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Showing content with the highest reputation on 2019-07-23 in Posts

  1. I've been playing for a couple few months now and am super impressed at all of the work people have put into this game with no direct benefit to themselves. You're all heroes. I've also noticed a lot of negativity in this forum. A lot of it is from people who don't seem to understand that the people developing this game are doing it out of the goodness of their hearts. Obviously there are some things deserving of constructive criticism but my impression is that the team seems to be aware of and working on the biggest problems. I thought it would be a good idea to have a thread where we talk about the things in this game that we most appreciate. I'll go first 1. I love the territory root concept and the ability to capture or destroy a building. It makes the strategy in the game much more complex and gives many options for styles of play. 2. I love the vegetation artwork. I'm a botanist by training and am impressed with accuracy! Shout out to @LordGood though I know there are others involved in this. 3. The creativity of the modders and the willingness of the vanilla team to consider taking good things from the mods is really impressive and requires that people not get hung up with their own ego's Keep up the good work y'all, ignore the haters. Looking forward to seeing where this project ends up!
    4 points
  2. This is a super neat thread, I love the detail being put into vegetation. I was told that there might be some questions about tropical vegetation and I wanted to introduce one concept common to these forests in case it hasn't been considered: the idea of emergent trees. Emergent trees are almost only found in tropical rainforest systems (one exception is American redwood forests) and are almost ubiquitous in these systems. Trees in the emergent layer do not form a closed canopy. I feel that even for people not familiar with these systems, the apperance of these trees is important for the gestalt of a tropical rainforest. Teak (which I've noticed you've already included!) is an example of an emergent tree in asian tropical rainforests, as well as many trees in the genus Shorea. Kapok and Brasil nut are emergents in Meso-america and South America respectively. Keep being awesome!
    3 points
  3. https://www.telegraph.co.uk/news/2019/07/22/real-life-asterix-fought-caesar-found-amid-trove-weapons-possessions/ https://www.dumbartonreporter.co.uk/news/17786239.grave-real-life-asterix-discovered-building-site/ https://archaeologynewsnetwork.blogspot.com/2014/06/iron-age-warrior-burial-discovered-in.html#5dwSBDHBd19ul86b.97 Grave of 'real-life Asterix' who fought Caesar found amid trove of weapons and possessions in West Sussex The grave of a real-life Asterix containing what is believed to be an ancient Gallic warrior who came to Britain and fought Julius Caesar has been discovered, archaeologists have announced. The unique and highly-elaborate resting place was found on a West Sussex building site. The Iron Age warrior, buried with his glamorous and ornate head-dress, is thought to have been a refugee French Gallic fighter who fled Julius Caesar's legionnaires as they swept across continental Europe in about 50BC. Archaeologists have described the discovery, which will go on display at Chichester's Novium Museum in January 2020, as "the most elaborately equipped warrior grave ever found in England". The grave was found during excavations ahead of a Berkeley Homes housing development in North Bersted in 2008, but it has taken years of conservation and scientific analysis to prepare the artefacts for display. Dr Melanie Giles, senior lecturer in archaeology at the University of Manchester, said: "It really is absolutely a unique find in the British Isles and in the wider continent, we don't have another burial that combines this quality of weaponry and Celtic art with a date that puts it around the time of Caesar's attempted conquest of Britain. "We will probably never know his name, what we know from the archaeology is that he is either someone from eastern England who may have gone and fought with the Gauls that we know was a problem for Caesar, we were allies with the French, helping them with their struggle against him. "Or he might be a Frenchman himself who flees that conflict, possibly a real-life Asterix and coming to us, just as in Asterix in Britain, to lend us aid in terms of the knowledge he has about strategy, tactics, he knows Caesar is going to try to divide and rule." "Also he brings with him his kit, extraordinary weaponry, a beautiful sword which is not like the swords we have, a new technology, style and design and helmet which is absolutely unique with these wonderful Celtic openwork crests which exaggerate his height and make him absolutely fabulous."
    3 points
  4. Honestly none of what you guys are saying has anything to do with whether or not he has committed this rating fakery offense... I understand most of you don't like him but I wish that if you don't like this guy, then you don't comment on this topic unless you can keep it neutral, stay objective, and be relevant.. @borg- You watched how many matches of his where he did this? Who has replays? Who are the ones making a claim against plautus? Do they have forum accounts? @elexis Is there any substantiated claim against him? If not, then what? Does the man get out on bail if the jury is still deliberating?
    2 points
  5. Wow really! That would be neat. I'm no expert in that region, unfortunately all my training is in North America. But if there is anything you need I would be happy to do a little research!
    2 points
  6. For the capturer (lines 4-9): https://github.com/JustusAvramenko/delenda_est/blob/master/simulation/templates/template_unit_infantry.xml For the capturable (lines 11-15): https://github.com/JustusAvramenko/delenda_est/blob/master/simulation/templates/template_unit_support_citizen_female.xml But that's just using the current system which is more design for buildings.
    2 points
  7. If you are playing a rated game it has an effect on other people/related to other matches, and then you can't just do as you please. Personally I'm not sure rated games should allow for settings to be changed at all if you were to take it completely serious. But that's probably taking things too far. Applying some rules to rated games is needed though, otherwise it doesn't make sense at all.
    2 points
  8. This is not true for a rated match. If it's a rated match, you are using our hosted rating service and you have agreed to the terms of our service and the use thereof. I agree with this. This is what I'm trying to investigate. Again, this is related to the rated match. I responded within about 10 minutes of your post to get to the bottom of this. Might as well see what comes of my involvement here... Better than waiting out the 1 week ban, yea?
    2 points
  9. There's also the question of why you didn't play a non-ranked match if you want to enforce specific rules?
    2 points
  10. There is a special capture component ? That mean you'd have to add the capturable component to all units though. I imagined a unit that (again, aoe rip off) use conversion as a ranged attack. Instead of dealing damage to an unit it steals it after a couple of seconds of 'attack'.
    2 points
  11. Add the Yakhchals for them and now you got a theme stewing.
    2 points
  12. I banned him from the forum and I don't think it was unjust. Most I wrote down in the report comments and am absolutely OK with posting our private conversations in a staff post if anyone in the staff team doesn't agree with banning him. I also think it's also justified to ban him again from the forums for he keeps shouting and using a second account. Without opposition of a team member I'll ban him, soon (but I guess let's wait for the lobby ban to be discussed). I don't have any information about his lobby ban.
    2 points
  13. It will be with D1838 and D2092. Looks like a morale thing. Which would be nice to have as well
    2 points
  14. Is it possible to make capture attack as an area of effect and auto-attack? (More like an aura that drains loyalty points) This way units will not bother to switch attacks or capture enemy buildings but focus on combat. Capturing will also not be limited on who fits on the footprint. Dozen of units are slowly getting mowed by guard towers just because they cannot overpower the garrison, ignoring the fact that the attacking units are far more superior in numbers.
    2 points
  15. Helmet on blender unit: Helmet on Atlas: Note: Was done in less than 1 hour
    1 point
  16. Sure you can use restrictedClasses to tweak it. You can see how it works in the Delenda Est mod in action.
    1 point
  17. Exactly. The other day he came into a game that I was playing with other players, just to say that I was bad, and that I only knew how to spam skirmishers and that I couldn't win. Totally random, no sense.
    1 point
  18. Ok How i add a the capture component, or other components?
    1 point
  19. Thank you @feneur for clarifying that! That I didn't know.
    1 point
  20. Dude, I am the oldest player in the lobby, I help elexis and others with some stuff. Once I created a second account and was banned for a week by elexis, I had to wait exactly 7 days to get back to the lobby, I didn't have a 1 second advantage, why do you think you would have any? You made a mistake, take this time to learn from your mistake.
    1 point
  21. What if you could slow down just a little bit? Have you thought about that? So you just have to think/do things a tiny bit slower and you would get a better result. And then you wouldn't have to wait days to get unbanned, since you would have had explained what you expected of your opponent (or for that matter had taken the time to make sure the settings were not set for a ranked game so you could implement the rules you wanted). And according to user1 elexis asked you for an explanation in the lobby already, but perhaps you read through things so fast that you missed that? I know that I'm a bit extreme, but seeing the amount of typos in your replies here does suggest to me that it might indeed be beneficial for you to slow down a bit (Especially since a couple of days really isn't that long. I guess you are young and have plenty of free time, but at least for me there can easily go days without me having time to play games at all, so it's a matter of perspective as well )
    1 point
  22. (If a ban was justified at the time of the ban it will stay justified with or without a reply of the banned player or the moderator banning him.)
    1 point
  23. You created this forum acount because your previous one was banned?
    1 point
  24. Sorry for doubleposting but I felt like my last comment was a bit harsh, @WhiteTreePaladin Yes, switching to another revision system like GIT on our server is an option, but GitHub is not IMO. And, yes, I also don't think GetHub is exceptionally bad right now. But just a slight change in direction in the management can make a service like this basically useless for us.
    1 point
  25. This is really just the corporate attitude of both Microsoft and Apple "Our users are stupid we must protect them so we don't get sued" this has been increasing from both corporations over the last few years so we see both OS's having closed software stores with developer fees and censorship. Enjoy the Choice
    1 point
  26. alguno pagado por el equipo con los clientes mencionados. No es como GitHub.
    1 point
  27. Yes I'm working on a submob for Hyrule Conquest; adding a couple of extra factions but struggling for certain mechanics we have in mind. And thanks for the conversion ^^ I will look into that ! EDIT : If I understand you can set some units to be capturable but not give the ability to convert to specific units ? (like the priest in AoE)
    1 point
  28. The public svn repository is hosted here, @Trinketos. For more information see the build instruction page of the wiki. The repository is hosted on a Wildfire Games server (so our own). Also you can browse the source on Phabricator or GitHub (updated from the SVN repository so no patches can be applied there to effect the SVN in return). EDIT: There's also downloads available at Sourceforge. But when Sourceforge started to require login and added malware to many project's installers we withdrew from there. And that's exactly why I don't think GitHub is at all an alternative: You never know when the company goes bad
    1 point
  29. Hello @MaxAoEfan, This is a bit annoying problem caused mostly by intel graphic cards which are mostly part of windows 10. To be able to start a match, open settings in game, go to graphic options and disable postprocessing. If that does not help, disable glsl too. As I hope this problem should not occure in next release, but in computer science one cannot be 100% sure. In any case please let us know if the problem have been solved with steps above. (after match starts, enabling postprocessing and glsl should work, but it can be annoying disabling and enabling with every match start) Have a nice day
    1 point
  30. Yep, the repository itself can always be easily migrated. But we already offer a repository on github... As said we already host a mirror of our repository on GH. But I guess you mean we should also use the "sugar" GH offers besides only hosting a git repo: pull requests, issues, CI, etc. But there we come back to your first point: all that "sugar" can't be easily migrated if GH(or M$) changes policy because those "sugar" isn't part of git. https://trac.wildfiregames.com/wiki/BuildInstructions#Acquiringthecode
    1 point
  31. Hi, I would like to know opinion of players to changing mouse behaviour for preselected action from Left click to Right click as it is now when using hotkeys. Currently if one uses hotkey to change mouse action RIGHT click is needed to execute it. If someone uses command button to modify mouse action LEFT click is needed to execute it. As default click to execute most of the not modified actions (walk, gather, repair, ... ) is RIGHT click, idea is to switch behaviour for point 2. What the change would mean: Select unit, use hotkey for garrisoning and garrison into building with RIGHT click.Select unit click at garrison button and you need to RIGHT click to execute that action. (ping @borg-, @ValihrAnt, @Lion.Kanzen, @wowgetoffyourcellphone , @gaius, @Freagarach, @Nescio, @gameboy)
    1 point
  32. As the current system works, if a unit garrisons in a building, that structure regenerates loyalty and, if it is a defensive one, they add to the arrow count. Personally, I would prefer it if melee and ranged units offered distinct functions for garrisoning. Ranged units could add arrows, but not contribute much to the loyalty, and melee units would only provide a substantial boost to loyalty. I think that this approach would make defending and attacking buildings more nuanced since one kind of unit would be good as anti-personnel at the cost of keeping it vulnerable to capture if there would be a substantial enough force present. Melee units might make the building resistant to capture, but occasional sorties would be necessary to mount if the player wants the structure to stay up from direct attacks.
    1 point
  33. Not every project uses GitHub. It's quite common for FOSS to have GitHub read-only mirrors for visibility, but direct users to a self-hosted platform for reporting errors and submitting patches. IMO we should only accept GitHub PRs if we're actively using GitHub. I personally wouldn't want to use GH as a main development hub, since it's controlled by a private company and they could change policies at any time. I like having it as a mirror for reference and for people who are used to GitHub UI, but I like the advantages of having our own main Git repo. The GH mirror is OK until that time comes. Git on the other hand, is something I fully support and have since the topic first arose. In fact, we're supposed to be transitioned to git by now. I don't agree that "SVN is ok", it's a development choke point when we're juggling multiple features and bug fixes at once, that all have to be resolved to SVN. Also, I want a stable branch (where well-tested and reviewed code goes, that always compiles and runs with minimal regressions) and a less stable master branch (might or might not compile and run well at any given time), in addition to feature branches which can be integrated with CI, to make it easier for devs to test eachother's changes and thus, being more efficient to review.
    1 point
  34. No, I modify only the latest stable (i.e. A23); I'll start an A24 version of this mod only after 0 A.D. A24 is officially released and work on A25 has started. In a development version basically anything can change overnight, breaking things.
    1 point
  35. Since after the opening post there was no meaningful addition and half of the posts where reported I'm closing this topic. If you continue to fill the forum with non useful posts like this, @JC (naval supremacist), I think it's best for the forum and the community to ban you. For I'm quite sure you're capable of that, think about if a comment you wrote is helping anyone. If not, don't post it. EDIT: And @borg-, I really think you shouldn't fuel the fires.
    1 point
  36. Interesting path finder and formation features.
    1 point
  37. You have access to the following functions in JS (see JSInterface_ConfigDB.cpp): bool Engine.ConfigDB_HasChanges(namespace) bool Engine.ConfigDB_SetChanges(namespace, bool) string Engine.ConfigDB_GetValue(namespace, key) bool Engine.ConfigDB_CreateValue(namespace, key, value) bool Engine.ConfigDB_RemoveValue(namespace, key) bool Engine.ConfigDB_WriteFile(namespace, path) bool Engine.ConfigDB_WriteValueToFile(namespace, key, value, path) bool Engine.ConfigDB_SetFile(namespace, path) bool Engine.ConfigDB_Reload(namespace) For namespace, I guess "mod" is most appropriate. I think you could check if your new hotkey(s) are set yet in mod.cfg (mod namespace) and if not, set the defaults. Also check out the options GUI implementation. Note: this isn't ideal -- each mod should have its own separate config.
    1 point
  38. Hi, you need to enable "Emulate right-click with Ctrl+Click on Mac mice" in your configuration file. This option isn't exposed in the game options UI (yet). So, you have to edit the config file, I recommend this: Open Terminal (Spotlight > Terminal), run this command: nano ~/Library/Application\ Support/0ad/config/user.cfg At the end of the file, add this on a separate line: macmouse = true Save with Control+O, Return Exit with Control+X The reason for this option is that the behavior isn't desirable for all users (notably those who have a two button mouse). I'll make a note of this, we should have the option in the UI for macOS users. EDIT: ticket for the issue: #5523 You can find out more about settings and config files here.
    1 point
  39. Welcome to the forums! Using cheat codes is only possible if they are enabled before the game starts. In that case, the game shows a warning next to the I'm ready button and the match is automatically set to an unrated one. Using cheat codes in a cheat-enabled game is not against the rules because that's what the players agree to play when they hit the ready button. I recommend either asking the host to disable the cheat settings, or making some planes by typing how do you turn this on? in the chat window after the game starts. Enjoy the choice!
    1 point
  40. Formation.prototype.Run = function() { let maxSpeed = 0; for (let ent of this.members) { let cmpUnitMotion = Engine.QueryInterface(ent, IID_UnitMotion); if (cmpUnitMotion) { if (maxSpeed == 0) maxSpeed = cmpUnitMotion.GetRunMultiplier(); else maxSpeed = Math.min(maxSpeed, cmpUnitMotion.GetRunMultiplier()); } } maxSpeed *= this.GetSpeedMultiplier(); <- apply formation speed multiplier this.speed = maxSpeed * this.minSpeed; <- this.minSpeed is minimal walking speed of formation this.running = true; let cmpUnitMotion = Engine.QueryInterface(this.entity, IID_UnitMotion); cmpUnitMotion.SetSpeedMultiplier(this.speed); } I use something like this
    1 point
  41. @Sundiata's latest work
    1 point
  42. 1 point
  43. yes, lowering slingers dmg by 0.2 and javelins by 0.1 (or some similar values, where slingers would be nerfed more than javelins) and leaving archers as they are would be simple, quick, and "not breaking anything" fix (current situation in 0 ad: slingers>javelins>melee units>archers) directional defence/dmg, obstacles lowering accuracy etc are all very nice fixes but imo simply lowering the dmg of slingers and javelins (slingers more) would already change the gameplay tomore ballanced
    1 point
  44. @(-_-)That could potentially be the case, but it depends on where the spear hit and the type of armour used. All to often, in part due to the depictions of media, the effectiveness of armour is severely underplayed. As for whether the changes would be applicable to a non-battalion based combat system, it's certain that it wouldn't be as straightforward, but I think that the implementation would still be viable. Players would just have to think of their archer and javelin units as dealing out area of effect damage as opposed to them being extremely accurate snipers. Their purpose would be for doing things such as skirmishing and other things that are historically informed.
    1 point
  45. If the interesting options discussed in this thread are too hard to implement, ranged units could crudely be nerfed by just increasing their production time, reducing their accuracy, or reducing their general dps. If historically a civilization was known to fielding a particular ranged unit as the majority of their army maybe that civilization alone can have a in bonus production speed, accuracy, or general dps for that unit.
    1 point
  46. - Post is updated to V2.1 (latest) Hi all, This is my first post ever here aswell as my first attempt on making a map. I wanna start off saying that i love the work everyone has done in this game so far. Ya'll are some smart folk Alright ill get to it. Rapa Nui (Easter Island) is the name of the map i created. Rapa Nui is the name of the people that live on this island called- yes you guessed it- Rapa Nui . Though its better known for it's nickname; Easter Island. Map discription; Map overview Rapa Nui topography Starting positions (Default) Area Preview I've captured the topography of the island best i could (also balance wise). I also wanted to match textures (Shape and textures should be more on par with the actual island as it is today) place Moai statues like it really is, but i do not have the resources or skill to obtain/make them. and i wasnt satisfied with the grass texture available. If someone could help me out on that, that would be awesome and I'll place the Moai's on the map. Though i understand alot of people are busy with higher priorities. For the people that are interested to help though, here is a to-do list (Updated list, V2.1); - Convert it to a skirmish map so you can choose Civilization/colours - Done - Grass textures that fit the Easter island style Not neccesary, but still welcome if you feel like you got better fitting textures - Moai statue models (Image in the spoiler below) - Critical for the atmosphere and uniqueness of the island - Explanation on how to make player 5 (Bot) garrison units in the ford - Fort is now garrisoned with 10 ranged units. - Explanation on how to create a foamy coast e.g. below For balancing, Not all hills/mountains (actually most of them should be Volcano's, same resource problem) are capped. Though the biggest ones are definetely there. I gave my own twist on Volcano Terevaka (It's still the biggest one ingame aswell as you can see), but the differences between all Volcanos/Hills/Mountains in height, are there (Ratio wise). To draw this island historically correct is hard, actually rather impossible. Because most of its history is actually speculation. Not to mention 3 vulcanos have been busy on that island for a while so no one really knows how it looked like when we talk about ancient times. Besides that, when i look at wiki, the dutch and english pages have rather opposite points of view. e.g. The english page says that there was pretty heavy cannabalism going on, the dutch page however completely throws that away. Saying that they were skilled farmers and knew how to survive well. Also anything related to nature that gets burned returns as even more furtile ground. Therefore the terrain is not accurately drawn but the shape is I'ts accurate (not perfectly) to how the island is today, but not historically (Impossible). At least i did my best and still gave it some of my own twists. I will still gradually update the map based on suggestions and/or ideas. Aslong there is a to-do list, this map is not 100% finished but it is playable. If you guys and gals like it i will expand it for more players. At least this makes a solid map for a good round of; THIS IS MY F***ing ISLAND! (I will delete this if it's not allowed to swear. At least i censored it :P). Extra information about the map: Well that's the story for this noob P.S. IM DYING FOR FEEDBACK- GUD OR BAT! P.S.S. English is not my native language, so excuse my england. Oops. Peace! - Grapjas Rapa Nui (Easter Island)[V2.1].zip
    1 point
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