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Showing content with the highest reputation on 2019-09-16 in all areas

  1. Hi, I am working at new tutorial with attempt to improve it. I aim to have cleaner and less text for user to read. To this tutorial I have added Market, trading, bartering, rotation of buildings. Any military stuff would be in second part of tutorial, this should be only about economy. Any suggestions, improvements welcome. @Nescio I would be glad if you could provide review from language perspective. @Freagarach, @borg- @ValihrAnt @Boudica @Stan` could you please try it and give me feedback? newTutorial.zip
    6 points
  2. @Stan` thoughts on this toon shader for icon baking? Changed rotation: Adding some reflections:
    4 points
  3. So, here are a bunch from some of your best renders. For most I made bronze, iron, gold, and silver variations. The colors for some are exaggerated to make the difference between Gold and Bronze and Iron and Silver. Phrygian images provided for example. helmet_icons.zip
    3 points
  4. Like the distinction between the Suebians and Goths in the other thread, the Odrysians would represent the "early" Thracians, while the Dacians would represent the "later" Thracians. These are broad interpretations of course.
    3 points
  5. troops who are set to return fire sit in one spot and take damage until told otherwise. troops that are told to stand ground will randomly target any offensive troops in sight. troops that are told to move from point A to point B in large numbers will get stuck in massive halt times with 0 coordination. I've seen RTS games made pre-2000's with better movement than this @#$% game, genuinely infuriating game play.
    2 points
  6. Mido is unhappy with the recent events.
    2 points
  7. Agreed. Pikemen and such, when gathering, aren't supposed to be burdened by their heavy armour anyways (since we show them not having it), so their regular walk speed should be basically identical. Only when in special 'formation' mode should they possibly be slower. Champions are a different deal.
    2 points
  8. Each level decreases damage received by 10%. If armor is at level 1 (10%), then a 10 hack attack will cause 9 damage. Adding 1 more level of armor to level 2 will reduce this damage taken by 10%, or 0.9 hack. To do this, the armor is not increased by a base 10%, to 20%, but to 19%.
    2 points
  9. At some point we need configuration files to specify what to show directly, what to show in the tooltips, what to show in the Structure Tree.
    2 points
  10. No... It needs to be cut down into smaller patches and be reviewed and committed one by one or something like that. Changes need to be documented in detail as well I believe. Needs to be alpha 24 compatible. And needs to be play tested extensively. It just seems to be the most promising balance mod for application to vanilla and seems to address a good number of alpha 23 concerns. It just requires a lot of volunteer work and coordination to get done.
    1 point
  11. Doing a 2nd commit with the infantry adjustments, the 1st one was only the addition of the helmets. That one will be deleted in the next commit and replaced with the new one. Thanks! will clean those while removing the other unused files. Will do one with crest soon with hair particle.
    1 point
  12. hi @sphyrth , yes it is a23b friendly. Thank you all for feedback.
    1 point
  13. @Angen had a try, Here are some comments Missing title on the objective/help window Might want to elaborate on what is territory (it might be confusing for new players) Some english errors, but that'll be fixed when it's on Phab When asking to get a job to the idle workers, you might point out the hotkey and/or the minimap button Might not need to select *all* your citizen soldiers to build the storehouse, what is the usual amount of units one use in MP I really think we should have a special window for objectives not unlike the diplomacy and Otherwise it's pretty nice, but still feels like a hard end, I'm sure there are other things that can be added.
    1 point
  14. Hi, I already tried it. It is honestly a great improvement of the original. The instruction is much more compact compared to a wall of text of the original. I also love the way you can minimize the tutorial box when you press OK. I have some suggestion I'd like to share. I'm still torn between the interface of this tutorial and the transparent interface of the original. I feel the black background makes it easier to read but it is covering a quarter of my screen. The transparent original is hard to read but doesn't feel as claustrophobic. When the instruction is to batch train Slingers, any other unit seems to be disabled, even training single slinger. I think there should be a notification to tell player if they click the wrong button, like "You just selected a button to Train Woman, please press [Shift] and select Slingers" or "You haven't hold [Shift] button before selecting Slingers, please press [Shift] and select Slingers". Is it possible to have some ways to point a part of the screen to aid the player? Like flashing buttons or arrows to make it clearer. How about adding some backstory of the tutorial for context? Making it like a mini campaign with historical background, just like its predecessor like Age of Empires series and Empire Earth. I just read up about Spartacus and it seems to be an interesting part of history that can be adapted. Age of Empires II introduction and tutorial can be a good example.
    1 point
  15. south american players.
    1 point
  16. 1 point
  17. 1 point
  18. Roxolani same as sarmatian but mixed with horse archer with armor.
    1 point
  19. Yes, I suggested already one of those Germanic cavalryman from the tribes close to the Rhine, mixing Celtic and Germanic stuff. The Bastanae and Sciri raiding the Carpatians and Black Sea region were as well similar with mixture of Celtic and Germanic weapons. So they could be represented by the same unit. Else, a Suebian mercenary with a Suebian knot. Or a Chatti warrior with short hair (Tacitus description in Germania).
    1 point
  20. The server sends a compressed state of the entire simulation. And all the commands from the point the rejoin was requested. While the rejoined client is executing those commands, the game would be locked in the current step. What you are asking of is actually very simple. Conceptually at least. (Assuming the AI serializes all it needs). All the prerequisite code is already present. None of the state changing math is floating point btw. It’s all fixed point. So, just integer operations. Since you seem to be somewhat interested in engine design, I suggest reading up on the lockstep architecture. It’s not entirely the best engine design today, but it came from a time when bandwidth was rather precious.
    1 point
  21. @Genava55 any Germanic mercenary?
    1 point
  22. See opening post: The question is whether a typical player is really interested in knowing the level, or only in the resulting percentage.
    1 point
  23. @Alexandermb: Check out the feet of the swordsman relaxed walk. They look pigeon toed. It's the only one I've caught like that so far though.
    1 point
  24. I feel like at that point if you're microing that hard, then you get all the win and carpal tunnel you deserve. lol
    1 point
  25. So the fact they are running to cut trees doesn't seem weird ? I've never been that eager to go to work. XD
    1 point
  26. I know this is a minor nitpick that is kind of arbitrary, but having a few scratches or even dents on the helmet would make them feel a lot more grounded to me. If that's too much trouble, I understand; they look great as is. Just saying.
    1 point
  27. BTW - I never understood those numbers. What do they mean?
    1 point
  28. hele_thracian_b9. Missing crest or will use the other thracian crest's?:
    1 point
  29. The jogging skirmishers look just fine in DE.... Please God, add this. Amen.
    1 point
  30. From @Nescio's description and my brief research, Stoa is basically just part of Agora. Even the model of Hellenes' Agora consists of a Stoa and a fountain in its front yard. It makes more sense as an embassy indeed. However if in the future 0 A.D decided to have different actor for civic center for different phases, the actors can come in handy. It is a nice progression from Stoa > Royal Stoa > Agora for Village > Town > City.
    1 point
  31. (from the other topic) I kinda agree things should be make clear for those 2-3 stoas units. That's perhaps not a good a ref but I really like the book of Duncan Head "Armies of the Macedonian and Punic Wars 359 BC to 146 BC". It appears to me like a design doc for rts in ancient times.
    1 point
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