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Showing content with the highest reputation since 12/06/2019 in all areas

  1. 9 points
  2. 5 points
    You really did a great job Alexandermb!
  3. 5 points
    Well, siege artillery is finally done. I only need to do the different projectiles meshes and actors to finish. Giant artillery will be kept in case @borg- include that in the next changes for buildable artillery on the battlefield as proposed. Med ballista has the same size of the current artillery. Except for roman ballista wich has more lenght but less width.
  4. 5 points
  5. 4 points
    Well, as @Nescio theres no much difference between roman and greek artillery so i'll just change the capitulo and the frame position of the root:
  6. 3 points
    This should be the temple, or something: A lot more stuff:
  7. 3 points
    What about units using torches to burn buildings
  8. 3 points
    Triggered by @Alexandermb's recent activity, I revisited artillery in my 0abc mod and organized the templates as follows: template_unit_siege_boltshooter.xml template_unit_siege_boltshooter_large.xml template_unit_siege_boltshooter_medium.xml template_unit_siege_boltshooter_small.xml template_unit_siege_stonethrower.xml template_unit_siege_stonethrower_large.xml template_unit_siege_stonethrower_medium.xml template_unit_siege_stonethrower_small.xml bolt-shooter : small , medium , large per shot: pierce damage : 50 , 75 , 100 thrust damage : 30 , 45 , 60 metal cost : 2 , 3 , 4 unit cost: iron : 50 , 75 , 100 wood : 100 , 150 , 200 time : 60 , 70 , 80 miscellaneous: garrison size : 4 , 6 , 8 health : 100 , 150 , 200 pack time : 4 , 6 , 8 upkeep per second: silver : 0.03 , 0.04 , 0.05 food : 0.06 , 0.08 , 0.10 stone-thrower : small , medium , large per shot: crush damage : 90 , 120 , 180 stone cost : 3 , 4 , 6 unit cost: iron : 90 , 120 , 180 wood : 180 , 240 , 360 time : 90 , 100 , 120 miscellaneous: garrison size : 9 , 12 , 18 health : 180 , 240 , 360 pack time : 9 , 10 , 12 upkeep per second: silver : 0.06 , 0.08 , 0.12 food : 0.09 , 0.12 , 0.18 (Other stats are equal for different sizes.)
  9. 3 points
    I'm creating this thread to discuss how to make the mod stella artis : https://github.com/0ADMods/stella_artis/tree/master/art/textures/skins Ground Rules: It must play like StarCraft Three factions only Must be set in a futuristic (sci-fi) timeframe Two resources TODO: Find the names for all three civs Create the 3 civs.json Create the templates for all units and buildings Create the techs, auras and whatnot Define the building footprints for all civs (ex 4x4 5x5 2x2.. etc) so placeholder buildings can be used @Lion.Kanzen
  10. 3 points
    Those are french units I only retextured the trucks. The rest was made by the spring 1944 team. I plan to import other civs but I'm currently looking for a way to automate that.
  11. 3 points
    Sorry about the crappy logo.
  12. 2 points
  13. 2 points
    Needs new attack type. And secondary attacks #252.
  14. 2 points
    Finished hellenic lithobolos equipment. Missing only roman medium ballista.
  15. 2 points
    Thanks keep it coming. One thing though it would be nice to avoid to need extra features as much as possible because it makes the mod maintenance harder :/
  16. 2 points
    I submitted a patch to improve flying behavior to allow for flying units without them circling in the sky.
  17. 2 points
    @BeanBoy sorry for the issue, I should remove those mods references in future posts. Reference to mods appears at the end of the first line of the command.txt file the line is quite long, it might be better to search for "mods" in the text file to find where you should do the modification). "mods":[["public","0.0.23"],["fgod","1.6.22"],["autociv","0.10.0"]]} should be replaced by "mods":[["public","0.0.23"]]} I have attached the correct file below, if you come accross similar issues with other of my posts just do the modification described above. commands.txt
  18. 2 points
    Thanks, but I don't really do IRC. Given the fact that the code is currently open to a limited people, I couldn't really care much what goes on there. I only want to know if the project is still alive. That's enough for me.
  19. 1 point
    i dont like seeing my most useful shortshuts here @ValihrAnt
  20. 1 point
    I noticed we did not have upgrade animations when updating walls to gates for example. D2371 fixes that. I haven't done it here, but one can consider adding worker props on the scaffoldings.
  21. 1 point
    Sure, then someone has to finish #252 @bb_ @Freagarach
  22. 1 point
  23. 1 point
    It can be possible work with A24?
  24. 1 point
    Thank you. Autociv v0.13.5 installed following post #1 instructions. Took a few seconds, F4 shows hotkeys beautifully
  25. 1 point
    With OAD a23.1 & Autociv 0.5 installed from mod.io on Linux, hotkeys F4 or Alt+O do nothing (map browser works with mouse clic). Means I should remove and install manually?
  26. 1 point
    Fair enough. Quite the contrary, I believe that providing more visual information is exactly the point. Same reason animations at barracks would be cool, so that if you invade an enemy territory, you can identify the high profile targets from the duds. In real life, barracks full of soldiers would be a more important target than an empty building. Scouting would be rewarded in more ways than one, as would keeping enemy scouts out. Also, it would look fantastic and immersive
  27. 1 point
    Nah... Perhaps if the building is under attack, the blacksmiths just goes back inside.
  28. 1 point
    Possible features. More buttons. Zoom out zoom in Icons of main buildings (wonder, market, CC) Icons of minerals, treasures , mercenary camps. Militare idle button Drawing option. Disable/show terrain. Disable/show units. Flare Economic map (shows only resources)
  29. 1 point
    gg wp and thanks Roland :) @sphyrth you mean « [Roland's] Advanced Micro + Strategy > [Borg] Super Clicks Per Second Micro »? If so I agree :) Though behind in numbers Roland was *ready* at 16' with at least 2 blacksmith upgrades over Borg for about a couple of minutes and 2 battles I think. Gave Roand an excellent KD of 120 vs 70 at ~18' Then Borg took that back to about 210 to 240, but he lost sooo many key buildings in the process. Archers civs' hard to handle man! Alistair also commented, /me liked to watch both as they show different views on this super intense match between two top players :)
  30. 1 point
    Many trees were lost during the making of this replay. roland_borg.zip
  31. 1 point
    wat, you you can use prop loaders to keep the texture from going gray Alexanders is already 1x2
  32. 1 point
    Sarebbe anche bello poter disegnare la mappa con colori diversi (disegnare che durano pochi secondi) in cui puoi fare strategie su una mappa che i tuoi alleati possono vedere, con cerchio, croci, frecce ecc.
  33. 1 point
    Actually was for the tang dynasty. But I really want to model those.
  34. 1 point
    I don't want it to be the same Starcraft story. At least the origin. Humans roam the universe for different reasons. The dictatorship could be good if the leader does not seek absolute power, just as the defenders of the oppressed could simply be anarchists. Let's add this as an ingredient of the human being out of curiosity, and to know secrets, as well as unconscionable and unethical scientific ambition. All this gives a cocktail of different alliances and enmities between them, as well as conspiracies and a couple of human faction that deviated from the route in their journey through the universe. Humans create (zerg) with his unnethical experiments, similar to Virus and biological weapons in resident evil. Humans are trying to reach center of universe but they need reach the other side opposite to old solar system where the earth was devastated.
  35. 1 point
    Sounds good. I wonder if that could be drafted in the github wiki. I'd like everyone to contribute
  36. 1 point
    Max bones reached on big artillery are 37 bones wich 10 arent used because of constraits and 6 Props bones.
  37. 1 point
    Well that's a good question. Actually there are four. mod.cfg, user.cfg, local.cfg. default.cfg is as its name suggest the default config file. (It should contain all the variables so an empty user.cfg works) The other three well, "it's historical"
  38. 1 point
    Thoughts on buildings: it would be nice for them to move. I see one faction as a nomadic one that is used to exploiting the resources on a planet and then leaving. One of their strengths could be fast but inefficient collection of resources. Their buildings can move, maintaining things like unit production during that time, but if they are idle they can move significantly faster. Some structures could perhaps be even considered more like self-propelled artillery. A huge downside could be a hard cap on how many of each type of structure they could make. Probably they could have a variety of means of transporting troops such as a quick air transport. They would be probably the best faction when it comes to raiding and choosing fights well. Another one could perhaps emphasise buildings that tend to be stationary, but for a nominal cost, they could be teleported to a different location. Their units could be built around providing a variety of bonuses to each other such as movement speed and improved range, making various unit combinations and positioning crucial to effective play-styles. A last faction could maybe have free buildings. These would emerge from the ground usually at a slow rate. The general downside is that typically only a finite number of buildings can be built simultaneously. Perhaps the structures could also have lower hp than others but on the other hand benefit from regenerating hp and some providing healing to surrounding units. Most of their units would tend to be slow, but there could also be faster ones that lose hp at a steady rate. Basically I'm thinking something like space ents. If any of these sound cool, I could try fleshing them out.
  39. 1 point
    @gameboy hi, I have updated diff, can you test it again?
  40. 1 point
    Pinned the thread as it's important and it does not have its own subforum.
  41. 1 point
    I'm fan of SC i can help you.
  42. 1 point
    Hello @tuk0z, that message you see means that around building is not enough space to create given unit. War ships generally have larger footprits so that is probably why you can train smaller ships. also units are placed around given building that is training them, if they cannot fit that place and given area is not blocked by other units, they are not trying to spawn further from building (but even the range to spawn further from building has limits too, so one cannot spawn units from one building and never move initial ones) Try to place dock somewhere where has a lot of space around at water. If problem persist, please upload a replay. Here you can find correct path to replays based on your operating system in this page https://trac.wildfiregames.com/wiki/GameDataPaths. If you have any more questions, feel free to ask. Have a nice day and enjoy the game
  43. 1 point
    Its so small it could fit a wall!
  44. 1 point
    Congratulation on your victory! Your main issues are the following (in order in which they appear in the game): - you send your women to food collection, however, thanks to treasures, you have already plenty. So it would have been better to send some either to build your first house or to collect wood. - making bigger batch at the beginning would help you to grow your population faster, also, you are likely not to be rushed inthe first few minutes of games (especially by Petra, Petra is nice). Since women are trained faster than men, you can increase your population faster by training only women. - buildings should be always training units until max pop, it is important to start as early as possible to train in your cc; - for your wood collection, you might wait before making your first storehouse if you want to do something special with food. In this game, you won't be making fields anytime soon, thanks to treasure. Putting a first storehouse between wood and stones would have been nice. As brit you will want to have one there pretty early, so that one would have save some walking time to your units; Around 2:00 - you started to make your fields too early. You still had plenty of food in stock and the emergence for better growth was to get the ressources you needed the more: wood. Getting more wood fast would allow you to make the wood upgrade earlier and potentially a barrack too. The first one would improve your wood income that you needed and the second one would help you to increase your population faster; 2:20 - when you women get out of cc, they were iddle. Click on you cand define a rally point on wood so new units will never be iddled. You can always redicrect them if you are not busy when new units arrive; 2:50 - you didn't have enough houses. That 's probably one of the main issue when starting the game. It delays your growth a lot. Some players keep 1 or 2 women on "house duty". Those women will always be building houses constantly. Having a few too many houses can be a solution too. A last option is to use units already busy somewhere to tell them to build a house, and then shift+click to assign them a new task just after they completed the house construction. 4:50 - you might want to make your barrack slightly further away from cc so you could put another field in that exact spot. Putting that barrack just slightly further would be better. 5:00 - you can see some elephants with your cav. Use it to throw one arrow to each of them, taking care that the éléphants don't get to close to you cav and kill it. Bring back you cavalry unit to your cc, the éléphants will follow. Use your dog then to kill the elephants safely andcollect the free food once the éléphants are dead using the cav.This is a quite fast way to obtain food with no investment (you don't need to invest wood or food to produce). Making a few more cav can be usefull to gather the food faster. Calvarly gather food much faster on hunt than other units, this is why players use them for chicken instead of women. The same apply to other hunts type. 6:20 - you went for an early phasing up to phase 2. It is usually better to invest those ressources into more units to have faster income. Also, economic upgrades are very important, especially the woodand food one. Pay attention to have your building continuously producing units. 6:30 - I noticed that you chose to put all of your houses in the same spot. Often people prefer to put them all around the field. So that in case of attack, you can "ring the bell" from cc. The Women then run to the closest house, which would then be quite close. You might also want to build houses in such a way that they would slow down an attack with sieges going to your cc and take the role of "natural obstacles" for enemy soldiers that would have lower range than your slingers (it is not the case here since you have archers as enemy) 12:00 - you have already plenty of wood in storage, you might want a second barrack to produce soldiers faster. Also you can notice that on this map, you have not so much wood available. It would then be a good idea to adjust your army composition to available ressources on the map. Replace skirmishers by slingers since those cost less wood and you have a second stone spot. Think about making a temple to train priest later. Those only cost wood, and can help you to save some soldiers later. Cavalry could also be an option to get a good military power at a low cost in terms of wood. Spearmen cost wood, but they have more armor and they can be used as meatshield later in game. They will help you loose less sligners an indirectly make you save some wood too. 14:00 - You might also start thinking about making trade with yourself to be sure yyou don't run out of wood later in game at this stage. 16:00 - you keep producing women. Usually about 50-60 women is a good number. You mainly use women for food production since htey are mor eproductive there. Then you also want to spread a few of them everywhere you have men working too. They will give your men a 10% speed bonus. However on this particular map with few wood, making so many women can be seen as an ok strategy since it gives you the possibility to increase your pop faster. You should also have made enough building by now to be able to phase to p3. 17:00 Notice ho your barrack became annoying for your women, they have to go around it everytime they want to bring back food. You should consider making a farmstead near the field which are not next to the cc, so women don't spend so much time walking back. 18:00 - Notice how much extra ressources you have saved , you should find a good way to spend it (more barracks, more soldiers, a new base forward, phasing p3+making fort, more upgrades...). 20:00 - For battle, it is usually better to get units in order. Formation could help you for that. You want melee units which have a better armor to receive projectile while range units target the enemy. You also want to group all your unit sbefore starting to fight so all fire at the same time. This will help you to kill faster the enemy and therefore receive less damage from the enemy too. 22:00 - you could collect the wood along the river simply by making a dock. You would reduce a lot walking time of your workers 27:00 - when attacking, it is usually better to bring with your sieges weapon to destroy building: rams from your fort. You could destroy towers while your soldiers kill units. Retreating was the best decision. On your final fight, notice how Petra send its units one by one. With a good army size, well grouped, you can easily win the fight even if in the end you would be outnumbered. You can probably improve a lot at this stage by trying to improve on your eco. Good players playing Brits can usually get to: - 100 units before minute 8 - 150 units before minute 12 - 200 units before minute 15 Keep those numbers in mind to try to get an idea about how good you are doing with your eco. The main factors slowing down eco are usually: - forgetting to make houses; - not constantly training from buildings (you can select all your units production building and do "CTRL+2", this would allow you then to monitor more easily whether your building are producing or not by simply pressing "2") - having iddle units. using SHIFT to queue more actions is the best way to solve this problem without too much stress; The link provided to you above is quite good. You have also plenty of enterntaining videos on YouTube. You can also get easily some advice while playing online. hf! P.S. Also, if you see a truck driving near you, keeping a safe distance if possible.
  45. 1 point
    Devs do optimize the code https://code.wildfiregames.com/D2378 https://code.wildfiregames.com/D2386 https://code.wildfiregames.com/D2390 https://code.wildfiregames.com/D2391 and fix memory leaks (and other things) https://code.wildfiregames.com/rP23067 https://code.wildfiregames.com/D2331 so they obliviously do think optimising is important and they do what they can to improve the experience for the player. There have been discussions about moving to higher versions of OpenGL, it would allow them to use new features and possibilities how to improve graphics, but it would also mean to drop support for older computers and based on statistics the team did not want to cut off the game from that number of players. About pathfinder, they are have been improving it in a24 and simultaneously they have been changing code to be easier to apply multi-threading for that computations, which are mostly causes of lags. Any questions?
  46. 1 point
    you have wololol.... I know you are working in different unit conversion.
  47. 1 point
    I think marketing is lacking, at least on youtube. Put yourself in front of others of the same kind. Open a donation page to help the game progress. The game is free, but working for free these days is pretty hard.
  48. 1 point
    I must admit, I find your Welcome Backs hilarious!
  49. 1 point
    I've merged D14 and D53 patches and it has improved pathfinder performance a lot (see this topic). I've already made a few tests myself, however a real multiplayer game is needed. The purpose of this test is to check: - if there aren't any errors - how does the patch improve performance Common issue of multiplayer games with large number of players are lags, appearing when there are lots of units. In some cases it makes game unplayable. Goal of this patch is to fix these lags or at least decrease them. We need to play such multiplayer game with lots of units and unlimited population. We need at least 6 players. We already have two: me and @Feldfeld Download latest version of code, apply attached patch and compile. (See build instructions for more info) EDIT: attached patch contains memory leak, newer version is available to download on D14. pathfinderupdate.patch
  50. 1 point
    It's "Toxotes Kretikos", if you are referring to a single archer. Same goes for any "-oi"-ending, which is the masculine plural, while "-os" is the masculine singular. And it's nice to have that option. As I see it from the current SVN-Version, the feature works out nicely for me.
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