets for starters https://trac.wildfiregames.com/query?status=!closed&keywords=~simple
    1 point
  17. True, Ptolemies or Gauls are a really faster civ than britons in booming
    1 point
  18. Hi Amadeus, I would like to share my opinion about the strategy you propose: I don't agree at all with this: britons have one of the strongest army composition in game: mass pikes + slingers + rams Set rally point to wood it's much better, then you train 3 women to go on berries (total is 7 women on berries and 6 on wood) Mistake: the dog is a very important unit. You can use him to scout much the enemy base and also to slow enemy economy. If you keep going/run away from enemy berries you produce a bigger damage in economy for the player (1 women is practically nothing) This will make you waste wood for an unuseful building: 1) berries are already in cc range, so you don't need to protect them so much (the women take a little time to run away) 2) a tower deals not much damage if not garrisoned, and remember that the men are taking wood, not berries I would say that 9 fields are too many for your strategy game: they are good if you project a long game with more than 400/500 unit for player lost. If you want a quite early game don't make more than 8 fields (if upgraded they can be more than enough for all your game) 3-4 barracks are useful for a long game. If you want this type of strategy use just 1-2 barracks or you will finish your resources too fast I would leave at least 20 to mantain a good wood economy This is your project: if you are talking about the third part of the game (14-15 mins) calculate that a good player can have something like 250 pop + fort, and he can counter you very very easily Maybe the attrition war is what will make you win with a strong civilization like britons xd Slinger attack: 9.5 every 1 second. Skirmisher attack: 16 every 1.25 seconds If you don't consider dancing, that is very useful Never fight combats where your opponent has more upgrades than you. The number of soldiers is not what makes you win (a player can win a 2v1 even with dancing Also, you forgot the most important thing to say: fight and do economy with upgrades. If you have upgrades and the enemy not you can win a fight with really less soldiers than the enemy CONCLUSION: If you like to attack in the early game to win, I wouldn't advise you to attack around minute 14-15, cause the enemy can have P3 full pop. Maybe try to use a strategy (that I usually copy from borg- xd) for a 8-9 minute heavy attack with britons. This because there are many ways to counter your strategy
    1 point
  19. Gaia animals AI improvement currently when a unit attack to a Gaia wild animal, Elephant for example then Elephant start to follow all over the map till one of them die (they have very good GPS and tracking system ) ... and they skip any other unit who attack them/under way after first attack ... Suggestion: 1- Wild animals not following all over the map , and they follow attacker only for a range , their territory 2- They attack to nearest unit (any unit from any civ) not only the one who attack them (Basically any unit near to them )\ 3- Wild animal speed increase when they rage and start to attack , when a lions/elephants etc get angry and start to attack they dont walk with coquetry 4- if possible , when there is a group (herd/flock) of lions or Elephant and when a player attack them then all of them got rage and start to attack and not only one of them
    1 point
  20. https://trac.wildfiregames.com/wiki/ I am currently maintaining it and updating it but not your counterpart even though I know about it http://0ad.wikia.com/wiki/Britons
    1 point
  21. do not forget about https://code.wildfiregames.com/D337 and https://code.wildfiregames.com/D281
    1 point
  22. See Stamina patch and #3177 (Both on Trac)
    1 point
  23. Lol! I enjoyed those movies a lot when I was a kid... Should probably rewatch them... This scene always stuck with me... Poor assassin... Don't bring a sword to a gunfight eh... ;';===
    1 point
  24. You are free to advertise the game around you, to gather more developpers.
    1 point
  25. In many ways I think a grand/strategic campaign would be easier to achieve than a narrative campaign.
    1 point
  26. I have the entire outfit for Indiana Jones.
    1 point
  27. Hi Amadeus, Thank you for sharing this guide i really use it Would be better players comment on this and not me , but i think aggressive players can counter it for example i do remember in a game FeldFeld attacked Vilhart with 21 light indian cavalry at minute 6 ... i think its before you start training soldiers and you have mostly women workers ... or you can see a short game between borg and feldfeld (final , last game or a game before) You can find this replay here, for reference
    1 point
  28. 1 point
  29. Dear @amadeus , yes its true and not only the replay feature... there are other parts also needs to be added or to improve thats why this game is still in Alpha (not even Beta) phase and there is huge difference between this game and other commercial games you see in the market .... its free open source and handle by community , they are not hired to provide this game , they are students/ freelnacers / working for different companies / maybe totally different jobs... they have families , personal stuff... and they are contribute to this game as much as they can from their free time, The point that i really like about this project is: everyone welcome here to help and contribute (guys correct me if im wrong here) you also if you think there is part that you can help that would be great .. and sure every one thank u
    1 point
  30. Hey, If you want this fast you'll have to code it yourself. We are all doing this on our free time and unfortunately for you this is not a top priority for us. Next time though, you might want to ask more nicely.
    1 point
  31. Basically there are two different questions: was there a world-wide myth about a flood? was there a global deluge? The answer to both is actually negative. First the former: it takes more than just "there was a flood" to conclude different myths have a common origin. There are numerous trickster myths throughout the world, but that doesn't mean there once was a single myth shared by everyone (nor that there was only one trickster ever, on which all later myths were based). The Greeks had several flood myths (Deucalion and Pyrrha, Philemon and Baukis, Achilles vs Xanthos/Skamander, Atlantis), but these are all separate stories with different origins. Then the second. It is true global sea levels have been rising over the past thousands of years, albeit at varrying speeds; the increase since c. 5000 BC is practically negligible. What matters more is that continental plates are moving, causing some areas to submerge and others to rise (e.g. the Atlantic Ocean widens at about 2.5 cm each year and Mount Everest in the Himalayas becomes nearly 1 cm higher yearly). It is also true the Black Sea was not always connected to the Mediterranean, the Mediterranean not always to the Atlantic. and the Persian Gulf not always to the Arabian Sea. However, although there are some who argue this might have happened at single, catastrophic events, the majority believes that all these changes happen at too slow a pace for individual humans to notice. People tend to overlook that flooding is actually quite common. Rainfall isn't constant and river levels fluctuate. Usually rivers stay within their course but occassionally they inundiate nearby areas, sometimes for days, sometimes for weeks. We know from Latin and Italian sources that e.g. the Tiber (Rome) and Arno (Florence) frequently flooded; it was part of normal life; only particularly severe ones enter collective memory, e.g. the Seine (Paris) in 1910 or the Arno in 1966. Only last month (August 2018) there were severe floodings in Kerala; c. 500 people died, over a million were evacuated to relief camps, five million more were directly affected; and Kerala is a relatively wealthy state with weather forcasts, emergency services, mass communication, and dozens of dams to control water levels. In a different time or area there would have been a far greater disaster. Given that the vast majority of human population throughout have lived since pre-historic times, and still are living in the present day, near rivers, and that it is not unusual for rivers to flood, it is perfectly understandable (unrelated) flood stories are present in different parts of the world.
    1 point
  32. Well the next cinematic is almost done, should be up within the next week. I figure people here are more interested in gameplay though, so here's a sneak peek at the next Civ that's being added into Hyrule Conquest:
    1 point
  33. 1 point
  34. You could look at https://code.wildfiregames.com/D1598 And https://code.wildfiregames.com/D1590 And tell us if we forgot any requirement of the GDPR or if there are any loophole.
    1 point
  35. I am a lawyer - could i maybe help with something?
    1 point
  36. Just as smiley said, the big issue was GDPR and the bad timing with holidays. It was difficult to work around an issue that needed an expertise nobody had at first. But we're getting there, and we fixed more things than we originally planned in the re-release. Thanks for your patience
    1 point
  37. Development has been largely frozen at least since March in anticipation of the next alpha (A23), which was released in May. A quick re-release was announced but so far has failed to materialize. It's now September and as far as I'm aware development is still largely frozen. Between the release of A22 (July 2017) and A23 (May 2018) there were c. 2000 commits, i.e. about 200 per month. Between the release of A23 (May) and now (September) there have been 56 commits, i.e. only 14 per month. This is getting increasingly worrisome.
    0 points
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