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

  1. There's a mistake... I incorrectly assumed that we would always have a herd position set if I set it in Order.Gather, but that might not be true. Reproduction needs multiple units that gather from one resource, and doesn't always happen. I'll fix that tonight.
    5 points
  2. This has been fixed, thanks for your patience. The remaining issues are going to be fixed also over the next few days and weeks, see https://github.com/wraitii/0ad/tree/D13_outtakes for an up-to-date view of upstream changes.
    3 points
  3. Here is a tiny A23 mod with six Thracian units (actors, icons, templates; three ranks each), made with existing art assets: thracians.zip [EDIT]: As you can see the swordsmen use the Iberian falcata; they actually should have a sica, but I need a new weapon prop for that; see https://wildfiregames.com/forum/index.php?/topic/26405-request-sica-and-falx/
    3 points
  4. 2 points
  5. Don't you know that it brings bad luck to ask such question ? When will you learn anything pie ?
    1 point
  6. @Stan` could you please check horse of athenian trader? I noticed today its main and tail are not synchronized mainly with idle animations.
    1 point
  7. So, RTS games tend to have a boom/snowball effect, exponential growth. Unfortunately, the cool batch training in 0 A.D. only exacerbates this effect. But what if we turned that around and made it very easy to train, say, the first 200 units. Either in resource cost or train time. But the closer your get to the max pop (300 in this case) the more expensive or longer it takes to train units (a quasi asymptotic curve). That way there's a kind of self-balancing effect. And at the end of the day it's less about overwhelming the opponent with sheer numbers and more about strategy, tactics, and unit composition. One can make the effort to max their pop for that extra edge, but it takes a lot more effort to do so. Another way to do this instead of using a cost curve, would be to allow players to upgrade their soldiers with Ranking techs, but doing so makes them more expensive and take longer to train.
    1 point
  8. it woul be better forms to improve this...
    1 point
  9. I like that idea, rise of nations did a similiar thing.
    1 point
  10. i like horse update very much. But some cavalry units have not reins like Ptolemaic and Carthagains. It would be nice champion cavalry horses have head crest like seleucid heavy armored horses, perhaps without feathers. Crest only.
    1 point
  11. Hi and welcome to the forums in progress release notes for next alpha 24 is here https://trac.wildfiregames.com/wiki/Alpha24 or you can read in detail here https://trac.wildfiregames.com/timeline plus here https://code.wildfiregames.com/feed/query/all/ the next version will likely ba released when it will be stable enough without problems as seen here https://www.youtube.com/watch?v=uqHzawvxhO8&t=0s and campaign that nobody actualy knows when and what will be there e.g. you can see something here https://github.com/0ADMods/campaign_first_punic_war .
    1 point
  12. Yep, they are more limited than Food and Wood. You can also get more of them through trading with allies or trading with your own markets. You can also get more with tribute.
    1 point
  13. Feel free to edit these settings as you wish. Note: You'll need to disable real depth for water in the in-game graphics option menu. ; Experimental probably-non-working GPU skinning support; requires preferglsl; use at own risk gpuskinning = true materialmgr.quality=10 materialmgr.PARALLAX_VHQ_DIST.max = 30 ; Standard View ;view.zoom.min = 40.0 ;view.zoom.max = 200.0 ;view.zoom.default = 120.0 ;view.fov = 45.0 ; Isometric View view.zoom.min = 800.0 ; Zoom needs to be this far because of low fov view.zoom.max = 4600.0 ; Zoom needs to be this far because of low fov view.zoom.default = 2500.0 ; Zoom needs to be this far because of low fov view.zoom.speed = 4000.0 ; Zoom speed needs to be this high because of reasons view.zoom.speed.wheel = 300.0 ; Zoom speed needs to be this high because of reasons view.zoom.smoothness = 0.1 ; Lowered because of the extreme zoom view.rotate.y.speed = 0.0 ; This prevents camera rotation view.rotate.x.speed = 0.0 ; This prevents camera tilting view.scroll.speed = 200.0 view.fov = 2.0 ; This is what gives the nearly isometric view view.near = 40.0 ; Near plane distance increased to prevent z-fighting view.far = 5000.0 ; To make the max zoom work hotkey.camera.rotate.up = L ; Rotate camera to look upwards hotkey.camera.rotate.down = L ; Rotate camera to look downwards hotkey.camera.rotate.cw = L ; Rotate camera clockwise around terrain hotkey.camera.rotate.ccw = L ; Rotate camera anticlockwise around terrain hotkey.camera.rotate.wheel.cw = L ; Rotate camera clockwise around terrain (stepped control) hotkey.camera.rotate.wheel.ccw = L ; Rotate camera anticlockwise around terrain (stepped control) ; > SYSTEM SETTINGS hotkey.screenshot = F7 ; Take PNG screenshot hotkey.bigscreenshot = "Shift+F7" ; Take large BMP screenshot
    1 point
  14. Was this already posted here? This guy, Nookrium have 60k subscribers, this video was posted on June 15 and got 5k views as of today. Also this coverage of the game was quite long, almost 2 hours.
    1 point
  15. I've updated the first post with a more detailed proposal, including a possible grouping of civs.
    1 point
  16. 1) That was definitely it, I found it floating around higher up the chain. 2) Hmmm, I found a workaround by just making it so I have a single mesh with all the armor attached and several variations missing the armor, and it only spawns armor props on death.
    1 point
  17. Wooo Darknut bases are pretty much just about done
    1 point
  18. Courtesy of Exodarion
    1 point
  19. I actually have a question, does anyone know if there is a material in 0AD like terrain_base.xml except that it allows the texture to float on top of water? Ohhhh I see what you mean, yes that actually could be done with the two witches being a single unit.
    1 point
  20. Yeah the guides take a weirdly long time to make for simple text and image documents, I'll probably not get back to making them until all the factions are done.
    1 point
  21. The Moblin Big Bad Battle Bases
    1 point
  22. Sorry I took so long, the Moblin units had an insane amount of animations that needed to be done, but they are all done now!
    1 point
  23. The default fortress has a footprint of 30×30, which means its range ought to be increased by √(15²+15²)≈21 in order to be able to hit archers; the Roman centre has a footprint of 40×40, thus requiring a range increase of √(20²+20²)≈28. However, bolt shooters and stone throwers have a MaxRange of only 80. Speaking of which, structures need a vision range of at least (structure footprint radius + siege weapon range), otherwise they won't be able to see their attackers. Ideally, ranges (attack, aura, heal, vision) ought to be calculated from the footprint instead of its centre. Then entities with the same MaxRange will always be able to attack each other, regardless of their size, and melee units can simply have a MaxRange of 1 (right now the siege ram has a MaxRange of 6.5, because the Macedonian and Roman rams have a footprint length of 12). However, I guess that's difficult to implement and might affect performance as well (a circle is a simple shape). For comparison, MaxRange from footprint (blue) and from centre (magenta): It would also solve things like this:
    1 point
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