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  1. ==/// ECONOMY SYSTEM MODEL UPDATE \\\== Here is the Model of the Economy System so far, i will update this small section of the first message time to time ////////////////== END UPDATE SECTION == \\\\\\\\\\\\\ Hi everyone!! This is my second Topic in this forum and also the extension of a discussion started here that naturally evolved in a Mod Project. So here we are. First of all i have to tell that i am not native english, i am Italian, so please be patient with me for my grammar. All started from the idea to create a economy structure of the game more complex, i feel all the cities i build with so much effort during the game are just like ghost city, with not real live in it if not for the traders go up and down.... i wanted to have something overall more strategic, not focus on the military where the game is already quite strong, but on the civilian side. To give life to this cities i think is necessary develop their economy dimension, so for example add buildings like Shops , Academies, Products, Markets (Extending that one already in the game) etc.. and Entities like Dealers, Traders, Professors, Artists, Nobles, Citizens, Slaves etc. Starting from this very draft Idea i start developing is something more structured as follow below: (All the Code of the Mod is freely available in this dedicated GitHub for who is interested to partecipate on the development don t hesitate to contact me.) Goal Create a Economy System for 0Ad to give more Realism and add Strategy to the Game. 3 Main Concepts of the Economy System : 1 Economy Entities Dividing the Military Unit from the Civilian , we focus just in the latter for our Economy. Civilian Entity can Upgrade from Slave to Noble paying fee to special structure ( like Academy) or collecting a certain amount of experience ( calculated in money earned ). There are two kind of entity in our model: Passive: Earn Money from the resource gathering job Active: Earn Money producing and selling products We can say that Passive Entity are just Consumer, and Active are both Consumer and Producer. All the Economy Entities consume product and resources, can stock products , have own money saved in them personal wallet and most important they can spend or earn. In more details: Slave work for free and consume just some food the only owner is the State which account for the food and benefits of the resources gathered Citizen the can earn and spend; they consume food and also other commodities like textile or wine, they can buy food from the State or from Food vendors, and the other commodities from the shops or in the market, the own the money earned but also the State own them: all resources gathered go to State which pay them producing money from free Shops, Market, Circus are instead Structures which spend money to buy resources from State and resell them to Citizens offering different products from clothes exotic food entreatment etc..also they need to pay a tax for each transaction to State Nobles instead they can own Slave and earn a percent for all the Lifecycles of them economy once they upgrade in the different economy entity described above. They Spend money for very expensive commodities and they influence the civ evolution like giving some very good benefits to win the game( not sure yet which one ) In more details: State:  Ownership: Own Spend : Money / Technology, Weapon, Diplomacy, Super Unit, Corruption etc.. Earn : Money/ VAT Tax, Monthly Tax, Resources, Villas, Castles Consume: None Produce: Money, Slaves, Market Building Dedicated Building: Civ Center  Slave: Ownership: State, Nobles Spend : NO Money  Earn : NO Money Consume: 1 Food[fish,fruit,grain,meat]/Day Dedicated Building: No Produce: Labor   Citizen: Ownership: State, Own Spend : Money / Products and Resources Earn : Money/ Resource Gathered Consume: 2 Food [fish, fruit, grain, meat]/Day 2 Food [wine, sausage, bread, steak]/Day 1 Clothes/Week ( will be produced by some Shop or  1 Entertainment/Month Produce: Labor Dedicated Building: No   Food Dealer: Ownership: Own Spend : Money / Resources, Products Earn : Money / Bread , Sausage Consume: 4 Food [fish, fruit, grain, meat]/Day 4 Food [wine, sausage, bread, steak]/Day 2 Clothes/Week 2 Entertainment/Month 1 Jewelry Produce: Sausages,Breads,Wines, Steak Dedicated Building: 1 Level : Street Vendor, 2 Level: Locand, Bakery, Butcher Clothes Dealer: Ownership: Own Spend : Money / Resources, Products Earn : Money / Clothes Consume: 4 Food [fish, fruit, grain, meat]/Day 4 Food [wine, sausage, bread, steak]/Day 2 Clothes/Week 2 Entertainment/Month 1 Jewelry Produce: Clothes Dedicated Building: 1 Level : Street Vendor, 2 Level: Clothes Shop Jewelry Dealer: Ownership: Own Spend : Money / Resources, Products Earn : Money / Jewelry Consume: 6 Food [fish, fruit, grain, meat]/Day 6 Food [wine, sausage, bread, steak]/Day 4 Clothes/Week 3 Entertainment/Month 2 Jewelry Produce: Jewelry Dedicated Building: 1 Level : Street Vendor, 2 Level: Jewelry Shop Trader: Ownership: Own Spend : Money / Resources, Products Earn : Money / Resources, Products Traded Consume: 6 Food [fish, fruit, grain, meat]/Day 6 Food [wine, sausage, bread, steak]/Day 4 Clothes/Week 3 Entertainment/Month 2 Jewelry Produce: Resources, Products Dedicated Building: 1 Level : Street Merchant, Artist: Ownership: Own Spend : Money / Resources, Products Earn : Money / Entreatment Consume: 6 Food [fish, fruit, grain, meat]/Day 6 Food [wine, sausage, bread, steak]/Day 4 Clothes/Week 3 Entertainment/Month 2 Jewelry Produce: Entreatment Dedicated Building: 1 Level : Street Vendor, 2 Level: Entreatment Building(Arena) Noble: Ownership: Own Spend : Money / Resources, Products, Slaves Earn : Money / Tax from his former Slaves Consume: 20 Food [fish, fruit, grain, meat]/Day 20 Food [wine, sausage, bread, steak]/Day 10 Clothes/Week 10 Entertainment/Month 10 Jewelry Produce: Technology Dedicated Building: 1 Level : Villa, 2 Level: Castle 2) Money Of course all is about money, so the first thing i did is to create the Money Resource. The Player represent the State in my Economy System, perceive a Tax for every transaction done in its kingdom, ( ex. 20%) plus it can collect money selling resources to the producers and adding other fee after a certain amount of time. More glorious is his economy more money he can make. 3) Products So far i created 8 products that can be sold: - Food: bread, wine, steak, sausage - Clothes - Entertainment - Jewelry - Slave Each Product has a price that change based on the Supply and Demand, they are being calculated by a PriceManager Component, which will calculate the demand and offer every tot amount of time, to give realism of the Economy Model. What i Achieved so far ... As you can see on the image i took the template of Female Support i add to the template EntityFinance, EntityConsumer and EntityProducer. With EntityFinance Component they can earn money every resources gathered, they automatically pay the tax to the State, they can store all money in a Balance which has a maximum capacity , depending if are just citizen or nobles. or dealer etc.. With EntityConsumer Component i track the need of the entity, every time she work one algorithm calculate different variables to define is actual need. these variables are : - Product Daily Consuming, - Product Daily Availability, - Product Already in Stock - Product Prices Compared with his Own Balance. The need is so calculated as a value between 0 and 2 , if the value of need of a product is major of 1 , the product is inserted inside a list of FirstChoiceProduct, which define the entity needed product in every given the moment Of course this component track all the product consumed and stocked by the entity With EntityProducer Component instead define the capabilities to produce products to resell later. all Products produced are in a catalogue that other entity can see , so far i developed just to let the entity purchase what she wants, still need to be developed to producing product etc.. To make the entity moving to buy product if needed i implemented a new order in unitAI Component, i called it "Shopping", which let the entity once she working checking if she has need, if there are producer with available product around and in case if go to them, buy the product, stock them and go back to work . Also For the Visual Part and GUI, i added the 8 product category for Entity Consumer in the left panel so to have a track of what the entity has in stock(you can see the tooltip) and the balance of money of the entity is showed on top of the head of the 3d woman and also in the central panel, where there is a more specific description with tot amount ant max capacity. Money resources are instead tracked in the top together with all other resources. Also i added one new animation once the entity approach the seller, is just a start but at least she do something like paying cash.( Is the third picture, i used another woman as a producer cause i don t have now 3d model of vendor to use) All the Code of the Mod is freely available in this dedicated GitHub for who is interested to partecipate on the development don t hesitate to contact me. Please give me Ideas and Feedback
    3 points
  2. Check Delenda Est, it has 4 phases
    2 points
  3. Or just accuse the enemy of being sexist for only targeting women. That should work with today's society.
    2 points
  4. And now I have the soldiers done as well.
    2 points
  5. Hi @Nescio and @Itms, I have finished the Unit Listing and am attaching it now. I only found two items that did not have a "Specific" name, a Kush Bireme and Maur siege ram. I'll start working on the in-game documentation until I get some input from the developers on what they need. I am still kind of searching to find out what exists already. If you have any ideas or wants just let me know. Thanks, Dok Unit Listing Alphabetical.txt
    1 point
  6. Position: Scenario designer or Gameplay Programmer Do you understand that Wildfire Games is a non-commercial project, work for 0 A.D. is volunteer, and work is done for free? Yes Do you agree to distribute all your work for Wildfire Games under Creative Commons Attribution Share-Alike license? Yes Are you sure you are not wanting to work on something programming related? (Then you don't need to send in an application form.) Yes and No (I can do both design and programming) Name: Ryan Stanley Email: rmstanley89 (at )gmail (dot) com Location: Florida, USA EST Availability: How many hours per week on average do you think you'll have for Wildfire Games? What about 6 months from now? 20 now 10-15 6 months from now Age: 29 Occupation: Independent game developer Skills and Experience: Master in Interactive Entertainment, experience as a technical designer at EA Sports and on released steam title Oracle Threads of Fate. Motivation: I have a deep passion for both history and games, and this seems like a great opportunity to feed both passions. Personality: IT tech teach turned self-taught programmer turned masters student to a game developer. Short Essay: I found 0 AD after going on a Age of Empires 2 bender for 2 weeks comp stomping with friends. I was looking for a similar RTS and stumbled upon this project. As someone who great up with a long of history and RTS games, I would love to be able to contribute to this project to continue the legacy of historical RTS in the vain of AOE. There aren’t many RTSs left not named total war, and while I love that series, I’d like to see the genre get more crowded. I hope to hone my game development skills,, in design or programming, and be able to point to 0 AD as a project I helped bring to life. Interests and Hobbies: I like to read historical and fiction books, continue to program, work on game jams among many other interests. Staff: Not that I am aware. Community: None Favorite Game: What’s your favorite game currently? What about your overall favorite? I’ve currently been getting back into the Yakuza series, but overall favorite is always Ocarina of Time. Work Examples: Madden 19: Longshot Homecoming Mode, Oracle Threads of Fate.
    1 point
  7. For two months I've joined the lobby in a daily manner but from now on I will never return. Certainly, no one will care but I’m writing this as a tribute to whom were very kind and welcoming and also to share my experience and thoughts. I’m leaving over a single incident but I believe lack of proper rules and also inconstancy on applying them from mods side are issues that should be addressed in general. I used to criticize moderators for banning, kicking, muting or blacklisting users before letting them know that what they have violated. And as a principle I think if we could not communicate the rules in a proper way, we should let that person get away with it with a warning. It is not a slippery slope, cherry picking written rules or make them as you go on top of your head and enforcing them arbitrarily might lead to a much more serious problem which is lack of accountability of the mods to players. I know this is an opensource community but I think revealing private information of users without their consent is one example that should not be taken lightly in any case. I have never shared my geographical location with anyone at any time and consider extracting it based on the IP Address and mentioning it by @elexis in a chat that others were present was a violation of privacy and should not be tolerated. This is not a rage quit (not that anyone cares!). I’m not angry with @elexis either, who does not know that apart from the fact that we all are indebted for the contributions on the source, elexis is extremely helpful on lobby. He is very polite and friendly to new players and never leaves questions answerless regardless of how nub was the question, this happened to me couple of times btw. He is also a good player and a perfect host for team games. This is his world after all Anyways I will not enter the lobby after being there every single day for two months. I might have missed a day or two but you should count Christmas eve and new year’s eve doubly It was a great experience and an honour to play with great players. I’m grateful for all the help and support and I want to thank some of the players that I have played withand learned from. @Hannibal_Barca played the role of master Shifu for me somehow during my first days. Putting into practice chapter VII and X of “the art of war” and having layered walls, with his unique style he is a genius for his own good @nani is very nice beside of being a very good politician and strategist. I used to call him Chancellor Cao Cao @BoBah_Kiev is both a perfect in war and trade. I think he let me win after losing against him for like more 20 times. @PhyZic and the cav supremacy PhyZic is very good at fighting against multiple opponents simultaneously. very caring and patient with nubs like me @ValihrAnt is one of the best players obviously, I’m grateful to him for bearing with my stupid nub questions about game play and answering them patiently. @snelius was very quick and also a very polite person. Always a good experience playing with him @Stockfish knows very good songs from old times and of course very well how to play. He is one of the best. @thankforpie killed my entire army with just three siege towers ingenious! i've placed Stockfish and thankforpie next to each other though i know they are not very fond of one another, hope they'll get along better in future I have played with darkcity, D_D_T_, Cesar, randomid, Issh, shookees, Lefo, Lord_Comander, Ricsand, Ivaylo_Uzunov, Karmel and many other regular players and learned much so I’m thankful to them also. I've played once with @borg in a team game, I was so scared that he left before I die from heart attack. and even once with @DoctorOrgans, he was not famous for his nice attitudes but definitely it was very nice to play with him. I don't remember seeing him after that, what happened to him? @fpre your fgod mod is perfect for mid-level and pro users though it might be a little confusing for new players. Thanks for that. @Lefo, you have created scripts to design your base. I think letting players to design the order and location of buildings before the game begins is a very smart and creative way of playing. Anyway, farewell and thanks for the fish
    1 point
  8. Hi there, Im currently trying to mod a bit to see if I could do something nice with time. I do know how to add units and building. But Is there any way to add Phases? Like I would love to get 5 instead of 3. If anyone can give me helps on it, i'll be thankful
    1 point
  9. Thank you very much! In fact It does work the same than any Tech, I were just creating files the wrong way. Copying and modifying phase file from Delenda makes me understood it.
    1 point
  10. I want to play a very realistic game no matter if it’s only on single player mode. I want to build my empire complete with economic, intellectual, civic, and military activities based on realistic occurrence. If you can do that your game will be the best ever in the entire gaming history. I want to build my empire that has people doing their daily activities, business and tradesmen doing theirs, schoolars and priest doing theirs too, the military units has their own activity. Just dreaming... but I like your direction and wish you luck...
    1 point
  11. I've checked that we played on the same team just twice and we lost both of the games. Not sure if this is a good time to leave. I don't know what I should comment about the incident. I understand why you didn't like it. I don't agree with people misusing their technical knowledge of the game like that, especially when they think they are somewhat smart for doing so. Anyway, it might be good to realize that the internet is not really that anonymous as we might like. People can find information about you regardless of whether they share it or not. I'm sure that elexis wouldn't have shared this information unless it was something easily looked up by others. Technically anyone you connect to sees an address. They can look up a geographical location for that address but that might not necessarily even match where you are located physically. Other than not being necessarily accurate, how specific is that piece of information? We could probably assume that you are a human from the planet Earth to begin with. But we can target you much more accurately just by noticing that you have an internet access and can speak good English. Revealing your country can reduce the possibilities to a few million people, but that's still many more that anyone of us can even meet during their life. I think that starting this thread was a good idea to help target the issue of privacy. I'd probably reconsider giving up on the game completely if that is a reason for you to do so. Anyway, I'll leave that up to you. Thanks for the games we played together.
    1 point
  12. If still doesn't work try uninstalling all other versions and install this (the one I'm using and works for me) VS 2015 https://go.microsoft.com/fwlink/?LinkId=615448&clcid=0x409 (7 GB) Also clean your svn folder
    1 point
  13. Hi everyone!! Some Update on the job done so far!! First an update on the Project: Goal: create a Economy System for 0Ad to give more realism and add strategy to the game. Brief Description : Money Of course all is about money, so the first thing i did is to create the money resource. The Player that i call State in my Economy System, perceive a fee for every transaction done in its kingdom, (20%) plus it can collect money selling resources to the producers and adding other fee after a certain amount of time. More glorious is his economy more money he can make. Economy Entities Dividing the Military Unit from the Civilian , we focus just in the latter for our Economy. Civilian Entity can upgrade from Slave to Noble, (see post above to know more), there are two kind of entity in our model: Passive: Earn Money from the resource gathering job Active: Earn Money producing and selling products We can say that Passive Entity are just Consumer, and Active are both Consumer and Producer. All the Economy Entities consume product and resources, can stock products , have own money that they can spend or earn. They can Upgrade paying fee to special structure. Components : EntityFinance, EntityConsumer, EntityProducer Products So far i created 8 products that can be sold: - Food: bread, wine, steak, sausage - Clothes - Entertainment - Jewelry - Slave Each Product has a price that change based on the Supply and Demand, they are being calculated by the ProductManager Component and broadcasted to all other components once changed after a certain amount of time What i Achieved so far As you can see on the image i took the template of Female Support i add to the template EntityFinance, EntityConsumer and EntityProducer. With EntityFinance Component they can earn money every resources gathered, they automatically pay the tax to the State, they can store all money in a Balance which has a maximum capacity , depending if are just citizen or nobles. or dealer etc.. With EntityConsumer Component i track the need of the entity, every time she work one algorithm calculate different variables to define is actual need. these variables are : - Product Daily Consuming, - Product Daily Availability, - Product Already in Stock - Product Prices Compared with his Own Balance. The need is so calculated as a value between 0 and 2 , if the value of need of a product is major of 1 , the product is inserted inside a list of FirstChoiceProduct, which define the entity needed product in every given the moment Of course this component track all the product consumed and stocked by the entity With EntityProducer Component instead define the capabilities to produce products to resell later. all Products produced are in a catalogue that other entity can see , so far i developed just to let the entity purchase what she wants, still need to be developed to producing product etc.. To make the entity moving to buy product if needed i implemented a new order in unitAI Component, i called it "Shopping", which let the entity once she working checking if she has need, if there are producer with available product around and in case if go to them, buy the product, stock them and go back to work . Also For the Visual Part and GUI, i added the 8 product category for Entity Consumer in the left panel so to have a track of what the entity has in stock(you can see the tooltip) and the balance of money of the entity is showed on top of the head of the 3d woman and also in the central panel, where there is a more specific description with tot amount ant max capacity. Money resources are instead tracked in the top together with all other resources. Also i added one new animation once the entity approach the seller, is just a start but at least she do something like paying cash.( Is the third picture, i used another woman as a producer cause i don t have now 3d model of vendor to use) As always i would be very happy to share all the code, just now is really a lots.!!...i don t think here would look nice and also are becoming really a lot of implementation , so you just tell me where would be best share and i ll post. And Please give me Ideas and Feedback
    1 point
  14. Well A24 might have some nice changes How do you know ? I guess people can try to contact @BrynnOfCastlegate and see if she is up to making videos for their mods.
    1 point
  15. To be honest it would be fun to have different experimental AI's. Maybe somebody wants to play around with machine learning to develop a self-evolving AI.
    1 point
  16. Better economy balance, better use of dropsite (walk distance quite high), better use of batch training and more organized attack (have the units regroup before they start to fight would be good) If i were to contribute, AI would be one of the first thing i would try to improve, but on top of being lazy, i could lack some knowledge about it and maybe it is hard to improve these things without using too much computer ressources (especially for the dropsite stuff)
    1 point
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