Jump to content

Leaderboard

Popular Content

Showing content with the highest reputation on 2019-02-13 in all areas

  1. Nice work just played the Kushites for the first time and they work. Units are comprehensive. Art is great. Also with a few tweaks they cover the rest of Africa. I've been a way working on other projects and my art skills. Life interrupts fun a lot.
    2 points
  2. It's really amazing how @wowgetoffyourcellphone put the Parthenon back to the game. Man the only complain I have is that my chicken were dying from the cavalry trample. I can't wait to explore more of the different Civs you modded. But I will stay on this pretty generated Alphine lakes map for awhile until I build my base completely even if I had only 7 chicken left.
    2 points
  3. The talk by Vladislav has been uploaded: https://video.fosdem.org/2019/K.4.401/
    2 points
  4. D1762 First of all, I'm not sure this is the correct place to post, nor do I know what is the proper procedure to get gameplay changes implemented. Currently fortresses do not have a territory root, which means you can simply ignore them and aim straight for the centre instead; if the centre is lost, the entire base is basically lost. Historically, a city was only conquered when all of its fortifications were taken. What I propose is giving fortresses a territory root. This will help the fortress do what it is supposed to do: defend. Arguments against: It breaks the status quo Defending a well-developed base is easier Arguments in favour: It breaks the status quo Defending a well-developed base is easier Fortresses are limited to ten per player, become available only in city phase, are expensive: 1000 stone (centres cost 1500 resources, colonies 600), and take long to build: 500 (centres 500, colony 300) Fortresses have a territory radius of 100, city centres 140*1.2*1.5=252 Iberian monument, Mauryan pillar, Persian Ishtar gate, and several scenario structures also have a territory root Realism: the purpose of a fortress is to defend something and keep it under control Abstractly: can be built in neutral territory, have territory root: centre, military colony, crannog, military harbour can be built in neutral territory, no territory root: dock, outpost can't be built in neutral territory, have territory root: fortress, monument, palace, pillar, wonder can't be built in neutral territory, no territory root: most other structures I've been playing with this in single player for months and I think it's really an improvement. I might be biased, of course; I don't play multiplayer games. @Angen, @av93, @borg-, @elexis, @Feldfeld, @Hannibal_Barca, @wowgetoffyourcellphone, and anyone else interested in gameplay or balance, your opinions are more than welcome! Here's a mod for people who'd like to play-test this proposal: FortressRoot.zip
    1 point
  5. This year again, 0 A.D. will be at FOSDEM, in Brussels, this weekend! FOSDEM is “a free event for software developers to meet, share ideas and collaborate”. It attracts thousands of people and we hope to make 0 A.D. known to all of them. We are going in full force to the 2019 edition. bb, Itms, implodedok, plumo and vladislavbelov will be present at our stand, level of building K. We will have a lot of goodies for you! Additionally, vladislavbelov will give the closing talk of the Graphics devroom on Saturday afternoon, and Itms will give a lightning talk on Sunday around noon. Don't hesitate to see other talks, but do save these slots in your personal schedule! If you cannot, unfortunately, make it to the event, live broadcasts and video recordings of the talks will be made available by the FOSDEM organizers. We will also share some photos of our booth on social media. Here's to an awesome weekend! - Goodies await!
    1 point
  6. 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.
    1 point
  7. I know that path finding is much better in DE mod especially passing thru the woods but can we have exception on siege units? What I’m trying to emphasize is that if the trees are closed to each other Rams and other siege units must not be able to pass or go thru unless the gaps are big enough. Sometimes you generated a map with thick woods and you can build a tower or outpost that are almost impenetrable to be destroyed by the Ram and it brings some added fun or maybe strategy. Another thing I noticed is the initial Athenian women icon is like a slave one while others have the original initial ones.
    1 point
  8. The packages as listed at build instructions are up to date: Any suggestions on how to have Atlas use the full area, instead of only a quarter? ~/.config/0ad/logs/system_info.txt
    1 point
  9. 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(); }
    1 point
  10. Personally I agree. The distinction between fortress, hillfort, citadel and fortified city is not clear and most of the historical examples does not fit in these categories uniquely. They overlap each others. Moreover, a place like the Ptolemaic Berenike fortress was not only a defensive structure but also a structure with markets, workshops, ports and monuments. It acted like a political entity representing the authority of the Ptolemies.
    1 point
  11. Very interesting informative talks. I would be willing to upload it to Youtube with subtitles in English and Portuguese if the license allows.
    1 point
  12. https://gra.mirror.cyberbits.eu/fosdem/2019/H.2215/0ad_rts.mp4 and https://fosdem.org/2019/schedule/event/0ad_graphics/ there is still no video of him @Itms @vladislavbelov
    1 point
  13. " The Kin Slayer " "You are my kin and you are close to my heart but it is my birthright and I am claiming what is mine." "Lay down your sword and swear your oath, refuse and I will not hesitate to desecrate the laws of the gods and spill the blood of my kinsman."
    1 point
  14. Oh, I didn't understand that SPI applied to both credit card and paypal. I thought that SPI was another kind of donation method. Sorry but the donation page is really confusing.. Here is what I should have suggested: I added Bountysource and Patreon in the "other ways to donate" (tabs at the bottom) because I think they could be interesting for your project. Bountysource for example allows people (players, contributors) to create bounties on bug tracker issues, encouraging developers to work on specific ideas or bugs. This donation system was added for the OpenRA project quite some time ago: https://www.bountysource.com/teams/openra. It works quite well, imo.
    1 point
×
×
  • Create New...