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Showing content with the highest reputation on 2020-01-18 in all areas

  1. Hello! I play a long time in scenario's creator and i've made these: https://www.dropbox.com/s/riholu3cl5wddnb/RomaVI.pmp?dl=0 https://www.dropbox.com/s/ckr36f386a0qb36/RomaVI.xml?dl=0 Map without starting armies: https://www.dropbox.com/s/el9f6whqavfmxky/RomaVIIBasic.pmp?dl=0 https://www.dropbox.com/s/x981h0mdsq6kife/RomaVIIBasic.xml?dl=0 Screenshot: https://www.dropbox.com/sh/rzwiy6b3vt85ewq/AABPiBm1dG-dikapSbOabRu9a?dl=0 The plot is really simple, there are 4 faction, blue is Veio, red is Rome, green is Fideane, yellow is Latin tribes. the Roman and Etruscan of these period VII/VI was eavly influenced by Hellenic lifestile and and culture, so to show ancient Etruscan and Roman i use Athen civilization, for the Latin i use Iberian for their looking more arcaic and their use of bronze shild. I hope that you will like them and if you want to play with me in these map you are welcome!
    2 points
  2. At least after the players would have played AoE4 for years, they won't be destabilized when they will see it implemented in 0AD.
    2 points
  3. Sure I am, I just posted that to make you create an account to post your comment. And it worked! ;-)
    1 point
  4. From an article on the upcoming AoE IV: Mierda... Anyway, good for them... We have this thread to prove that we didn't rip off AoE once we implement falcon scouts for 0AD
    1 point
  5. I don't know what's the current state of the svn, so I will refer to the 0AD a23b state. It's always pleasing to see people who don't do random things! Indeed it would be more realistic to distribute the effect. What the code do is slightly different. EDIT: I didn't see it like that, but that's the same I guess. There is a multiplier of the damage with a quadratic falloff in the distance from the impact. Looking from above, the damage multiplier reduction looks like that: Again, those numbers are mainly for emergent behavior, not for direct gameplay control. For example: Damage multiplier in function of the distance between the impact and the target (in blue for radius=10, in red for radius=7). I plotted the left side because it's nicer: It's also surprising to see attempts of fine tuning such a number whereas there are many broken things in the splash feature code. @ValihrAnt is doing nice though (and he makes awesome videos)!
    1 point
  6. If I recall correctly (@fatherbushido?), splash damage is spread out over the splash area, so a lower radius means the same total amount of damage is concentrated in a smaller area. From 10 to 7 means that the area is half as large, so units inside take double the damage (π*10^2 / π*7^2 = 2.04).
    1 point
  7. Not necessary, have an example of automatic weighthing: This is a mesh and armature im doing recently so haven't been tested in Atlas: Droid tip.mp4
    1 point
  8. New version released, available on the first post. Changes in this version: Reverted all champion changes, due to extra metal mine spawns being entirely random. This means that very often 1 team will have a considerable advantage, due to having access to extra metal. I've even played multiple matches just in this balancing mod where one team had only 1 or no extra metal mines at all, while the other team had safe access to all other metal spawns. Also removed the champion tech unlock change. Additionally I've lowered archer damage by 0.1P from 6.8 to 6.7, changed around War elephant cost to have higher food than metal cost and also slightly lowered catapult aoe damage. Version 5.0 changes Champion cost and unlock tech back to old cost Citizen archers: 6.8P to 6.7P War elephants: 225F and 225M to 300F and 200M Catapults: Splash damage radius: 10m to 7m
    1 point
  9. 100% In practice I guess the correct answer is less than that since the icons for the existing pre-made ones can be redone (and maybe could be different from theme to theme, not sure), and a future update could change the system, but in general we can use or not use as much or as little as we want of it. As for what to use or not, I don't think I should make the decision, but I want to add my opinion: I personally like the possibility to show that I agree or appreciate something without having to take up unnecessary space or go off-topic. I do think that it should be limited to positive reactions though, for negative reactions to have a positive effect (if all you get is "I dislike this" you are unable to change or explain whatever it was that caused the reaction, so all the reaction would lead to would be to make the receiver sad) they need to be expressed in greater detail (preferably phrased more politely than "I dislike this" as well for that matter), so my preference is to keep it to positive or at the most neutral reactions. All reactions are neutral or positive in terms of how they affect the "reputation" (i.e. the little number next to the plus symbol underneath your user group and avatar), but it's of course up for debate how they affect the one receiving them, so I wouldn't say it has to be the way things are now.
    1 point
  10. I think we should have more. It helps a lot to not clutter up threads and quickly gauge community response. Red heart button for "love" Blue thumbs up for "like" A thumbs down button theoretically sounds logical, but for psychological reasons, it might not be advised. In theory we shouldn't let online interactions determine our feelings and state of mind, but reality is a different question. I think the "confused" choice is nuanced enough to express something akin to a dislike without being too harsh.
    1 point
  11. add more emotions, like telegram
    1 point
  12. @Stan` I need a consensus to research a more properly model (the shield is the only inconvenient). Replace with Oscan-Italic Socii shield like Parma equestris and Clipeus.
    1 point
  13. It was also reported here: https://trac.wildfiregames.com/ticket/4592 and adressed here: https://code.wildfiregames.com/rP20950 (It's another aspect of that issue)
    0 points
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