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Showing content with the highest reputation on 02/12/2019 in all areas

  1. 3 points
  2. 3 points
    @borg- very nice analysis
  3. 2 points
    Hi all folks, I have been following your project for some time, now that I have some time I'd like to get into it and start to collaborate. I have done several projects on Unity and Unreal, and I am looking to do some engine C++ programming to learn more about engine programming for the portfolio and just because the project Rocks!! I've already downloaded the code and compiled it succesfully, I also have checked on track some of the task available but I am kinda lost on the flow of the engine and how is all built up. I guess that is a matter of getting into the code with a cup of coffee and start figuring it out but would be nice to have some help when the situation arise. I hope that we get along and learn a lot from each other. Thanks all.
  4. 2 points
    Hi @Kam, welcome to the forum! Actually you don't have to make an application for programming. There is a wiki page https://trac.wildfiregames.com/wiki/GettingStartedProgrammers to start. I suppose you already have seen it. Our engine has a popular single loop based architecture. You can follow it in the main.cpp, it looks like: while (gameIsRunning) { cleanupProfiler(); // Common stuff tryStepLoadSomethingIfPresent(); processEvents(); processNetwork(); updateGUI(); updateGameState(); // Including simulation // Rendering stuff prepareForRendering(); findAllVisibleActorsForSun(); renderSceneToShadowMap(); findAllVisibleActorsForCamera(); renderSceneToScreenBuffer(); doPostProcessingIfEnabled(); renderGUI(); swapBufferToRealScreen(); // End of the frame recordProfiler(); }
  5. 2 points
    @Agora_0AD made one very nice 0ad history video.
  6. 2 points
    We have applied, and we will share an announcement to look for students if we are accepted Thanks for starting the thread @Mina, that matched the plans perfectly!
  7. 1 point
    Great news @Itms! Happy to have had a very small part in this and looking forward to your acceptance.
  8. 1 point
    So I have little to no technical or artistic experience but I know a lot about Ancient Near Eastern Civilizations and I was thinking that having the Nabataeans or their predecessors the Lihyanites included in gameplay would be kind of neat... They were a major trading power between the Eastern Empires of Assyria, babylonia, Persia, Phoenicia, and Egypt and the Western Empires such as Macedonia and even Rome. Their major cities were Petra (the most famous) and Mada'in Saleh, but also had outposts all over present day Israel, Jordan, Palestine, and Northern Saudi Arabia/the Hejaz. There is a great exhibit on them and other Arabian trade kingdoms at the Sackler Gallery in Washington DC if anyone is interested. Here are some photos of Nabataean architechture: Tombs at Madain Saleh (Below) A Temple at Petra (above) A building in a minor Nabataean city The one below is in a series of photos of Petra http://www.flickr.com/photos/paulmannix/3482513029/
  9. 1 point
    I think would be perfect for the main game, as they controlled good part of the Arabian peninsula between 400 BC and 100 AD., with a nomad style gameplay like the Xiongnu. Looking at this map it seems that that area is empty in 0 A.D. vanilla at the moment.
  10. 1 point
    Hello, Thanks for the reply, I know there is no need to apply for programming but I wanted to introduce myself here . I already saw the starter list task and I was investigating about the engine a bit before taking one. Thanks for pointing me where to start to follow the execution, I'll get hands on and take one task a soon as I know a bit about the architecture.
  11. 1 point
    For those interested in gameplay balancing: Basically there are two radically different approaches for implementing a counter system. One way is to give virtually all unit templates bonus attacks; in that case it's actually unnecessary to have different damage types. Alternatively, one can choose to avoid hard bonus attacks and differentiate with damage types instead; it's less straightforward but also more satisfying. Balancing in 0abc is unfinished, it's very much a work in progress. Here's a basic outline: currently four damage types: crush, hack, pierce, and thrust. base templates (template_unit_infantry.txt etc.) have equal armour for all types; later this can be changed in their children. ranged attacks are typically 100% pierce; differentiation by range and strength; e.g. archers have twice the range but halve the damage of javelinists a rock-paper-scissors for melee infantry: spear: 100% thrust damage; −1 crush armour, +1 hack armour sabre: 100% hack damage; −1 thrust armour, +1 crush armour mace: 100% crush damage; −1 hack armour, +1 thrust armour then melee infantry types in between: sword: 50% hack, 50% thrust axe: 75% hack, 25% crush pike: 50% thrust, 50% pierce; +1 crush armour, −1 hack armour, +1 pierce armour, −1 thrust armour next: alter camelry, cavalry, chariotry, and elephantry armour (not yet decided)
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    Probably should abandon the "minifaction" concept, since the Xiongnu ended up just being a full faction. lol But yeah, along with Scythians and Thracians, I consider the Nabataeans one of the best candidates to either include in a mod or the main game.
  14. 1 point
    @Lion.Kanzen i found a photo of jordanian men "recreating" nabatean military dress: And i didn't use @Apkallu shield because it look more kedarite than nabatean: Hubal was the kedarite principal god, Dhushara was the principal god of nabateans but i don't know what symbol i can use for Dhushara. If you like Apkallu's shield we can use it .
  15. 1 point
    I looked at @Aghilas's PDF civ profile. Look like a great start. It fires the imagination. Can I make some suggestion and expand on some of your ideas? You can do with this as you want. Ignore too. lol Overall: Like the Ptolemies, they have a mix of very strong primary buildings, and very weak smaller buildings. They are very core-defensive, but have many trading bonus and unique features. They have a duality of their Bedouin-Nomadic early days and their more lavish settled latter days. So, here I go: Storehouse split into Mining Camp and Lumber Camp. Both are very cheap or free. Farming is done at Walled Gardens. Unlike the Farmstead and Farm Fields of other civ, the Walled Garden can be garrisoned and defended if necessary to do. Tent - The "house" for Phase I. Cheap, quick to build, but can be destroyed with 2 or 3 swipes of sword. There are some tent object in the game already that make good placeholders. They can be build anywhere on the map. Later, have a Stone House upgrade that unlock building of stone houses in Phase II or Phase III. Stone House can only be built in home territory. Barracks split between Bedouin Barracks ( Phase I, cheaper, faster to build) and City Barracks (Phase II, more expensive, slow to build). Bedouin Barracks trains the Nabataean Axeman, Nabataean Slinger, the Bedouin Scout (Camel Skirmisher), and Camel Archer; City Barracks trains Hellenized units like the Melee Infantry (thureophoroi), Horse Lancer, Champions, and Bolt Shooter. Tribal Skirmisher and Desert Archer can be the mercenary camp units. Market is split into two unique building. Trading Post - Can be built in own, ally, and neutral territory in Phase II. Land Traders are trained here. Build along a trade route to beef up speed and health of traders with an aura (40 meters). MinDistance of 50 meters between each. Trading techs are research here. Treasury - Like the Dutch "Bank" in AOE 3. Gives a trickle of resource. In Phase II it gives slow trickle of all resource. In Phase II use Upgrade feature to switch between the resource you want to have trickled. Bartering also happens here. I like the Cliff Snapping idea too. If a building is snapped to a Cliff, they get +50% health and +5 crush armor. The only civ that can do this. Doesn' apply to Tent, Mining Camp, or Lumber Camp. There is no Fortress. Instead, can upgrade the City Barracks, Gates, Walls, Towers, etc. to increasing ranged defenses (1 arrow -> 2 arrows -> scorpion bolts, etc.). Lastly, Civic Center. The beginning Civic Center is a collection of tents with a fire in the middle, the Encampment. The new Civic Center you build in Phase II is the strong new stone Civic Center, showing the change in culture to settlement. This is the opposite of the Ptolemies and Seleucid, who have cheaper expansion CCs. The stone CC doesn't have a MinDistance from the Encampment, so can be build nearby. Only has MinDistance from other stone CCs. Water-based technologies (cisterns, irrigation, water management, etc.) at the CC can upgrade the health of Nabataean units.
  16. 1 point
    Looking at this civ json make me excited to see the Nabataeans. I can use imagination and envision the buildings to be very blocky in overall shape, but the details to be Hellenistic (Greek facade). Also, the colors of the building to look like pink sandstone and plain, like chiseled out of the red rock of the desert. The "house" can be bedouin tent - low health and fast to build, but very cheap. The "Treasury" can be like the Dutch "Bank" in Age of Empires III, but also can barter (or maybe the Treasury should be their Wonder instead).
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