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  1. Should we go ahead and make this change/correction to the templates (and I assume AI, maps, and civ.jsons)? Would be a pain in the butt (though not very difficult), but might be worth it to maintain consistency?
    3 points
  2. a 180 ° camera in the game would look cool, like total war game. maybe it would be hard to do but it would be a more developed game than Age of empires in that aspect
    2 points
  3. When new players need food, they often go for farming. It is a separate issue that players are not encouraged to pursue more efficient food gathering methods first (e.g. land animals, fruits, and fish). Perhaps that's something the tutorial mode can caution for. For this thread, I'd like to focus on when someone is doing farming, to make sure they are given opportunities to learn the mechanics and understand them. Primary points we want to communicate: A single farm can have multiple citizens work on it (up to five even). The food gathering rate will increase as you add more workers. (That is, if you want to increase gathering, one should add units, not build a whole new farm). Secondary points: Not in scope for this thread per se, might be okay for intermediate players only, but to keep in mind: Able to have an expectation of how long it will take to collect a certain amount of food. Able to see that female citizens are better at food gathering than infantry. Able to see easily which farms are "full" and which are not. Able to see (if they are doing these), that from berry bush, fishing boat, or hunt, food is gathered at a higher rate than on a farm. Obstacles: Wheat icon for adding gatherer. Selecting a unit and hovering an existing farm shows the wheat icon. But unlike the Hammer and Sword cursors, I'm not sure that the Wheat icon alone explains that it is an "action" cursor that can make the unit do something. It mostly blends in with the background of the field, and even if seen, could be mistaken as meaning you can select the field itself or something. Hammer for number of gatherers. With a farm selected, a hammer can be seen with the numbers "1/5". The meaning of this is not clear to new players. Wheat or meat icon for carrying. With a farm-working unit selected, the numbers "x/20" are shown next to the meat icon. The meaning of this is not immediately clear either. For one, because unlike other gathering types, the cursor icon to perform the action did not match the resource (wheat icon vs meat icon). Using a meat icon for all food isn't bad per se, but the inconsistency around fields can be confusing. For all other resources, and all other food types we currently have consistency. Gathering rate vs walking distance. When closely observing a worker whilst selecting it, one might see the "x/20" go up and roughly deduce its gathering rate from that. But extrapolating that to number units on multiple farms is hard. Another factor is the walking distance. I've seen several new players (myself included), assume that the gathering animations and depositing are mainly just that - animations. And that the gathering rate is more constant internally. Even if you test it with two farms far apart and two different distances farmsteads, it's still hard to see which one is working faster (never mind the why). Also relevant here is that the number of workers (as seen from the field selection panel) goes down whenever a worker is walking to a drop site. Have you witnessed or experienced other obstacles for beginners around gathering food from farms? Share below! I have a few ideas, but I'd like to hear what others think first. And perhaps some prior discussions or considerations.
    2 points
  4. Hi @erickOtakuls500 and welcome to the forum! I suppose it happens on Windows, could you disable post-processing/GLSL in graphics options of the game?
    2 points
  5. Yes it did, but I am having fun
    2 points
  6. That backfired XD
    2 points
  7. I'm creating this thread as something I've been wanting to do for quite some time now. The goal is to receive community feedback on things they'd like us (The Art department) to give attention to for the year 2019. Disclaimer: Voicing your opinion here doesn't mean things will get done, but I hope it will allow me to see what the community wants. Do not hesitate to voice other people ideas that could be expressed on the lobby for instance IMPORTANT. I will not answer any comments related to adding new civs. Any such comment will be removed/edited. I know that's something you really want, but I can't give you satisfaction on it. If this topic becomes a bloodbath, It will be locked. IMPORTANT2: Do not post references here. Only text, if you need to ask for something specific make a thread and link it here. I will likely spend a lot of my time this year doing administrative stuff, like checking commits and answering the forums, but I still have some stuff I'd like to do on the eye candy for the game and the mapmakers, as well as some code too, to allow a deeper sound ambiance, working together with @Samulis I might also finish recording voices for the Kushites I also have the mods to attend to, and my personal one (Dwarves, go check the pictures on moddb) that I hope to finish this coming year. Tagging the art department @Alexandermb @wackyserious @LordGood @Enrique Ah, and finally, please do not make me regret this. Here is my current task list. ■ Finished ■ In progress ■ Canceled ■ Not started Commit Resource Supply cleanup Get Lordgood to release his sharpshooter hack Commit the gaul theatron and Make trompetin17 review the bundle fix that fixes TLS for everyone Create and record a tutorial to explain prop points on blender. Find why exporting the rein model in blender doesn’t work for the boar. Fixed Needed some tweaks in the export plugin thanks Alexandermb Rotate pikemen shield from 80 degrees or so. Commit the warning fixes for atlas and tests. Get someone to review the changes on Kushites background patch Make a presentation for the Afgral Seed random sounds so that units always play the same tone individually Figure out how Enrique made the parallax map for the Chinese. Make a presentation for Avanade Get reviews and commit Counter tech bonuses (D1782) Get reviews and commit Mikktspace Cleanup (D1872) Get reviews and commit Rally point Cleanup. (D1682) Learn about Jenkins and CI Allow male and female to share the same template but use different sounds. Create a blender script to import a specific model, with all props, with copy transform constraints, with all textures. Give an interview with Picasoft Start the socket patch to allow mines on resources and many more (D2382) Review and commit non problematic Nescio's patches Either finish #2577 or convince @bb_ to do it. Convinced @Freagarach (D1958) Get reviews and commit the resource decay growth patch (D1718) Create all missing foundations variants Update the art design document (Images are still missing) WW2 mod Germanic Buildings New UI Icons Finish the bear with @Alexandermb (Needs template adjustements) Finish the partridge with @Alexandermb Release Hyrule on mod.io Make all the placeholders for stella artis (https://github.com/0ADMods/stella_artis) Elves mod (Import @Andrettin's models) Record Kushites voices using IPA Find a way to remove unused false positives from checkrefs.pl Get optimization patches committed. Commit BigTiger's flora when it’s done Release a first version of the dwarfs mod Pirate mod Make some of the features wanted by Hyrule Conquest. (Lasers, Aqueducts, Glow...) Commit art from the eyecandy mod Get reviews and commit Fcollada patches Get reviews and commit Timer Cleanup (D1776) Get reviews and commit the RC file for Pyrogenesis (D1338) Get reviews and commit WayPoints for units (D557) Get balancing changes committed. Model a new roman civic center. (Asked @Vido) Find how to prevent more than 3-4 identical sounds to be played at the same time to avoid distortion with walking sounds. So they could be reenabled Allow offsetting footprint and obstruction in cpp to replace walls with fortress Add ambient sounds support to the game such as wind birds etc. Need to find a way to play a looping sound with the Idle variant Complete the task to not be forced to use hacks to do sharpshooters retire the gaul tavern Extract all props from the civs to allow more variations and instancing (Stalled until performance hit is fixed) Create a patch to generate objects with random resource amounts (needs D1718) Allow multiple templates in wallsets for towers (To support tower upgrading) Model a hare. Use the rabbit armature Add an option to check for required prop points in dae files with checkrefs.pl Move unused files out of the public mod to save space Motivate people to write an article about programming for Programmez! a French magazine then translate and correct it Get reviews and commit the scroll through tip patch (D1730) (Stalled) Commit the screen ratio patch Finish the FreeType/Cairo/ prototype on GitHub. Update eyecandy mod's cliffs and commit them, (sculpting) Try compiling the game with the windows version of clang to see if warnings can be fixed
    1 point
  8. Hello 0.A.D. Community, I've been developing a mod for 0 A.D, and i'm wondering if anyone would be interested in seeing a mod which focuses on the time frame during the 13th - 14th century. This period would offer many forms of weapons, armors, and factions to choose from. The gameplay will be more focused on a faster gameplay, large scale battles, and castle/city development. Here is what i have worked on at the moment. Here are some pics from which i get my inspiration for the mod! https://www.pinterest.ca/pin/486388828480294447 Please let me know if this is a mod that you would like to see developed.
    1 point
  9. no 25 posts seems about right for a change this small
    1 point
  10. Even this simple change can't be enacted.
    1 point
  11. Each resource subtype (fish, fruit, grain, etc.) has its own gather animation, action icon, and gather rate. However, the automatically generated tooltips display a single food gather rate, which is the average of its subtypes; this is misleading and incorrect. Perhaps it should display individual gather rates for all resource subtypes; figuring out a way to do so without the tooltip becoming cluttered and potentially confusing is not trivial, though. And yes, food is now represented by a meat icon; perhaps someone ought to create a new one more representative of its subtypes, e.g. including fish, fruit, grain, and meat; it should remain clear at small size, of course. A very good point. What would you think best to replace the repair hammer with, a generic gather icon (e.g. a bucket), the resource icon (e.g. food), or the subtype icon (e.g. grain)? You're not mistaken, the farm field tooltip was corrected relatively recently in the devopment version (A24), see https://code.wildfiregames.com/D1803 for discussion.
    1 point
  12. Widelands Build 20 Released The Widelands Development Team is proud to announce the immediate availability of Widelands Build 20. Widelands is a free, cross-platform economy strategy game in which players control the fate of a small tribe that can grow into a big empire, in a style of play that is unique in the open source world. Since the previous release, we have implemented over 400 features, code cleanups and bug fixes. Build 20 features a new tribe – the Frisians – as well as four new campaign scenarios and a new “Barracks” building for recruiting soldiers. Also, the AI has been rewritten to use a genetic algorithm. The user interface comes with new features that make it easier to use, like map zoom, dropdown menus, a new ships list, and improved keyboard navigation. Build 20 also continues the behind the scenes cleanup, polish and modernization that was started with Build 19. There have been additional improvements to the stability and performance, as well as numerous bug-fixes. PeerTube Trailer Full announcement on Widelands Homepage
    1 point
  13. Thanks for posting, Lion. I have added it to a playlist in the Widelands channel. BTW we could use some more subscriptions so that we can get a decent link for the Widelands channel. We're 30 subscriptions short.
    1 point
  14. Fascinating, I had no idea! This offers a new strategy for me to expand my eco mid-to-late in the game, e.g. when one has sufficient wood and can afford the idle time of building farms. I do think it still stands that early in the game, when given a choice between adding a second unit to a farm vs idling until you have enough wood, that one absolutely should add more units to farms. Combining this with a need to expand population continuously and the speed at which citizens are trained, one should probably only rarely start farms with with less than 4-5 workers. But, that later in the game you can comfortably take one or two units away from a field and assign them elsewhere (e.g. their own farm, or wood/minerals). Strategies aside, I think what ultimately matters is "give opportunities to learn the mechanics and understand them". In this case, that means being able to see that adding a worker increases the throughput. But you're right that it would also be useful if they can see not only that it increases but also more precisely by how much, and perhaps develop different strategies based on that. For example, if one were to show some kind of estimate on the selection panel for a farm, about how much its workers currently gather per minute (accounting for number of units, diminishing returns, upgrades, and expected walking distance). That could be shown as a meter / progress bar (from a narrow fill in green, to a maximum fill in red or some such, indicating that it become less efficient), with perhaps a tooltip that shows more accurate numbers and reasons for why. @Nescio I'm unable to find this tooltip. I've got "detailed tooltips" enabled, but the tooltip only says "Current/max gatherers" on the field panel. I've clicked and hovered around a fair bit, but not discovered anywhere else that would show this information. (A23, Carthaginians).
    1 point
  15. 1 point
  16. Currently I am at the Hellfest festival. I will answer later.
    1 point
  17. It is actually the other way around: `template_structure_resource_field.xml` has `<DiminishingReturns>0.90</DiminishingReturns>`, which I believe means each subsequent worker is 10% less efficient than the previous, i.e. the first one 0.9^0=1, the second 0.9^1=0.9, the third 0.9^2=0.81, the fourth 0.9^3=0.729, the fifth 0.9^4=0.6561. The total of five workers on a single farm is 4.0951, i.e. 0.81902 on average. This is reflected in the tooltip: `<Tooltip>Harvest grain for food. Each subsequent gatherer works less efficiently.</Tooltip>`.
    1 point
  18. 1 point
  19. In mod(last version 1.0.5), rams cant hit units and farms. Decreased movement speed too, to look more realistic. The problem is not in the rams. It's the lack of adequate units to fight them. In vanilla we do not have champion units, which could easily handle rams. And the few units we have are easily knocked over by ranged units.
    1 point
  20. Good morning, I'm getting to know the game and I use it to make my contribution to the work, I hope this will help in future improvements. Below I am putting a small 2 hour game report I made today and I am also attaching log files for crash tests. Congratulations on the great work..... ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- Date: 06/20/2019 0 A.D 23 ALPHA XXIII Release (21935) 1) Chinese VS Romans Game with mods: Terra_magna, Techtree, Communit_maps. Player Amount: 1 VS Computer Map size: Normal Map Name: Ratumacos Level of difficulty: very easy Playing time: 1:58 minutes Game speed: 0,75x FPS: 12 Population: 179/340 Suggestion: 1 - Little resource in the maps of Stone and Metal, I do not know if you are already evaluating increase but it would be interesting to leave a sufficient amount of Resources to maintain a good development of the exercise, improvements etc. Total Stone Found: 22000 Total Metal Found: 30000 2- Indicate amount of villager working on each resource 3 - Insert the attributes such as: Attack points, defense, siege, in the Warriors, Soldiers and Villagers. - Points of attack against: infantry, cavalry and artillery - Defense points against: infantry, cavalry and artillery - Siege points against: infantry, cavalry and artillery Bugs: 1- 45 workers collecting wood, causes lags 2- Romoano soldier attacking his own tower. 3- Chinese soldier walking does not leave the place. 4- After 2 hours of play a crash occurs. crashlog.dmp crashlog.txt system_info.txt userreport_hwdetect.txt
    1 point
  21. the screenshot from a match, the terrain looks weird.
    1 point
  22. performance i think. we discuss this several times. Age of empires have militia, clubman and other weaker units. is possible. and kind historic. total war have some militia peasant.
    1 point
  23. Hayo 0AD! Here is a scrap for a not very simple UI. Adapted it from some previous design made for AOE3. Sadly for now i have no idea how to implement this, so its pretty much eye candy. (Feels like this would fit well for 1000 AD thou). Any critizing and opinions are welcome!
    1 point
  24. Agreed. This is also common practice for most software projects, and British English can always be added as a translation, as has been done on Transifex for 0 A.D.. The only project that I have come across so far that uses en_GB as a source language is phpBB, and I translate a lot of projects.
    1 point
  25. Well there is en_us and en_uk in the game. We are talking about the files not the actual game.
    1 point
  26. No thanks. Civic Center is just fine. The current file names however are abbreviated from the old "Civilization Centre" designation. It would be nice to just align the file names with the current designation.
    1 point
  27. Isn't the Oxford spelling by definition british ?
    1 point
  28. Personally I favour Oxford spelling, which is distinct from American, British, Canadian, and other national varieties, and is used by international organizations such as the United Nations and by numerous scientific publications. But yeah, 0 A.D.'s style guide says we should use American spelling.
    1 point
  29. One could add an old english translation on transifex.com
    1 point
  30. I originally joined the team as a translator and ended up learning C++ and managing the project.
    1 point
  31. It's something I plan on my mod from day one. I think that reducing 25% of your size already helps. Decrease in size has also solved a problem, many times you can not train a ship on a narrow lake because of size.
    1 point
  32. 'A bit too small' sounds much too weak for me. The ships are ridiculously oversized and frequently can't reach spots I really think they should be able to. One example where ship size and map/world size totally don't match is 'Mediterranean'; the size of the mare nostrum is ok for one or two fishing boats, but a warship can't reach the Adriatic Sea or the Levant or pass the Strait of Gibraltar. And while pathfinding is a general issue, I feel ships manage to be the dumbest moving units of all. And single ships are bad enough, but if you have two that are crossing paths or want to go by each other...
    1 point
  33. Hello there! It has been two month now that Im working on a complete change of 0AD in the Warhammer fantasy universe (Not 40k). For now I am focusing on creating buildings and units for The Empire and Chaos factions. The first two faction that will be playable. Then All others will come! If anyone is interested, you can gather more information on my Patreon (everything is visible for non patrons) https://www.patreon.com/kertitprod Discord channel is also setup if you want to ask me questions and to get more frequent news! https://discord.gg/NGvthbP
    1 point
  34. I'm no linguist, but for readability I think it would be best to leave out all of the accents and stuff. So, instead of Hoplítēs Athēnaîos (or whatever it's supposed to be), we have Hoplites Athenaios (Athenian Hoplite).
    1 point
  35. Would it be desirable to spice up this download page in-game? For one thing, the "mod label" column should probably come first, as that's really the mod's name, not the "name" column. I also think each mod should be able to have its own icon on the left, and also an option to visit the mod's mod.io page from this page to see more information before you download. Thoughts?
    1 point
  36. Yes, downloading binaries such as images should always be done carefully. Adding a link to the mod.io page would certainly be interesting, and improving the overall look would be great
    1 point
  37. 1v1: Mainland Wing vs Servo I would like to post this game because its weird. He cant figure out how to finish me off despite an overwhelming advantage. I haven't played much 1v1 with intermediate players and above nor had been playing MP lately except for fun. He had Britons and I picked Athens or maybe random but ended up with the Civ. I struggled to have better wood and ended up being border pushed and ended with just around or less than 1/4 of the map. The game lasted more than an hour and my Slingers and Healers prevailed but resigned to give him the points coz imo he deserved that game, he did better overall except the late fight which he has lower tactic. Perhaps due also to my troops has 1 upgrade advantage in armor. commands.txt metadata.json
    1 point
  38. You should like reading this blog: https://waywardstrategist.com/2016/11/17/what-rts-can-learn/ https://waywardstrategist.com/2015/11/23/rts-design-thought-control-of-economic-processes/ https://waywardstrategist.com/2015/10/02/why-rts-the-challenge-fun-and-benefits-of-playing-rts-games/
    1 point
  39. I think the classic RTS genre is everything but dead, it's just fine. I don't think they are overly simplistic, repetitive or boring. It's only so if you ever play against the AI. Apparently a lot of people agree, otherwise we wouldn't see new expansions made to the most classic of the classic RTSs, AoE2. You are right in that a circle of houses (or any other buildings) protecting something is ridiculous. If you think about it so is the fact that the CC fires missiles and there are tons of other things that don't make any sense in real life. But these things are needed to keep the game playable. You can be only so much realistic without making a game complex to the point of being completely unenjoyable and unplayable. Again you are right but there is a trade-off between realisticity and simplicity that has to be made to keep the game playable. Have you played Stronghold Crusader? That has a much more realistic economy... that you end up managing in 90% of the gameplay, instead of laying awesome sieges to castles (which you might think the game is all about). It's even worse in Stronghold2 in which you spend all your time making sure the rats are not eating your people's food, that you have enough candle wax to light your temple and other equally ridiculous micromanagement that I won't list here. Who wants that in an RTS? Rhetorical question, I'm sure there are people who want just that. I'm all for spicing thing up. I'm not advertising discrimination against certain types of players or strategies. Quite the opposite, I think that games where there is a single strategy to win are boring. The point I was trying to make is that making a passive playing style overly rewarding *could* easily lead the opposite of spicy. Imagine that scouting the map and expanding could easily be avoided by just choosing certain techs and building certain buildings, without having to sacrifice anything. Wouldn't that lead to boring games? Maybe I just don't have enough imagination but I can't see how that would work well. It is not historically correct either. I can't think of a single case where isolation lead to greatness.
    1 point
  40. That looks freaking awesome. It'd be cool if there were unique themes for each civ.
    1 point
  41. 1 point
  42. "How dare you! You promote slavery." There, trolls. I beat you to it. Now, can we have a good discussion here? Will 0 A.D. Wood have this? I'm imagining a lot of wars centering around the buildings.
    1 point
  43. http://dragonsarmory.blogspot.com/2016/08/han-dynasty-army.html New source images.
    1 point
  44. Any... the thing is replace them. because are ugly.
    0 points
  45. like females and males. ok i will delete them. all be white...
    0 points
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