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Showing content with the highest reputation on 2019-04-09 in all areas

  1. I'd say that the issue with walls is that at the moment they are highly resistant for town age standards. Whether it is through a technology or an automatic upgrade when the player reaches city phase, walls should have less hp in the town phase.
    3 points
  2. This is a great idea, actually, so I don't have to make multiple versions of the same map with different numbers of players.
    2 points
  3. I invoke the art team in help mode and finished my turn. @LordGood, @stanislas69, @Alexandermb Since you are the most active, I would like to know what you think about these textures of the terrain I made. types.7z
    2 points
  4. Hi, I'm new to the forum, and I did not have the time yet to look to the source code in depth, but I have already worked on the pathfinding of a shipped game, and there is a thing that might be important to remember : pathfinding IS slow. Even A* has an exponential complexity, so it must not be used lightly. I believe than we can earn way more performance by trying to call less the pathfinding instead of trying to optimize it, as it seems already quite good. For example, a simple optimisation can be to limit the maximum number of calls per frame to A*. The rest is delayed to the next frame. That means that calls to A* will be asynchronous, but it is still possible to give a movement to the character during the computation. So the character will try to move in straight line, until the exact path is returned. I don't think it will be noticed until requests take more than a few frames to complete. Another optimisation might be to use steering behavior for entity movement, instead of trying to compute the exact path for every unit when the user gives the same order to multiple entities : it is possible to compute a single path for the whole group and apply that kind of algorithm : https://gamedevelopment.tutsplus.com/tutorials/understanding-steering-behaviors-path-following--gamedev-8769 Steering behaviour can be used more globally to simplify path finding : no need to compute collisions when computing the path, the steering behaviour allows to follow the path while being repelled by colliding entities.
    2 points
  5. I guess the Juggernaut could be considered a flagship; but it only has more health, no other bonuses like auras. But the Fire Ship is self-consuming, so while it is civ specific, it's by no means a flagship.
    2 points
  6. @Sundiata's latest work
    2 points
  7. 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.
    2 points
  8. The Council is both happy and proud to announce a new release!!! What is it? Terra Magna is a total conversion mod for 0 A.D. focusing on Asian, American and African civilizations. This mod used to be called Rise of the East (RotE). The name of this release is simply Terra Magna in recognition of the recent change. It is based on Alpha 23 release so do not forget to install it first(https://play0ad.com/new-release-0-a-d-alpha-23-ken-wood/).;) What is new? Thanks to Alexandermb talented new modder that is responsible for a lot of the new models especially Xiongnu faction, Wackyserious our new texture artist, Stanislas69 our artist doing Han Chinese buildings and Zapotec units and templates Lion.Kanzen icon and texture artist doing new logos, localized words plus a lot of historical research, Niektb (icon, texture, building artist and mapmaker) responsible for maintaining work plus work on Zapotecs and Han Chinese and thanks to Lordgood 0 A.D.’s lead artist, who helped us immensely to introduce you to Zapotec civilization as a whole. This release we are happy to introduce you to two new civilizations Zapotecs and Xiongnu, Han Chinese faction are updated this release as well. Zapotecs The Zapotec civilization that flourished in the lands of America to the far West. This release Zapotecs are introduced and they have an almost full roster of amazing buildings such as new market, a variation of houses, corral, blacksmith, civic centre and special types of pyramids with red carvings or paint. Xiongnu The Xiongnu nomadic tribes have come and they have some new tricks to show you. This release we are happy to introduce you to first nomadic civilization that has some interesting playstyle. Han Chinese From Rise of the East we are reintroducing you to Han Chinese that this release got new wonder, blacksmith, animations, cavalry crossbowmen and textures. New skirmish map Tarim Basin created by wowgetoffyourcellphone. Many smaller changes were made in this release too, but it would be too elaborate to list them all. How to: Unzip the download but leave the inner archive intact. Place the unzipped folder into /binaries/data/mods. You'll see another folder there called 'public'. Launch the game and enable the mod in Options>Mod Selection. Press 'Start Mods'. Enjoy the mod! Download: https://0ad.mod.io/terra-magna ModIO installation: Main menu -> Configuration -> Mods -> Download -> double-click In the last few years, some members retired leaving us shorthanded. We are currently especially in the need of artists. So if you're a talented artist with a passion for history and you would like to help us out, please contact us using a PM or (preferably) in this thread: https://wildfiregames.com/forum/index.php?/forum/423-rise-of-the-east/ Thanks in advance! Our thanks go to everyone that helped us to achieve this mod through contributing, playtesting or in another way! If you have tips/suggestions, feel free to let us know. Also if you find bugs, let them know too. Support 0 A.D. if you like us: Play0ad.com The main menu background is made by Lordgood. You can find him here: https://www.deviantart.com/lordgood The soundtracks are created by Omri Lahav. You can find more of his work here: https://www.omrilahav.com/ and some in-game civilization soundtracks created by Lordgood and Niektb. You can find more of his work here: https://www.deviantart.com/lordgood Terra Magna 0.23 changelog.rtf
    1 point
  9. We should have a "Block Player" option, just like we have a "Mark as Buddy" option. It'd help us to o get rid of some of the quitters and trolls. What do you think?
    1 point
  10. 1 point
  11. Sure, do your mod last release have the problem or only a pre - release version ? for testing. Thanks, that clarifiy the usage of the britons only 4,5 Enabled the group 4 with 2 boss variants: (Texture is 1024x1024, this will be reduced for 256 ingame and kept the 1024 version as resource in art_rep) No rush, time hasn't been at our side this days
    1 point
  12. Yes you can. There have been quite a few other AIs over the years
    1 point
  13. Hello, Now it is possible, in skirmish maps, to choose "unassigned" for a player, and the player will just stand there doing nothing. Why not have an option to disable a player in skirmish maps, so they can be used more times? (For example, if I make a skirmish map for 8 players, they could just "disable" some players and make a 2v2 match etc.) In that case, any entity with that player number would not be generated. Is this a good idea?
    1 point
  14. I guess you could discuss it with @borg- and @Itms
    1 point
  15. I'm finishing the new version of my mod, I just need to see about that png error in the carnyx player, after this I can help you. If you help me with this, you can speed it up.
    1 point
  16. I'm fine with a mug or shirt we can't see that but it's things like upgrades like what @thankforpie had said that I believe is not good but I still think we should just leave it alone, ever heard of if ain't broke don't fix it?
    1 point
  17. Some time ago I made a turkey for my mod, I do not know if they also use it in terra magna for the zapotecs
    1 point
  18. WFG use references for our designs.
    1 point
  19. What kind of 'free code' do you mean? Not the already free game code? Funding developers to write new or improve existing code, or do reviews, or artwork, presenting the game software conventions, or whatever else Wildfire Games needs to accomplish the objectives of Software in the Public Interest. There is still a lot to do until this game is finished, and a successor to this game was planned too.
    1 point
  20. @Genava55 due to lack of group 4-5 bosses variants, will be using 3 in the meantime, later will be replaced with those. First i want to make the distribution with the items we have done.
    1 point
  21. Old mango trees are quite enormous too, even surpassing the height of mature coconut trees.
    1 point
  22. This looks like a good mod can't wait for it to be ready!!!
    1 point
  23. No e investigado bien a los tupis pero si tengo una idea algo clara que mostrare en su debido tiempo. Por ahora solo haré los buildingset de algunas civis, cuando termine esta que es de los Hopi haré los tlaxcaltecas y los toltecas y otras mas darn History Channel because of you, if I look for the Hopi or the pueblos, and your stupid aliens helping the natives apper to me.
    1 point
  24. ¡Lindos modelos!! Parabens no ve tiempo para jugar con ellos. Trinketos ya tiene una idea del juego Tupi (claro que cuando el tiempo para eso puede ser trabajado)
    1 point
  25. Correct, this could easily break sync. GPUs and CPUs alike have various quirks when it comes to floating point. The standard itself is broken. We've dealt with that CPU side already, but moving it to the GPU you'd probably lack libraries for ensuring floating point consistency. Correct. If you want to mess with the GPU you'd be better off doing real graphics instead. The current pathfinder is actually inefficient in a lot of ways, not the least of which in the way it handles collisions (which really shouldn't be part of the pathfinder at all). Apparently it also uses flood-fill in a lot of situations which is horribly inefficient. @wraitii has been working on some sort of complex multi-stage patch to fix all of those issues, but along with a lot of other things it got stalled by the halted development. From what I saw of it the pathfinder is also ridiculously complex.
    1 point
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