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Showing content with the highest reputation on 2019-04-07 in all areas

  1. and this is how i mine sandstone in minecraft
    5 points
  2. 5 points
  3. new stone variant with a bit more normal tlc
    5 points
  4. 3. Should all factions have a battering ram? Yes, even if just 2 or 4 dudes carrying a log. In fact, you could have the "dudes+log" be the default battering ram in Town Phase, and then there be a "Covered Battering Ram" upgrade come in City Phase.
    4 points
  5. normals look great on the desert ones
    3 points
  6. specific stones with quarry cuts in could be the depletable stones in the meantime
    3 points
  7. So, the "weathered" variations of cubic look nice m8. I put the sharp cubic ones under the large quarry objects so that it'll look carved up when they are depleted. Not perfect yet, but still nice. The quarries themselves aren't great for this purpose and there could be some nice custom jagged "quarry" objects underneath instead, but the concept is there.
    3 points
  8. The coolest @#$% ever. Mongolian Hard Rock.
    2 points
  9. Not sure if Art topic or Gameplay topic. It would be great to improve the mines in the game. In ancient times, mining was quite advanced. I know it's an Age of Empires convention to just have piles of Gold laying everywhere, but with many other things 0 A.D. and WFG has improved upon in the genre, I think mines and mining can be another. Just with the assets already in 0 A.D. and Delenda Est, I was able to make a cool looking and more realistic mining depot than is currently in the game: Now, if anything the cliff face objects ("stone_savanna_cubic") should be more rounded and the "mines" more jagged, but you guys get the idea. It's a crude representation, but gets the point across (this screenshot is for my rework of Saharan Oases). Stone mines would look like open pit mines, while metal mines could look like mine shaft tunnel entranced. Both mining methods were used in ancient times. This in and of itself could be enough. They could work just like current mines, but be placed more strategically, be larger and more important. You could still have a couple of smaller starting mines in the home territory, but the bulk of a match's stone and metal would be mined from these larger strategic mines. To take it one step further, with a slotting concept you could add slots to mines whereby you can allow the player to "claim" mines by building storehouses there (and could extend this to a farmland concept where you claim juicy free farms by building a Farmstead on a slot). Like so: This could be a way to allow players to gather these resources outside their territory and provide points of contention outside territory boundaries while providing additional immersion. I hope you liked my brief presentation.
    1 point
  10. Hi everyone! We have decided to begin work on creating a mythological mod for 0 ad. The first version will include two factions, which two factions will be in the first release will be decided by a poll. This is a Council of Modders project, anyone is welcome to join or contribute. Here is a link to the discord channel, that we created for the mod https://discord.gg/AjZeHA6 https://github.com/0ADMods/A-Mythology-mod-f-or-0-A.D. that is the github link. We also have a moddb page https://www.moddb.com/mods/theopolmos Theopolémos (DEVS and contributors): Asterix (Base code, github merging, planning) Angen ((active) coder, planning) Stanilas (answered a lot my questions and helped all round) Alexandermb ((active) 3d work, github merging, planning, gameplay concept) Smiley ((active) coder, planning) Rolf Dew ((active) faction and gameplay concept and planning: forum stuff) Atilla Thorfinn the Shallow Minded (corrections, historical accuracy for units) Sundiata ((active) 2d work) TheScottishFiana ((active)planning and faction concept) Adeimantos ((active) coder) Codeman (2d and 3d work, planning and faction concept) Viyers (concept and planning) Wowgetoffyourcellphone (for favor resource) Council of Modders
    1 point
  11. The square stones are rare from my point of view .
    1 point
  12. I'm starting to think that the stone quarries should look exactly like this from the start. But yeah, a quarry "diminishing" as it's being consumed is something I've wanted for a while. It could be an extension of the "damage" feature maybe, which is already in-game. I could imagine a "claimed" quarry would have ladders, scaffolding, etc. show up.
    1 point
  13. We talked with @elexis about constant references and I gave an example why passing by value may be better than passing by constant reference. During todays refactoring I met another important things that you need to know about constant references. Aliasing Take a look at the following code. Do you see a problem? (It's our code from ps/Shapes.h). // Interface class CSize { public: // ... void operator/=(const float& a); // ... public: float cx, cy; } // Implementation void CSize::operator/=(const float& a) { cx /= a; cy /= a; } If not, would the following usage example help you? CSize size(2560, 1440); // Normalize the size. if (size.cx) size /= size.cx; debug_printf("%f %f", size.cx, size.cy); You'll get: 1.0 1440.0 Because the a references to cx, and the first line of the operator modifies the cx. And in the next we just divide the cy by 1. It may happen in each case where we get the same class. I fixed the problem in D1809. Lifetime Another important thing is a lifetime. Let's take another look at another example (fictional, because I didn't find more detailed example in our code yet): std::vector<Node> nodes; // ... duplicate(nodes[0], 10); // ... void duplicate(const Node& node, size_t times) { for (size_t i = 0; i < times; ++i) nodes.push_back(node); } From first look it seems ok. But, if you know how std::vector works then you know, that on each push_back std::vector can reallocate array to extend it. And then all iterators and raw pointers are invalid, including our constant reference. So after few duplication calls it may contain a trash. So, you need to be careful with such cases.
    1 point
  14. Clearly the metal is for making the dog tags.
    1 point
  15. abandoned village and date orchard by a dried up oasis. merchant caravan spending the night
    1 point
  16. I find Delenda Est and Borg Exp. Pack having really nice features that Vanilla is missing.
    1 point
  17. imagine roasting yourself in your own posts
    1 point
  18. @elexis - Thanks for the link! I was checking those out earlier and they seem like a useful resource (I counted 46 posted there + 1 with no metadata.json file). I thought I would go ahead and make this post anyway so we could: make sure we had a dataset where we knew people were fine with it being used for research, publication, general merriment, etc try to collect a dataset with a standard configuration. It becomes a bit harder problem if we want to generalize across a bunch of different scenarios (particularly the team based scenarios - multi-agent reinforcement learning gets a bit tricky and would require a lot of examples). If we have a dataset with a large amount of data using the same configuration, then hopefully people could tackle a simplified version of the problem before tackling generalization to more complicated scenarios. Another cool thing about facing the built in AI is that it appears that there could be some cool capabilities that could be leveraged while training. After digging into the replay files a bit, I realized that only human players' actions are recorded whereas the AI is just initialized with the same random seed then behaves deterministically. This is pretty cool since it should be possible to do things like run the replay to a specific point and then replace the human player with an experimental AI and see how it would perform (since the opposing AI could still react to it as it would if it was playing the experimental AI the whole time). That being said, any and all data people would like to donate would be great and I think could be really useful for exploring AI/ML agents in 0 AD!
    1 point
  19. Hi! Personally, I like the idea of the siege towers being able to capture (of which I see code in their template), however in the game it does not work (at least not for me). To fix this I have changed two little pieces of code in the "UnitAI.js"-component, I hope it is of any use for you. Just after "// TODO: we should probably only bother syncing projectile attacks, not melee" (it is around line 1896) I changed var cmpBuildingAI = Engine.QueryInterface(this.entity, IID_BuildingAI); if (cmpBuildingAI) cmpBuildingAI.SetUnitAITarget(this.order.data.target); to var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); var cmpBuildingAI = Engine.QueryInterface(this.entity, IID_BuildingAI); if (cmpBuildingAI && !((cmpAttack.GetAttackTypes().indexOf("Capture") != -1) && (this.order.data.attackType == "Capture")) ) cmpBuildingAI.SetUnitAITarget(this.order.data.target); AND // BuildingAI has it's own attack-routine var cmpBuildingAI = Engine.QueryInterface(this.entity, IID_BuildingAI); if (!cmpBuildingAI) { let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); cmpAttack.PerformAttack(this.order.data.attackType, target); } to // BuildingAI has it's own attack-routine var cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); var cmpBuildingAI = Engine.QueryInterface(this.entity, IID_BuildingAI); if (!cmpBuildingAI || ((cmpAttack.GetAttackTypes().indexOf("Capture") != -1) && (this.order.data.attackType == "Capture")) ) { let cmpAttack = Engine.QueryInterface(this.entity, IID_Attack); cmpAttack.PerformAttack(this.order.data.attackType, target); } I have tested this, though not extensively, so there might be some unwanted behaviour (buildings are still attacking and siege towers fire arrows at nearby units).
    1 point
  20. My mother was a French speaker but we where living in an English speaking province(Ontario) so we were confined to the backyard of our house Mum didn't know/trust the neighbours who where all people she could not speak to as she did not talk de English so my younger bother and I observed all the kids in the neighbourhood playing and we just wanted friends so we broke out and had lots of fun and started teaching Mum English about three months later she got to know the neighbours Enjoy the Choice
    1 point
  21. Hello! Im fine, just having trouble with electric power we only have acces 1 hour per day barely 1:30h and spent from saturday struggling with the decease of my grandfather wich became a nightmare whitout power, not even 1 funeral service wanted to work because lack of water and electric power but everything is done now. And now the internet is worst than before. May took a few days or weeks hopefully to have a stable internet again.
    0 points
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