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Showing content with the highest reputation on 2019-06-21 in all areas

  1. Scrolling quickly I thought this was a photo.
    5 points
  2. Some interesting insight into what we can improve too. What's a "worker" for example. It's not obvious which units can gather. How to garrison? Things like that.
    5 points
  3. People with good following are now starting to recognize the game. This word of mouth recommendations for the game is really good and Raptor really appreciates city-building games. I am also rooting for our mods in the comment sections of people who cover the game.
    4 points
  4. New Unit: monk ship on water to convert ships lul
    3 points
  5. 0abc updated again, numerous changes, including: javelinist → javelineer blacksmith (a person) → forge (a workshop) (siege) workshop → arsenal removed native language specific names, because “Athenian Hoplite (Infantry Spearman)” is more informative for a player than “Hoplítēs Athēnaîos (Athenian Hoplite)”, and because there is no consistency between the standards used by the quite different languages (compare e.g. cart, kush, rome) reduced the number of selectable civilizations to eight (cart, gaul, kush, mace, maur, ptol, rome, sele), to focus exclusively on the 3rd C BC to avoid extreme diachronisms, and to make differentiating factions easier iron (metal) can no longer be dropped at centres, docks, storehouses, or worker elephants; instead, the forge is now the dropsite for iron, to reflect the fact you have to smelt ore to get metal resource true price reflects gather speeds trader gain is now fixed at 100% silver (done by incorporating @Freagarach's D1846) slaves available at the market in the city phase for all factions worker elephants can no longer build; instead, they have a 15 m aura, which increases worker build rate by 20% standardized unit attack time to 2 s (formerly 1 s) houses: wood (gaul, maur): 80 wood, 20 time, 4 population and garrison size, 400 health, 200 capture points, consume 0.02 wood/second mud (kush, ptol): 60 wood, 60 time, 6 population and garrison size, 600 health, 300 capture points, consume 0.03 wood/second normal (cart, mace, rome, sele): 120 wood, 30 stone, 40 time, 8 population and garrison size, 800 health, 400 capture points, consume 0.04 wood/second appartment (cart upgrade): 180 wood, 60 stone, 60 time, 12 population and garrison size, 1200 health, 600 capture points, consume 0.06 wood/second – and has minor ranged attack when garrisoned military structures: stable (village): cavalry arsenal (town): siege engines, chariots, crossbowmen shipyard (town): wargalleys mercenary camps (town): civ-independent mercenaries hall (town): civ-specific infantry mercenaries barracks (city): infantry champions elephant stable (city): elephants removed many obsolete technology files [And that's one thousand.]
    3 points
  6. Great nesting place for some Gharials?
    3 points
  7. Watching Nookrium halfway at the moment. What I noticed so far Lack of harvest animation for the pig (Stream viewer jokingly said that it was being milked lol, and that was a sustainable way of having bacons, really laughed at this one) A particular cattle entity at Butana Steppes which also lacked animation. The guy failed to notice the lack in population point during one of his matches. Stream viewers are very interested on the game based on how they saw him play it. He zooms a lot and is mostly fascinated by the graphics, he praised it how each faction had different structure sets and was really moved the the appearance of the buildings. Interesting though that he looked at the mod selection for a first game cover. He somewhat wanted more available information about the mods in the mod selection area, other than the mod summary description. He downloaded the community maps mod ad mod.io
    2 points
  8. Same problem with “you”, isn't it? (English ...) Yes, we all agree on that, I think. To clarify, I started https://trac.wildfiregames.com/wiki/SpecificNames because of https://code.wildfiregames.com/D1935#80243 It's a proposal, not set it stone, open to discussion for everyone. However, I would appreciate it if people won't say something is bad, but explain why they think something is wrong. (In the end it's up to @Itms to make a final decision, because he's the project leader.) This was the last attempt at standardizing Greek, four years ago. I believe it can be summarized with: β→b γ→n before γ, κ, χ, ξ and γ→g elsewhere κ→k, χ→kh, ξ→x υ→u after vowels and υ→y elsewhere η→ē, ω→ō α→a, ά→á, ᾶ→â, ὰ→à My proposal goes a bit further: ξ→ks {κ, χ, ξ→k, kh, ks} is consistent with {π, φ, ψ→p, ph, ps}, ξ→x is not (Attic) ΧΣ = Ξ (Ionic) ks is common in modern scholarship (see earlier post and below) υ→u (all positions) for transliteration consistency (see earlier posts) reflective of different Greek alphabets common in modern scholarship (see below) indicate vowel length, i.e. differentiate between α, ι, υ and ᾱ, ῑ, ῡ dictionaries indicate vowel length the difference is meaningful, e.g. ἄᾰτος and ἄᾱτος are two different words (from first page LSJ) allows distinguishing between αι (ai) and ᾳ (āi) common in modern scholarship (see below) both of you (@Stan` and @Itms) expressed macra would be nice to have Ideally 0 A.D. would use similar standards for different ancient languages. Celtic, Greek, Latin, Persian, Sanskrit are all Indo-European languages; there is an entire academic discipline for that. Here are three pages from R. S. P. Beekes Comparative Indo-European Linguistics / An Introduction [Second edition; revised and corrected by Michiel de Vaan] (Amsterdam/Philadelphia 2011): As you can see, my proposal complies with that.
    2 points
  9. Wasn't the file truncated to zero bytes and then deleted or something? Like that being two steps that can be affected by concurrency, not only one? It does speak of a different process though. And once python opens file access (regardless of exceptions), 0ad can't open that file for that time, no? It sounds like you dealt with the problem where python tries to open it when 0ad has it open already, but not the other way around.
    2 points
  10. Americas Ancient Empires Mod DD v 2.0(Or some better name xD) Gameplay: It is very similar to 0 A.D., with some changes listed here: A new resource water. Civilizations have different ranges for their units There is no cavalry or stable. Each culture has its own animals. The boats are classified in this way: Canoe, Median Canoe, Large Canoe. Current Civilization are: I decided to remake everything, there no added civilizations( I don't like how was the civilizations except models and textures so i will redo all the ones I already had ) Well here is the final Planed Civilizations(whit names and some incomplite general information, need investigation) i like to show this as a table but i don't find an option for this Note: School of Nobles and School of Common People/Plebeians? are available for the mexicas,tlaxcalans and toltecs also unique militar and economic tech respectively and the chinampa are available to the nahuas civilizations Mexicas(Main Bonus: 25% in trade profits and They gather food for 5% faster,Team Bonus: TODO,Unique Buildings: Skull wall defence aura?,Cultural Bonus: They can have a greater influence on the villages / communities that are under their control(more benefice)). Tlaxcalans(Main Bonus:Militar Buildings 15% more strongers in every phase starting in city phase,Team Bonus:TODO,Unique Buildings:Mountain Fortress,Cultural Bonus:TODO) Toltecs(Main Bonus:Gather rate stone is 15% faster is added 15% Gather rate in every phase starting in the villager phase ,Team Bonus: You ally can train your basic soliders from embassy ,Unique Buildings:Toltec Embassy(your ally can build),Cultural Bonus: TODO) Incas(Main Bonus:The Tambo generate metal and the buildings only cost stone, but the units cost 5% more metal ,Team Bonus:TODO,Unique Buildings:Tambo,Unshu,Pukara,Cultural Bonus:TODO) Mayas form Tikal(Main Bonus:They have 15% more cultural influence,Team Bonus:TODO,Unique Buildings:Observatory,Cultural Bonus:TODO) Mayans Kaqchikels(Main Bonus:They buildings cost -25% of stone,Team Bonus:TODO,Unique Buildings:TODO,Cultural Bonus:TODO) Pipilians(Main Bonus:Her soldiers are 15% more weak but get 15% of attack,Team Bonus:TODO,Unique Buildings: TODO,Cultural Bonus: TODO) Tupis(Main Bonus: All buildings cost wood,Team Bonus:TODO,Unique Buildings: Warhut,Cultural Bonus: TODO) Hopis(Main Bonus: Some of its buildings have double functions,Team Bonus: TODO, Unique Buildings: Pueblo,Cultural Bonus:TODO) Tarahumaras(Main Bonus: All units are 15% faster(Who needs those dirty horses?),Team Bonus: TODO,Unique Buildings: Trading Post?,Cultural Bonus: TODO) Auracanians aka Mapuches(Main Bonus: Adaptable civilization, has better defence,Team Bonus: TODO,Unique Buildings: TODO,Cultural Bonus: TODO) Villagers/Communities A neutral village you can capture the villager to get soldiers, resources and techs the resource depends of the villager, i dont complite the idea but heres the avaliable villagers Zapotecs Villager Caribeans Villager Nabajo Villager Mixtecs Villager Huastecs Villager Chichimecans Villager Muiscans Villager Moches Villager Apaches Villager I will add more Cultures: Not info for now. Maps: Here is my idea of the posible maps. Sonora Desert,Western Sierra Madre,Eastern Sierra Madre, Southern Sierra Madre,Chihuahua Desert,Paint Desert,Texas,West Ocean(Veracruz Coast),Anahuac,Yucatan Peninsula,Chiapan Jungle(Old name of Chiapas),Coast of Oxaca,Cuaxtemalan(again other old name this time from Guatemala),Orinoco,Andes Mountains,Atacama,Auracana,Patagonia,Pampas,Amazon Jungle,Antillas,Easter Island,Llanos Hiden Civilizations: They are unlocked by doing certain actions during a game which unlocks a button that allows you to become one of the civilizations that are available based on what you have done to unlock them(i dont make a spoiler :v) Soon I will make the technological trees of the main civilizations and the villages. Note 1: I hate writing in English >:( Note 2:If someone wants to help improve this design document feel free to post your suggestions, i realy needed xd
    1 point
  11. Hello team first of all i really admire your jobs so far awesome! i want to help this community for Persian translation / Sound as much as i can , iv prepared these sounds, i really appreciate if you can share your feedback so i can improve them , any advise appreciated https://drive.google.com/open?id=1aHfSmyLUi7AuwMZ9o152XG8D20sLphcD Thank you
    1 point
  12. 1 point
  13. Siege workshops should be implemented, both Nookrium and Raptor were wondering where to train siege weapons.
    1 point
  14. First time player. Excellent narration... Player: "Are these sheep or pigs? They look like sheep to me." Gaia animal: "Baaah" Player: "That is definitely a pig. Yeah, you can tell by the sound it's making. Pigs go Baaah" "Yes, the women of Rome, known of course for their heavy logging", lol...
    1 point
  15. ah yes i call it 'a collection of art assets without entities yet'
    1 point
  16. @borg- can you ask for details? @danillodcb you can post screenshots?
    1 point
  17. oooh here it is dragon bamboo
    1 point
  18. I got one more tropical uh, 'tree' i want to get done and then maybe ptolemies lol Geological formations do need attention more than flora at this point I will freely admit, but rocks can be particularly boring ya feel?
    1 point
  19. https://code.wildfiregames.com/D1926 would help with running the game on really slow machines I guess.
    1 point
  20. Great video from @ValihrAnt
    1 point
  21. borg u have problems with windows installation software
    1 point
  22. @user1 @Hannibal_Barca Maybe there could be a network message when the banned user tries to join the lobby with the remaining ban time ?
    1 point
  23. I decided to go ahead and create new, reddish mahogany-brown skins for the native Egyptian units since I didn't want them to be confused for their Kushite analogs. Here are some re-re-skinned Egyptian ladies. Now, onto the soldiers!
    1 point
  24. Thanks for having adopted the multiplayer fixes that allowed this game to be played during the last two seasons!
    1 point
  25. Hi, @dmzerocold! Thanks for sending in the voice clips! Did you apply any post-processing or conversion to these files? What equipment are you using to record this? I ask because they are at a very unusual sample rate (384 kHz). Final delivery of voice files for the game will be mono in 44.1 kHz at 16-bit, so anything higher than that is really unnecessary. Furthermore, it appears your actual physical recording equipment could only capture frequencies up to about 8 kHz and support frequencies up to 22.05 kHz, so recording at such a high sample rate is essentially useless. Take a look at this spectrograph generated from one of your takes- Across the X domain is time, and across the Y domain is frequency (labeled on the right, 0-192 kHz). The brighter the color on the spectrograph, the more sound is at that particular frequency at that point in time. You can see that above 8 kHz, the pickup of the microphone diminishes drastically, like a lowpass filter was applied (this is probably the design limit of the microphone, my guess it is a webcam mic or telephony mic). At 22.05 kHz, it essentially stops recording anything of relevance (which is to be expected for something designed to record 44.1 kHz files). All that black space at the top, from 22.05 kHz to 192 kHz, is basically wasted space- it has no relevant or valuable data in it- that's why there's no point to recording at 384 kHz; you're not even getting any reliable signal up there to record unless you're using a $1500+ calibrated test microphone. I would suggest that, if you are not doing any post-processing, then perhaps your equipment is not capable of recording the full frequency range necessary (0-20 kHz) for a video game voice over. Ideally we should be seeing a fairly consistent response in that range with nice, dark colors surrounding the voice, something like this: I've circled the same 8 kHz point (note that this file is displaying at 44.1 kHz, so the top of the graph is 22.05 kHz rather than 192 kHz as it is in yours). Notice that although, like in your voice, the bulk of the information is below about 4 kHz, there is still some valuable information up above 8 kHz, mostly what we call 'sibilance'. Without this, 's' sounds tend to appear more like 'f' sounds and also some of the character of your voice is lost, making it harder to understand and identify. If you've ever spoken to someone on the phone and thought it was someone else for a minute, that's why! Above is a clip of your recording now as it appears in the same sample rate as mine. Notice that the sibilance shown above is missing/cut off and there is less sound from 2 to 4 kHz than in my recording. My best guess is that these are issues related directly to the microphone you are using rather than the rest of your recording process. In summary, setting a higher sample rate on your computer won't enhance what isn't being captured in the first place. Unless your equipment is malfunctioning or improperly configured, resulting in that 8 kHz 'cut', you may want to consider borrowing some other equipment to see if you can get a better sound. 2nd critique- There is also a very large amount of noise in the background of the clip (all that 'pink speckles' you can see from 0-8 kHz in your recording, verus the purple and black in my recording). There are a huge number of causes of noise, including environmental sources like air conditioners, refrigerators, open windows, computer fans, and so on. In addition, there may be something in your signal flow (that is, the path the sound takes from hitting the diaphragm of the mic to being recorded on your computer as 1's and 0's) that is adding that noise. For example, if you are working with a budget consumer microphone, such as a webcam mic, it may not have adequate noise performance to record clean audio, and typically there's no real way to get around that. On the other hand, if you are recording even a very good mic but with very low gain at the preamplifier, and then add lots of gain digitally in your recording software, you will get poor noise performance there as when you record a certain 'noise floor' is "baked" into the recording and digital gain makes everything equally louder, including that noise floor. For example, here I intentionally recorded with the gain on my preamp turned down, and then used the digital gain in my recording software to make up the difference. You can see that the previously black background has now turned purple, showing how much more noise is in the recording- The lower the noise we can record, the better the end result will be! So, a few tips for reducing noise in general- Turn off anything that makes noise in your recording environment. Find a location which is enclosed and away from any sources of sound like busy streets. Record as close to your mic as you can, preferably 4-8 inches (10-20 cm). The closer you get, the louder your voice will sound at the mic and thus the quieter noise will appear. There are some downsides to recording close to a mic, so try holding it in different positions- above your mouth pointed slightly down towards it, below your mouth pointed slightly up towards it, and so on, to find what sounds best. Record at 44.1 kHz 16-bit in Mono (although you can also record at 24-bit if you want, this really won't change anything at this sort of noise level). Make sure any analog amplification is turned up before using any digital gain. For example, if there is a gain knob on the microphone or the preamplifier itself, use that before using the slider in Windows or your recording application. If your microphone can be configured to different frequency ranges (for example, some webcam or USB mics), make sure it is set to 44.1 kHz too. If you still have similarly noisy results, perhaps consider borrowing a different microphone from a friend. Even something like a Blue Snowball should give significantly cleaner and better sounding results.
    1 point
  26. I have a proposition ( technically I have no clue if this is possible/easy to implement in your mod or not...) : How about a button that has the same function as the buddy button, only in a negative way - kinda like an "idiot"-button? Would be useful to mark quitters especially, and generally rude and obnoxious players...so you don't play with them again by accident? i tend to forget the usernames, or rather i sometimes think: i remember this guy, but I am not sure if it's because he was helpful/polite/good player or, well, ...an idiot! Obviously, this can be fixed by playing only/mostly with trusted ppl and especially hosts, but it would be nice anway...
    1 point
  27. @ffffffff Just an idea: there is a bar separating the list of games from the chat in the lobby screen, it would be nice if it could be used to resize each of these parts.
    1 point
  28. Not sure where i left my blender file with the first helmets so i started again and made 4 (+ checker) variants: A: B: C: D: E: I used as reference this (i had no internet connection for check the references from all angles possible i was waiting my death because of boring at 4 o clock in the morning i had to use some i kept in case like this) The shield textures seems a little blurry to me so i decided to make some trys in case someone like its: Comparisson: Shield Elite: Shield Basic:
    1 point
  29. One other thing, I think the extra buttons in lobby chat should always be visible. Having them only be visible on mouseover makes them hard to find. It's also kind of annoying to have them pop up and move the chat input strip suddenly upward.
    1 point
  30. @stanislas69 both ready, i've made the arctic fox by using black and white filter on the pelt: Files: Mod: fox.7z Blender:fox_resized.7z
    1 point
  31. I'm thinking in a building special for some maps called Slave Market when you can start train slave women and men, buy tamed wild animals, like lions, tigers. would be nice in my map called Batlles into the dirt. I need a nice concept art. For this building.
    1 point
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