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  1. In Delenda Est, it's: Infantry Spear/Pike > Melee Cavalry Hoplite class spear infantry have Shield Wall aura which boosts armor of nearby allied Hoplites Pikeman class spear infantry have Massed Pikes aura which boosts the attack and armor of nearby allied Pikemen Infantry Sword > Infantry Spear/Pike, Elephant Infantry Archer > Melee Infantry Infantry Javelinist > Infantry Spear, Ranged Cavalry (this includes Chariots), Elephants Infantry Slinger > Infantry Sword, Ranged Infantry Cavalry Spear > Ranged Infantry, Siege Cavalry Swords > Ranged Infantry, Ranged Cavalry, Siege Cavalry Archer > Melee Infantry Cavalry Javelinist > Support Elephants > Cavalry, Buildings, Gates Stench Aura vs. Cavalry Terror Aura vs. All enemy units Trample Aura vs. All enemy units Camelry > Cavalry Stench aura vs. Cavalry YMMV. The bonuses are adjusted in strength so that a unit class with a large number of bonuses (Infantry Javelinists for instance) aren't OP. Cavalry have a lot of classes which counter them, but counters such as elephants and camelry are relatively rare. Civs which lack certain classes of units may be able to field units of those classes in limited numbers from captured mercenary camps, which helps plug that balance hole for them. Seriously though, don't send cavalry against elephants, lol.
    3 points
  2. I'm not sure, but isn't a battalion of spearmen the same as a spearman when it comes to being efficient against cavalry ?
    3 points
  3. I didn't read all posts of all related threads, but these are relevant points I found so far: Account for the previous game designs: Hard-counters were designed already in 2004, it ought to be implemented or consciously argued against it, not ignored. Account for the development process: Reach out to devs: It is rare that people make gifts towards each other, seeking out developers and asking them questions when and how something may be reviewed is much more successful than offering something and hoping that someone will come around and do the hard work without being bothered. It shouldn't be like that, but it is. Package it for devs: Entirely unrelated features should not be added, the more features are combined in one diff, the harder it becomes to review and audit, the more oversights and mistakes are added, the more has to be fixed in retrospect. It can only be committed for a24 / svn, not a23. The longer this is postponed, the more changes gets added to a24, the harder it becomes to transform it for a24. Successful communication: Communication is bidirectional, so I guess if we haven't conveyed the information what we wanted to change, then we probably didn't express ourselves appropriately. But communication is bidirectional, so you also always have the choice to read statements multiple times and ask questions for those that you didn't understand. At least I asked the above two points before in the lobby and on the forums already. About the design stage, I didn't reall all versions from the design documents, nor all related forum threads. But fatherbushido posted it in 2017 already, we reminded in december 2018 again to evaluate that, it must be done before thinking about having your proposal commited. The source for this hadn't been posted. It's from 2004, so from the time when 0 A.D. was closed source (< July 2009). After 0 A.D. was open-sourced, noone had spent the time to try to make these relevant threads public. I spent the last months on IRC logs with that regard, when/if I finished that I will try to publish it for all versions of the design documents (unless something changes my destiny) and relevant old forum threads, but this will take a while. Perhaps this thread can be published, perhaps as a PDF. It was discussed by WIjitmaker (project founder), Acumen (programming manager) and Phoenix-The-Real-Deal (Ken Wood) This should be accounted for, at least by the one who does the review if not by the general public.
    3 points
  4. Gauls fighting on a Pergamon relief Reenactors, offensive techniques with the shield
    3 points
  5. fire reloading is more intimidating. must be have less range.... but only a expert can say that.
    3 points
  6. the technique is different than the actual animation, because is a composite bow. like nomad style of shooting. its very controversial. the controversy is the power of this technique.
    3 points
  7. Step 1: Entity does not see terrain higher than its position. [done] Step 2: Entity does not see terrain behind hills [done] Step 3: Entity height influences how high can see (height from outpost's footprint allows to see what is on the hill) [maybe better to use some new parameter than footprint ? ] Step 4: Performance [maybe will not be needed] Last build version Windows: pyrogenesis.exe (outdated version) Related diff: https://code.wildfiregames.com/D1905
    2 points
  8. 2 points
  9. Animations are the art guys responsibility though there is some XML editing involved. Enjoy the Choice
    2 points
  10. That's exactly what I thought, speed reduction.
    2 points
  11. I think the current "hawk" in the game should renamed to be the Golden Eagle, while a new "Hawk" can be modeled and animated. The current Hawk is just too darn big to be a hawk. lol, it's Golden Eagle size though and is roughly the right color.
    2 points
  12. Hola, bienvenido a la sección de reglas de la Liga de Juno. Antes de comenzar con ellos, del equipo de desarrolladores de la liga , léalos correctamente y con cuidado para evitar malentendidos. También queremos explicar que hay 3 tipos de infracciones: verde, amarillo y rojo * Verdes: si usted o su oponente infringen una regla verde, perderán el mapa que están jugando * Amarillo: si usted o su oponente infringen una regla amarilla perderá todo el partido (todos los mapas) * Rojo: si usted o su oponente violan un estándar rojo, será descalificado de la liga REGLAMENTO OFICIAL DE LA LIGA: 1) CREACIÓN DE MAPAS: 1.1) Mapas: continental, emboscada, llanuras de Lorena, istmo corintio, oasis 1.2) Configuración del mapa: 1.2.1) continental Mapa: Jugadores: Tipo de juego: ------------------------ ------------------- ----- ---------------------- Tipo de mapa: Aleatorio Número de jugadores: 2 Conquista: En el filtro de mapa: Todos los mapas Población: 250 Estructuras de conquista : Desactivado Seleccionar mapa: continental Recursos de inicio: bajo (300) Unidades de conquista: desactivado Tamaño del mapa: pequeño Inhabilitar espías: desactivado Reliquias: desactivado Nomad: Off Trucos: Off Wonder: Off Disable Treasures: On Game Velocidad: x1 Mapa explorado: Off Ceasefire: No Ceasefire Revelado Mapa: Off Equipos bloqueados: On Biome: Random Last Man Standing: Off Juego clasificado: - 1.2.2) Emboscada Mapa: Jugadores: Tipo de juego: ------------------------ ------------------- - ---------------------- Tipo de mapa: Aleatorio Número de jugadores: 2 Conquista: En el filtro de mapa: Todos los mapas Población: 250 Estructuras de la conquista: Apagado Seleccionar mapa : Recursos de inicio de emboscada: Bajo (300) Unidades de conquista: Desactivado Tamaño del mapa: Pequeño Espías deshabilitados: Desactivado Reliquias: Desactivado Nomad: Off Trucos: Off Wonder: Off Disable Treasures: On Game Velocidad: x1 Mapa explorado: Off Ceasefire: No Ceasefire Revelado Mapa: Off Equipos bloqueados: On Biome: Alpine Last Man Standing: Off Juego clasificado: - 1.2.3) Lorraine Plains Mapa: Jugadores: Tipo de juego: ------------------------ ------------------- ----- ---------------------- Tipo de mapa: Aleatorio Número de jugadores: 2 Conquista: En el filtro de mapa: Todos los mapas Población: 250 Estructuras de conquista : Desactivado Seleccionar mapa: Lorraine Plains Recursos de inicio: bajo (300) Unidades de conquista: desactivado Tamaño del mapa: pequeño Inhabilitar espías: desactivado Reliquias: desactivado Nomad: Off Trucos: Off Wonder: Off Disable Treasures: On Game Speed: x1 Mapa explorado: Off Ceasefire: No Ceasefire Revelado Mapa: Off Equipos bloqueados: On Last Man Standing: Off Juego clasificado: - 1.2.4) istmo corintio Mapa: Jugadores: Tipo de juego: ------------------------ ------------------- -------- ---------------------- Tipo de mapa: Número aleatorio de jugador: 2 Conquista: En el filtro de mapa: Todos los mapas Población capital: 250 estructuras de conquista: desactivado Seleccionar mapa: istmo corintio Recursos de inicio: bajo (300) unidades de conquista: desactivado Tamaño del mapa: Medio Inhabilita Espías: Apagado Reliquias: Apagado Nómada: Apagado Trucos: Apagado Maravilla: Apagado Deshabilita los tesoros: Encendido Juego: x1 Juego clasificado: - Mapa explorado: Apagado Ceasefire: No cese de fuego Mapa revelado: Apagado Equipos bloqueados: Encendido Último hombre De pie: apagado 1.2.5) Oasis Map: Players: Game Type: ------------------------ --------------------------- ---------------------- Map Type : Random Number of player : 2 Conquest : On Map Filter : All Maps Population Cap : 250 Conquest Structures : Off Select Map : Corinthian Isthmus Starting Resources : Low(300) Conquest Units : Off Map Size : Medium Disable Spies : Off Relics : Off Nomad : Off Cheats : Off Wonder : Off Disable Treasures : On Game Speed : x1 Rated Game : - Explored Map : Off Ceasefire : No Ceasefire Revealed Map : Off Teams Locked : On Last Man Standing : Off 2) RULES OF THE GAME: - All buildings, soldiers, civilizations and improvements are allowed except for: * Pharos (ptolomie building) * Wonder - To clarify: walls ARE ALLOWED - Spectators are FORBIDDEN (can be if both players want) 3) CIVILIZATIONS: (***) VERY IMPORTANT : You can not repeat any civilization on same match. 4) REGISTRATION: To register for the league , first of all we must tell you that by doing so we understand that you have read ALL THE RULES and therefore in case of infringing any of them will face its subsequent sanction. To register we need you to do the following: - Send a private message to this account with the following requirements: * ID of you and your elo points. (For example: borg- (1127) eae) Once sent that message any of the administrators of the league will respond confirming or not your registration. In case of not doing it , we will give an explanation on why the denial. Once registered, we will use the forum as a courier and through it , you will send us the results, possible infractions and traps that can be made by rivals. (In case there is a administrator of the league online in 0 A.D. , tell him about the infractions and the possible cheating that you may have seen, he will tell what you should do {The results will always be sent by private message to THIS account as soon as possible} IMPORTANT: Result not sent before the end of each week is equal to defeat. 5) THE RIVAL TEAM HAS MADE TRAPS WHAT SHOULD I DO? If you have detected that your opponent has committed ANY violation, you must: 1) Tell him by the game chat the infraction he has committed 2) Immediately afterwards you must leave the game SURRENDERING TO HAVE REPETITION 3) If the opponent has committed a green infraction, you must continue with the next map, if they have committed a yellow or red, send immediately the result to this account counting what happened and send the repetitions of the maps * In case of any problem contact an administrator * If you leave with no reason , the map will be marked as lost directly 5.1) LOSS OF CONNECTION : In case of loss of connection of a player, the game will be paused for 5 minutes + 1 of courtesy to wait to the player returning to the game. In case of not returning to the game you must close the game and play the next (you won). If the connection loses the host, the player that is hosting will lose the game VERY IMPORTANT : In case a map is continued having an infraction, if the marked protocol has not been followed , the sanction will be nonexistent, EXCEPT: Build a lighthouse and destroy it in a short time, In that case the 3 maps will be lost directly. (Evidence will be needed for that case) 6) HOSTING : The maps of the league will be hosted as follows: The player that is above in the table will host the first map and the third, therefore the other team will host the second (In case of a tie, the position in the league will be respected) 6.1) WE DO NOT HAVE ACCESSIBLE HOST : In case of not having a host to which people can join, you must find a host which must create the game according to the rules set by the regulation. In case of any infringement the player that had to host will be the only responsible 7) How can I send the results of games? If you have finished a match, follow the following instructions to send the result (ONLY SEND IN CASE YOU ARE THE WINNER) 1) Send us a private message and write your name and your rival's 2) Send the result + the repetition of the 3 games (if any) NOTE : If there has been any type of problem in the confrontation, communicate it and tell us the exact minute to be able to review IMPORTANT: PLEASE , SEND ALL THE RESULTS AND THINGS RELATED WITH THE LEAGUE WITH THE SAME ACCOUNT 8) OPENING OF JUDGMENTS An opening of trials will begin in the following cases: - Both players claim the same result in a match - An infraction is committed and the infringing team alleges not having committed such infraction - A red offense is committed (where the offender must state the reason for his behavior) Once a trial has been opened, it is mandatory for the two players to present the evidence of what happened in order to give a correct solution, for the following it is mandatory to have the repetitions to pass them in case of problems, in case they are conversations, it is recommended make a capture of them (with the mobile for example) 9) HOW DOES IT WORKS: In the Juno's League we've been thinking in how to do an interesting thing, and we got this: First of all, you players, will play a 12 people max league, and each player will play two times against everyone. After that, the 4th first people in the league will play a new league between them, playing 4 times against each one to see who's finally the best 0 A.D player, the 2nd, 3rd, ... We're open to new ideas or suggerencies. This event will be uploaded to You Tube. We'll try to stream one match each week and upload the rest to YouTube (commented of course) This is just an informative post, and it's not ended yet. We'll give you more info soon!! (You can pre-register now if you want to) ........................................................................................................................................................................................................................................................... Green infractions: - Build or use any element prohibited by the regulation. - Set the map wrong (do not follow the instructions given by the team on the '' CREATION OF MAPS '') - Repeat civilization. - Entrance of spectators in the middle of the game (The host will lose if accorded no specs) Yellow infractions: - Establish an anti-sports behavior - If a player of a team has a different ID than the one he puts on the template, he will automatically lose the match Red infractions: - Insult (seriously) ANY member within the sporting event (That would be told to 0 A.D moderators) .................................................. .................................................. .................................................. .................................................. .................................................. .... Si tiene alguna pregunta sobre las reglas o algo relacionado con la liga, no dude en enviarme un mensaje aquí en el foro. El reglamento anterior estará sujeto a posibles cambios con previo aviso.
    2 points
  13. Oh it's public now. I don't know if it was public before already or if someone moved it. Anyhow, the linked graphcis are broken, but the cited graphcis above comes from this thread. The links were broken 2 months ago and there hasn't been a response to my posts and proposed fixes yet. (That's what I meant with noone handing out gifts.) (Editing the thread manually may work for this specific thread but won't scale to fix all old threads.)I'll just funnily attach it here: I guess the text is more important, but if the graphcis are missed, the text that refers to the graphics becomes less comprehensible.
    2 points
  14. The Polar Sea map originally introduced the wolves as non-domesticated animals and made non-domestic animals controllable, so that the wolves could be ordered to attack the player. But following D156#6745 the wolves were changed to a domesticated animals rP19323 so that they can both receive orders and roam. I think using the name "Controllable" would be more descriptive than "Domesticated", since there are some domesticated animals that can't be ordered either, I guess domesticated sheep sheep are not ordereable in real life directly but they are only fleeing from orderable domesticated wolves. Also entity component properties are supposed to determine the behavior of entity components, not Identity classes. But I speak from ignorance as I don't know what the previous generations of developers laid out in plans (and I don't intend to work on UnitAI right now).
    2 points
  15. All true, just saying that we should maybe focus on perhaps having attack animations based on different techniques found in the different countries, so that a Greek archer's animation might look different from a Persian archer's animation. My main beef is the fact that the archers in the game fire 100s of arrows at 2 arrows per second in some cases and looks ridiculous in pitched battle. Before we turn the game into an archery sim (how do we simulate the "shooting them through the eye slit thing anyway?), perhaps just having animations for the different draws, etc. would be pretty cool. I kind of wish the game had a dynamic animation system so that archers could aim higher for long range targets, while aiming more directly for closer range targets, if you know what I mean. even if it's not 100% dynamic, could maybe have a "high aim" and "low aim" variant for each draw animation and the engine can pick the right one based on target distance.
    2 points
  16. Well actually I did not put a lot of new stuff, just a few things that were already in the code but that were not being used, some auras and techs, but i will do so, I will follow your tip. I'm preparing a "final" patch with the best balance possible. It should be ready in the next few days. After that I will apply to the snv a24.
    2 points
  17. A couple different shield bash attack animations would be pretty gnarly. Devs, pleeeze.
    1 point
  18. Exactly. If I could, I would make them hesitate or break off attacks or make them harder to control in some way. But a speed/rate reduction simulates it well enough for now.
    1 point
  19. @Feldfeld @ValihrAnt @camel @Boudica @ffffffff @JC (naval supremacist) @Unknown_Player @borg- @chrstgtr @Lefo @Pudim @Philip the Swaggerless @Stockfish @PhyZik @itrelles @nani @Hannibal_Barca @LeGenDz @phoenixdesk @LANDLORD
    1 point
  20. Or a different player (owner), undisputedly. That was the naive thought committed, I still hold other uneducated thoughts, so actually let me forget this now gg. I guess there tickets, logs, forum posts of animal UnitAI that one can pay for with his time to uncover. Also UnitAI has 6000 lines, which means it takes more than 6000 lines of your life away when you look at it. Doesn't mean that my naive thoughts that I forgot might have been true in retrospect. I'm currently on a different construction site, perhaps the others can tell you more. It would have the advantage that it is not linked to animals at all. And the simulation components are as far as I understand the situation a part of Pyrogenesis and not 0 A.D., since they should also be usable for mods that don't base on 0 A.D. templates/art/history. (For example starcraft like RTS with arbitrary entities that aren't animals seems like a realistic use case for Pyrogenesis with a solid UnitAI)
    1 point
  21. Gorgeous! I get this error every time I run your exe. WARNING: Framebuffer object incomplete: 0x8CD6 ERROR: CRenderer::EndFrame: GL errors GL_OUT_OF_MEMORY (0505) occurred
    1 point
  22. @nani could you send me replay with bug? In svn los is computed in stripes from bottom of vision range to top. I changed computation to squares going from position to vision range borders. Although I had to remove incremental update of that stripes and replace it with total remove and add as it were before it was optimised. To the current blocking I have boolean map matching los map strucute. As I said I go from entity position out. So In every iteration I check first height and if still visible then I check related tiles which could block vision from position and when I have d result I update related boolean map for next iteration and show hide tile for player.
    1 point
  23. Outside some clear issues as the slingers efficient against structure and lance cavalry against infantry, how battalions will fit in this? In the long term, if it will be implanted, this framework won't survive.
    1 point
  24. I think that is indeed a problem. The responsibility of the reviewer should end with the commit and after that, the responsibility of maintaining the patch should lie with the person submitting the patch. Of course, people can also disappear, but being afraid of that will continue to be a huge blocker. People submitting a patch should state if they can't do the follow-up maintenance so that the team will know what to expect, and the team can of course not assume anything when there's a new contributor. I guess the thing here is to find a balanced way of dealing with the risk of new/regression bugs.
    1 point
  25. Could be done but it'shard to switch death variants depending on what killed a unit.
    1 point
  26. Will we have prop points on the body meshes for arrows to show? That would be cool.
    1 point
  27. Yeah it should be fixed when @wraitii commits his patches
    1 point
  28. The average Samurai would shoot 100 arrows a day on the range and at least one hour of sword practice that was before European contact other archer cultures had similar training regimes Mongol children where given bows at about 10 years of age both sexes as Mongol woman where secondary defenders of the clan and most children rode horses from way before that.English long-bowman also started at that age getting stronger bows as they grew. I myself got my first real bow at that age though being left eye dominate and right handed none of the conventional sighing systems worked for me I had to develop an instinctive style and my accuracy was never excellent though I did hit my targets there is an other relevant issue the draw Mongolian with the thumb drawing the string to the ear or the Mediterranean with the first joint of ether two or three fingers drawing the string to the check or chin.Depending on the draw style the arrow is placed on differing sides of the bow this is due to the different torque generated by each the thumb draw twists the bow string so the arrow goes to the left side so the arrow is placed on the right side of the bow the three finger draw is opposite of this assuming a right handed archer enough archer geek stuff Enjoy the Choice
    1 point
  29. that sounds better than usual balance changes where change a little number by other. I'll give a try.
    1 point
  30. @Stan`mkay, I already downloaded Visual Studio 2013. I'll see if I can make some sense of the other sentences you wrote.
    1 point
  31. Actually, the initial goal was just hard-counter, that's where all the problem came up. The game has severe balancing problems on almost everything, it's not just about changing status like attack, armor, and that's it. I had to change many other things for the counter system to work. As the feedback was very positive I decided to continue the work, giving more dynamics and depth to the game, including many bad things, with the technological tree for example, which is super outdated, or heroes archers as cleopatra that if I fail the memory has an attack speed of 0.3, totally out of balance and realism (every 1 second she attacks 3 times, almost 4), I'd say idiot. Just a few examples of what I've seen and changed. I say for sure, if you make only minor adjustments it will not work.
    1 point
  32. Too bad I have too much things to do. Maybe @LordGood would like to do it
    1 point
  33. The title of thread is: "Are there balancing changes planned for A24?"
 Instead of discussing this, the thread is becoming another hack and slash on 0AD's flawed gameplay mechanics. That's not what this thread was about and that's not what borg's mod is about. Obviously the one affects the other, but they're separate subjects. There are glaring balance issues that have little to do with gameplay, but which affect the enjoyability of competitive matches. Battering ram shenanigans. Slinger spam. Only 3-4 civs are played competitively. Underused units. etc. Borg is not a master of C++ to my knowledge. He is one of the best, or the best players out there and he has a lovely demeanor as well. He helps and teaches people how to play. He has used his experience and his skillsets to improve the balance of the game, with the stated intention of addressing many of the issues that many players have brought up repeatedly. If a team of experienced players commit to playtesting the mod and ironing out potential flaws, then we're looking at a tangible improvement in one aspect of the game. WHICH IS A GOOD THING. Regardless of whether it addresses core gameplay issues. That's a different subject, handled by different people with a different expertise. Borg's balance mod has been hugely constructive in terms of addressing some of the recurring issues that competitive players, as well as single players have complained about. Try to do your best to facilitate and improve on his productiveness!
 As for gameplay, don't get me wrong, I think 0AD can do way better. And we should actively try to overhaul (parts of) it. Unlike what some people say, 0AD is loads of fun. Otherwise none of us would be here. But it could be a lot better. Our biggest problem is lack of manpower. This is obvious. But some of the discussions on gameplay do little to inspire people to work on it. Quite the opposite. Even if I had the skills, which I don't, I'd be very hesitant to put my hand in this wasp nest. I had recently actually typed more than 4 pages of condensed suggestions for 0AD, thought through over a period of several months, many of which address gameplay one way or the other, but decided not to write it out and share it because it was obvious to me at the time that every capable person is already buried neck-deep in work. A lot of things that aren't immediately noticeable to the end user but are necessary, and often boring tasks just to keep this project going. Then my computer flipped out on me and I lost all my brilliant and not so brilliant suggestions (a sign, perhaps?). Anyway, my point is basically, learn C++ and javascript if your passion lies with improving gameplay mechanics. Seriously, we need the people! Be brave, put in the work, even if nothing comes out of it. That's the risk, and always will be. But at least you might actually learn something in the process, and inspire a more capable person to pick up the cause, or support you efferts. If you're not willing to put in the work, try to find people who are, outside of the small and already overworked pool of talented, yet under appreciated contributors. Scour forums of programmers and game-developers for capable and willing individuals. Talk to capable people in your environment, or make some publicity for 0AD on Youtube/social media, with the intention of "recruiting" people. We need people that understand what free and open source means. People that have the strength to walk the whole nine yards. Not more people that have pages of suggestions but can't do anything about it themselves and expect it to just be done, like a teenager that never folds the laundry but always has a closet full of fresh, clean clothes, and never even thinks of where they came from. @DarcReaver I agree whole heartedly that 0AD shouldn't try to be another AoE clone. But deciding what it shouldn't be is a lot easier than deciding which one of the infinite other possibilities it should be. Reaching a consensus seems to be one of the hardest things in the process. It's obvious that we all have our own ideal RTS in our mind, and it's also obvious that our definitions of ideal RTS are wildly divergent. We're all going to have to make compromises somewhere. But it shouldn't feel like a sacrifice. We need to develop a shared vision, in order to manufacture consent for our ideas. We need to foster good relations, first and foremost, because the most valuable resource to our disposal is the human resource. People need to want to work on something, not be made to feel inadequate, even though mountains have been moved over the past few years. I'm not saying you need to sweet talk anyone, just recognizing the work that has been done so far (I remember a time when 50 units would lag out the game, there were only a handful of civs, no walls, no MP, barely any gameplay at all... A complete mess, basically) [Pause Writing: there are pigs on the land! The same ones that had me up last night wondering if I'm being burglarized... Going to chase them away now. Update: The pigs are hostile! I repeat, THE PIGS ARE HOSTILE! Sending in the dogs... Hmmm, the dogs made the pigs bleed... Good! (Don't worry, the pigs are fine, just shaken) Bye Bye pigs. Doggos get some nice fish as reward. Good boys End Pause] Yes, I love art, history (antiquity in particular), variety, the ability to build a town, raise an army, murder the living daylights out of my opponents, or fight for survival. Those things make the game compelling to me, as for many others. Yes, the gameplay can be a little lackluster sometimes, but baby steps man, baby steps. It's only been about 15 odd years or so, give it some time, jeez Just kidding... Like I said, we need manpower. Without the right people with the right skills, we're going to be having these kind of discussions for many years to come. It's not as simple as just deciding what to do. Someone has to actually do it. And without pay, that might take a while. Also, just because the game isn't progressing as fast in the areas you'd like it to be progressing doesn't mean that there hasn't been stellar evolution in the quality, stability, performance and art of the game.. Not a personal attack, just a general observation. Obviously you do And that's not a bad thing. My point is, just to do what you can do. If you don't want to anymore, that's fine. But try to keep the criticisms constructive. 0AD and Wildfire Games forum are large communities. Even if we don't see eye to eye on some topics, there's always a myriad of other items we can work on, together, or separate. It doesn't matter how, as long as it mutually benefits us, there's reason to continue working on the project and sharing our progress as well. I see you're still around helping people here and there, so again, not necessarily a personal comment, just a general sentiment.
    1 point
  34. @Bruce Fleming If that fixed your issue please tell us, also attaching the files would be nice If you are on windows they are in '%localappdata%\0ad\logs\'
    1 point
  35. I don't want to take strong position but I think that a reason why devs could be hesitant to implement those big changes in main game is also because we don't know what to expect. All those changes are very complex to balance, and we can't garantee that borg-'s mod is balanced simply because there really is too few testing. Even if, in the very few games i played in the mod, I didn't find any imbalance, i can't say if the mod is balanced and the same reasoning should be applied to the positive feedback it receives. It is not enough. Small changes can lead to big imbalances. I am not against putting the mod in the base game since it would lead to some progress in that direction but you can't expect balance complaints to stop. Also, it may not seem like it with the sizeable complaints about balancing but don't forget that a23 is much more balanced than a21 or a22 were.
    1 point
  36. This is true too, but what keeps the community alive is the multiplayer games, and you see most of the players playing the vannila version just because it's easier. And whether you like it or not, vanilla is 0a.d's identity. It is for this version that people will look when they judge the game good or bad. The mods may even be bad in this sense because many have even asked themselves in the lobby, how the mods are years ahead of the original version, and are usually made by 1 or 2 guys.
    1 point
  37. 0abc updated again: removed resource loot from structures changed unit training queues: women (and brit war dogs) at houses infantry citizen-soldiers at civic centres infantry mercenaries at military colony (ptol, sele), embassy hall (cart, gree, mace, pers), and mercenary camps (kush, pers, ptol, sele) infantry champions at barracks (now city phase structure) all cavalry and bigae at cavalry stable all elephantry at elephant stable all siege engines and quadrigae at workshop Seleucids can upgrade their centre in town phase: various minor tweaks and corrections To do: teach AI to build more than two barracks and one elephant stable (because the elephants are limited to 5 times the number of elephant stables).
    1 point
  38. Only the duplicate There is still Nescio's I just reused the boar animations So it makes sense. Thanks a lot !
    1 point
  39. On Sunday we had a workshop with some other people. We showed to three or four how to mod the game, and to one how to translate the game. Hopefully there will be new contributors on the forums. We also had a talk with the person who made the GLTF importer for Blender, and we might contact him in the future when we make the switch from Collada to GLTF Finally I had a talk with the school head master about next year art contributions, so we might have 2D, 3D, Animation, and Web Design contributions next school year.
    1 point
  40. passive conversion. video by @fatherbushido
    1 point
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