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Showing content with the highest reputation on 2019-01-17 in all areas

  1. Horrendously hacky but it works
    7 points
  2. First I want to say that it was a great pleasure to work on this mod. I have a lot of affection and respect for this game, where many people work hard to give us some fun. 0a.d has already provided me with hours of fun and I felt compelled to give back a little of it. Were long 7 months of much work, really most people do not know how much this is laborious. You need to always have new ideas, do and redo many things, look at historical context, test, test and test, and of course, have people available to help you in this process. Tnx @Angen @Lion.Kanzen @Stan` @ValihrAnt @Feldfeld @Stockfish @wowgetoffyourcellphone. Well, this will be the last version (1.0.5) of the mod for the current version a23b. Just a version to fix something if necessary. Nothing new will be added. From now on the whole work will be focused on the a24 version, where together with @elexis we will review the mod so that if so accepted by the developers, it can be implemented to the a24. The main goal of the mod was to bring players and the community a better experience of gameplay/balance within what the game can offer in the current state of development. It is perceived by everyone that gameplay has been "stalled" for some time, so that was my focus. As I mentioned before, even though many resources are lacking due to the current state of development, it is possible to do much more with what we have now. I want to make it clear here that the changes made in the mod have always respected the main pillars and design documents (just changed what was really needed for the balancing to work). Major changes/Features - Added counter system; - General balancing of all units and buildings; - Gameplay slightly different for each civilization; - Reformulation of current techs/auras/bonuses/teambonus; - New bonuses/auras. - New buildings/units/technologies for the respective civilizations; - New upgrades to units/buildings; - New icons; - Mercenary champions units now has icons with yellow color. - Civil centre can train only women (some exceptions); - All mercenaries cost only metal; - Units promoted has no gather penalty; - Deactivated the animation of promotion (units do not take damage while celebrating); - Hero after death can not be trained again; - Dead animals lost food; - Domestic animals can fatten; - Increased number of icons available on the panel; - Women can build all buildings; - Promotion (advanced/elite rank) gives +10% health, +1 armour, +20% attack +1 capture attack, +20% loot, vision range for all soldiers. Healers gain +5 heal range and +2 heal/HP. Counter System The system I chose to work on is simple and easy to set up for casual players or pro players. Spearmen/Pikemen bonus against Cavalry/Elephant; Archer/Slinger bonus against Melee Infantry; Skirmisher bonus against Archer/Slinger; Swordsmen all-round; The same applies to Cavalry. Cavalry Spearmen bonus against Cavalry/Elephant; Cavalry Archer bonus against Melee Infantry; Cavalry Skirmisher bonus against Archer/Slinger; Cavalry Swordsmen all-round. To many changes such example: to each quarter built by a Macedonian player, gain a free pikemen. Macedonian is the only civilization that can train pikemen in village phase. Sparta is a civilization focused on melee units and the only can train champions on village phase. These and many more changes can only be seen with details in the technological tree. Please, give your feedback, this is important. The latest version is not yet downloadable by mod.io, it is waiting authorization. If you have any doubts on how to install the mod: https://trac.wildfiregames.com/wiki/Modding_Guide
    6 points
  3. I'll be honest with you, my files are in a 'by any and means necessary' state including ignoring most of the the simulation tree. I'll brush it up and maybe make a cheat unit of it that way any future mods have some standard rifleman assets to use
    4 points
  4. Fixed some details & indents, removed some unused files. Added some shield variants on rome trireme/bireme, added ropes to the ladder: added player color on cart trireme, added cart standard on the tail of trireme/quinquereme, added quinquereme sail:
    4 points
  5. I'm also interested on that, and I have noticed that there are some other people too. My plan is to start to study Petra and slowly write some kind of AI how-to for 0 A.D. I haven't gone too far yet though.
    3 points
  6. Making bottom section for battalions, do you think it is too much bars and I should let it on tooltip ?
    2 points
  7. Entity Upgrade Diagram This instead is the Upgrading Tree of the Entities, from Slave to City Major and the necessary condition to meet for the upgrade. Slave for example are the first step of our economy, before become citizen they need gather 2000 of resources. Citizen instead after they earn 5000 Money the can finally decide to upgrade in 1 of the 4 possible Economic Entity: Remain Citizen but higher class, become a trader, a street vendor or a street artist etc...
    2 points
  8. Yes! Just make sure to keep it smart,simple and accurate.
    2 points
  9. Hello and welcome to the forums. If you want to help with programming you do not need an application as you can start working right away by reading the documentation on https://trac.wildfiregames.com Depending on what you mean by scenario designer (campaign or mapmaking) I will either way direct you to @elexis and @FeXoR who gather most of the work force when it comes to maps. We have a few different types of maps, scenario, skirmish, random. They can be divided mostly into random and the rest as random maps are generated using JavaScript code and the RMS library (Which is also in JavaScript) The rest of the maps are made using the map editor called "Atlas" Depending on your preferences you might either work on the cpp side of the code or the Js side, or both sometimes. Let me know if you have any questions. Oh and by the way you will work for some time as an external contributor until you will have gained trustworthiness with your contributions and are welcomed about a part of our team. Don't take this as a personal offense but more of testing period. That only means you won't be able to commit to the SVN repository if you feel like helping other people get their patches into the game you can also review code on https://code.wildfiregames.com To do a proper review apply the patch on your working copy test that the test still pass that the code follows the coding conventions you will find on the Trac wiki and more importantly that the logic is not flawed. You can then either accept the patch or request changes. if you haven't already I'd suggest you create an account on both these websites. I will add you to the contributors list this way when you submit a patch to code.wildfiregames.com you'll get an autobuild and Jenkins will run the tests. hope you're not too overwhelmed and thanks for your interest. Looking forward to seeing your contributions. Don't forget to have fun pinging @Itms in case I forgot something.
    2 points
  10. Networking code has to be threaded, because any slow code that suddenly consumes 10 seconds or more will trigger a timeout disconnect. The NetServer NetClient code are equally affected, but only the NetServer had been threaded to fix that (ages ago). In a23(a) we had such a 10 second lag on gamestart which literally broke every single 4v4 we started and left at least one player unable to start the game, which was one of the reasons we needed a re-release. We had addressed this 10 second lag and added timeout tolerance to 60 seconds, but the problem must be fixed with threading. (Other than the disconnect issue, there is also no reason other than subideal code why slow code should trigger network lag.) The according ticket is at #3700 and the according patch resting somewhere on a dusty git branch. But don't expect that this NetClient threading will make the game more performant (FPS-wise).
    2 points
  11. Hi!, i have been working on a high poly model of an athenian trireme based on "Olympias Trireme" for later bake on a low poly one and for fun. Here are some screenshots: Its also Modular for easy modyfing: Gonna be adding details and everything i can see on the references i have, and finaly leave the 3D model as a 3D Tour on Sketchfab in name of 0 A.D.
    1 point
  12. 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
  13. 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
  14. Hi all. I'd like to contribute to this game. I feel this could be a great opportunity to learn C++, I've done two years of frontend javascript at a firm so I can help with javascript I'm also an ex graphic artist so I can help with the art as well. I'd also love to code some AI. I don't want to be abandoned to my own devices, though. If there's anyone willing to hop into a voichat of any prescription and code by my side it'd be most appreciated. I've successfully pulled the project from svn, built it, tested it and ran it, I'm using visual code so far but wondering if I should switch to Clion and also what tools I would need for the art and 3D work. Thanks
    1 point
  15. Great I created those accounts and will look into it, I'm fine with either campaign or mapmaking (if had to make a choice probably prefer campaign) ill reach out to them (unless you mean for them to reach out for me?) and look at the sites for stuff to help on the coding side.
    1 point
  16. Pers sails: Get ready to remove unused dds files Edit: Updated sails. Files:Ships_Update.7z Retrieved some hellenic symbols from very old sails:
    1 point
  17. Use the texture sail_blank_nettinh_new.png file. To add the old patterns open an old texture in gimp as a layer. Click add mask (select alpha channel) copy the mask. Past it as a mask for the new texture. In case it appears black in the game add another layer filled with full white below the sail layer and set the opacity to 2%
    1 point
  18. Here some more structured data for some basic component of the economy: Trades Type Diagram The Economy will consist in 3 different levels of Trades: 1) City Trade Slave provide basic Resources for Free to the State, the State sell these to the Vendors or Dealers which use to create Product that they sell to all the Citizens. If the Products needed are not available the citizens can try to go to the Market, where they can found products from different cities. 2) InterCity Trade The Traders move city to city bringing the products needed, they buy and sell straight to the market buildings. 3) InterCiv Trade This is handled by a special envoy in the Capital, prior agreement with the other player Strategy Tip Every City should focus on developing a Standard Generic City Trade and at the same time specialize itself in one main Industry. In fact if the business and technologies of one city are in the same industry there are very good bonus and can be develope faster Because different City Specialize, is very important keep an eye on the Intercity Trade so to don t disrupt the Supply Chain
    1 point
  19. That's really fantastic! I had the uncontrollable urge to play "When Johnny Comes Marching Home" a couple times in a row today. I wonder why... Anyway, Hurrah, Hurrah! By the way, I misread the title of this thread and spontaneously imagined Stokely Carmichael tapping his microphone at a rally in the 1960's. darn those Freudian slips...
    1 point
  20. Hello and welcome to the forums. As @Loki1950 said we mostly use open source solutions for the price and convenience. Also because they are less likely to have shady conditions such as the one that makes the student version of 3Dsmax incompatible with our license. So blender gimp krita is good. For us to use your art you will have to sign the legal waiver. For the programming part just look at simple tickets on Trac. I'm not available on audio chats due to time constraints but you can ask all your questions here or on Irc and soon on matrix and discord. Clion is up to your liking and your finances. Windows devs use mostly visual studio so you're more likely to get help with it
    1 point
  21. For the Art tools most of us tend to stay with Open source ie: blender,Gimp/Krita and inkscape as for a your build tools Clion would most likely be over kill Codeblocks works quite well under both Linux/Win10 as long as you use VS2015 as the compiler on Windows. Enjoy the Choice
    1 point
  22. woops I didn't see that error in the middle., guess it only wants 2.7 I suggest that the guide be edited for clarity, for one python 2.7 should be listed as a dependency, added to the packages to be installed (ubuntu 18 is with python3.6) and it should be specified that users should at least verify that python is being exposed one way or another (2.7 or a generic python link which points to both 2.7 and 3.6) in the environment $PATH variable. also no mention of cd'ing to 0ad/build/workspaces/ lastly, ./update-workspaces.sh --with-system-nvtt is up way too high, way before you've finished installing the necessary packages. also -j3 is only mentioned way after, it should be included straight away, like so : ./update-workspaces.sh -j3 --with-system-nvtt is editing the build instructions part of what community members can do?
    1 point
  23. Interesting. Any reason not to update the "value" every move command instead of frame? Could take coordinates' offsets into account to filter double clicks, redundant script/AI commands with similar coordinates. Then include this "value" in speed calculation. Remainder as is. First issue: looks like simulating momentum and @FeXoR said there shouldn't be such phenomenon. Would you mind explaining? I thought those battalions had been shaped quite nicely already some time ago. What's the blocker? There is a lord that hides as a butler :-) that surely knows @stanislas69 Sounds like a subtle change. In reality reaches very far. It requires debating whether to give a unit more autonomy to reduce micro or not. This has been a point of diverging opinion before. I personally advocate more self-responsibility. Not necessarily per unit. Rather per commander for performance! There usually are far less officers. This comes closely with battalions though, both something more than just me have worked on several times before. Me at least never managed to finish. Pity! Promises so much more depth to strategy and atmosphere.
    1 point
  24. 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
  25. Mod will be available tomorrow, I just need it before that icon
    1 point
  26. 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
  27. Im thinking about "health wavering" - Imagine the health of all units wavered randomly a bit. Each units health would always be getting a little better or worse by an amount randomly updated every few ~days. So when you retreat damaged troupes, a few would die as they go, some would recovering a bit on the way to a temple or barracks. Even without battles, after a time some units could be in poor health and need restored, just by bad luck with the random twists. Perhaps block the health going down if the unit is inactive as they can rest a bit, this would slightly soften the error of leaving units inactive. General wavering health would increase the benefit of temples and breaks and it could make the individual units seem a bit more complex. New units could arrive at 80% health to give them room to go either way.
    1 point
  28. Here the zip file for start a review process. Note: Still in progress since some ships still need some deck details and props. Things i've need to do: Cart Quinq: Sail, Oaring pole , rudder however its called in english. Cart Trireme Green line to player color, Maybe Better Eyes. Cart Bi: Oaring pole , rudder however its called in english. Rome Ships: Ram, improve bridge and some fixes. Rome Bi: improve turret and add back tent + banner Rome Tri: Improve turret and add back tent + banner Rome Quin: What can be added here? Bigger Sail? Two turrets? Two sails? Back tent of course and banner Pers Tri: Ram + Back Rudder/Oaring pole Helle Bi: Ram, bake again the deck texture. Update: Athen_trireme.7z
    1 point
  29. I think the most important thread to have is for networking, at least on multiplayer. Not having networking on a separate thread causes major problems including some notable disconnect issues.
    1 point
  30. The unit grouping object could keep a value which increases every frame the group turns but also decays every frame the group doesnt turn. This value of 'how much has the unit zig-zaged recently' could cause the group to pause an number of frames on each turn depending on how high it gets. The decay rate and pause factor could be set subtlety so that fast reaction and limited dancing is unaffected, but extended dancing causes just enough pause to frustrate the tactic.
    1 point
  31. ReShade actually has a depth-based SMAA which would be a great reference for building a depth/normals based one, so I may end up doing that sooner than expected.
    1 point
  32. Evolution of trireme in 0 A.D. Closer look at another bake Need to finish the ram better detailed, and add more details if its desired.
    1 point
  33. If we had battalions this would all probably be a moot discussion. Though I am sure battalions would have their own exploits we'd have to work on.
    1 point
  34. First walls, and then this? I may be getting a little paranoid, but if the common act of microing units that has been a staple of good age of empires players for years and years is now causing people to be called out as cheaters? Players who are getting beat by a seasoned pro will call anything cheating nowdays (except the wall exploit, that is kind of broken and unbeatable). If your opponent is dancing his units around then guess what, it means he is not paying attention to the rest of the battlefield, good microing does have a large weakness, in that it forces you to pay attention to one part of the map while you micro. If microing is called cheating then what is the point of skirmisher units? Although I am against "banning" this like was done to walls, I do have to agree that the unit ai should be improved so that the units are not total idiots. Sorry, but just do not want to have to live by 50 unwritten rules that are almost impossible to not accidentally do every time I play multiplayer.
    1 point
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