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Showing content with the highest reputation on 2013-08-08 in all areas
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I'm working on implementing auras, but there are still a lot of heroes without aura defined (see the list I made here: http://trac.wildfire...com/ticket/2048). The current implementation allows altering the template statistics (f.e. hack attack value) of certain classes of units (f.e. all cavalry) in a certain range of the unit with an aura, of certain player classes (f.e. self, or all enemies). This means some things are not seen as an aura with the current code. F.e.: Reducing the cost of a unit (a queued unit isn't in range of the unit with the aura) Altering stats of all units on the field (again, this has no range definition) The second one could still be done with an infinite range, so if it's wanted, I could add it. But the first one is more difficult, as you pay before the unit is in the world, so it's even outside an infinite range. IMO, these things should be technologies which are automatically unlocked by the hero, or which can be unlocked after you made the hero. I'd like to discuss how you guys see it. Next to that, as there are so many heroes with undefined auras left, I'd like to invite everyone to give suggestions about auras. Preferable they have something to do with the history of the hero (and some nice dramatic names for in the tooltip). LIST I'll maintain a list of proposed auras here, and propose some myself too. Cart: Hamilcar: The ability to buy peace from his enemies. All enemy units in range fight less hard, -2 attack. Cart: Hannibal: Tactical master in the alps. All ranged units get 20 elevation advantage1 point
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I know it's easier to draft up off of a plan in SketchUp; I hope this helps1 point
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Still need work , 1115 Poly , 2356 edges , 1305 vert - Enterences has 4 + 4 windows actually but render program did something wrong with that alpha channels so Its looking like 2 + 3 , Its not like that.All suggestions are welcome.1 point
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i think the intention is more like Age of Empires: every civ gets one and only one Wonder (though more will be in the editor for scenario design, like having various different iconic temples which were all part of the same city). the difference is that each Wonder is uniquely addressed and specifically named something rather than just generically being called "Wonder" while looking different depending on which civ controls it (like how in AOM you had the Temple of Zeus, Pyramid of Osiris, Thor's Oak, the Tower of Odin, the Temple at Karnak, and the Mausoleum of Halicarnassus being the exact same building, just looking different depending on which god you chose)1 point
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Ah Its not Low poly then , I have a question by the way.When I try to add a two combined mesh ıt gives me an error.So I have to seperate them to xml's.Its really boring and a bad way to adding models because It can cause problems.Do we have a more simple way to add them? If ıts off-topic please forgive me.1 point
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i decided to compile another list of all the Wonders we've thought up so far and organized them by civilization: Achaemenid Persians: Hanging Gardens of Babylon Athenians: Parthenon (confirmed) Brythonic Celts: Stonehenge (confirmed) Carthaginians: Mausoleum of Prince Ateban Gaulish Celts: Carnac stones Iberians: Dolmen of Menga Macedonians: Library of Alexandria Mauryan Indians: Great Stupa at Sanchi Ptolemaic Egyptians: Temple of Edfu (confirmed) Republican Romans: Temple of Jupiter Optimus Maximus Spartans: Temple of Artemis others Ishtar Gates "assets depicting the city of Ninevah" wall(s) of Troy Roman Aqueduct(s) Colossus of Rhodes (for the generic Hellenes) Pharos Lighthouse/Lighthouse of Alexandria Luxor Colossus Sphinx of Memphis Delphi Sphinx Osirian statue(s) Temple of Venus at Heliopolis Roman Senate Palace/Tomb of Xerxes Colosseum of Rome ziggurat(s) pyramid(s) Great Altar at Pergamon Roman Forum Flavian Ampitheater Hagia Sophia Mausoleum of Theodoric "conquered monument" (intended for the Huns, based on AOK) Tikal Temple (for hypothetical Mayans) Statue/Temple of Zeus (for the generic Hellenes) Theater of Dionysus Mausoleum of Halicarnassos Terracotta Army (for hypothetical Chinese) Sanctuary of Artemis Orthia Acropolis of Sparta Cothon of Carthage Cyrus' Tomb Circus Maximus Temple of Artemis Temple of Apollo (for hypothetical Thebans, in reference to the Oracle of Delphi) Cadmea (for hypothetical Thebans) Mirror of Archemides (for hypothetical Syracusans, though arguably non-historical) port of Carthage temple complex of Persepolis "statue of Poseidon the Magnificent" Tower of Babel Gate of Ptolemey Temple of Luxor Temple of Karnak Great Sphinx Abu Simbel Colossus of Memnon Colossus of Ramses II Grand Palace of Amenhotep III Quirino Palace "estelas de Fuentecilla del Tio Carrulo" "Sepulcro de Pozo Moro" "pilar-estela de Monforte del Cid" "Verraco" Temple of Baal and Astarte at minimum, we DO have Wonder ideas for every civiliaztion now; we just need to pick ones out of them all that we're satisfied with1 point
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I used parts of the technology code (for broadcasting the changes), and did the rest from the component itself.1 point
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Done. I updated my SVN version, but Atlas can't open Black Forest and 0ad throws a lot of js errors (urgh). I'll test tomorrow on another pc to see if it comes from my install, and if it is, I'll post my logs :/.1 point
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Pureon, you are really talented! I've been working on some 2d art for 0 ad for quite some time now, and it isn't even close to this! I don't want to be annoying, but as the GUI is present both pre-game and in-game, shouldn't the "0ad-factor" be more present? The problem I imagine with the mockups is that it's to defined in a historical context - it just looks very roman to me. What if you play Gauls vs Persians, then the roman style would be strange. I found this stone texture which I think has very much of the right feel in it: http://enframed.devi...exture-19249532 It's raw and has these "layers" that makes it look even more raw, like a material that the stuff in the "0ad-place" is made up of. The dota 2 logo also have something about it that makes it prehistorical: http://imagesci.com/...-wallpapers.jpg Combining this raw stone with those really nice gold flourishes (with maybe a bit more gold-ish colors? gold is quite neutral when it comes to early civilizations) could maybe look good and add the "0ad-factor". One idea would be to use the stone texture instead of the red (on which the title of the window is displayed), make the flourishes more gold and have a dark version of the stone texture as background on which the text is to be displayed. How to achieve simplicity and clearness with these elements can however be hard. As with the A N E, my idea would be to have a breadcrumbs-button with icons. Ally could be represented as two shields (witch a blue background/theme), neutral as a laurel crown (green) and enemy as two crossed swords (red). Also, is the "Theirs" really necessary? Shouldn't marking a player as enemy mean declaring war, marking ally to propose ally (it's a treaty that both parties must accept) and marking neutral would be to propose a peace treaty or cancelling an alliance. Before the other player has accepted a proposed change the proposed button could have a colored outline. If the list would be rotated so that each player has a "column" instead of a row, then you could fit the players civilizations emblem, which would be cool. Edit: a little picture attached: Edit 2: fixed the picture a little1 point
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Cool. Is this implemented in terms of techs, or did you use some other solution? That will get fixed automatically when we implement formations properly, so I wouldn't worry about that.1 point
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It looks like non-stacking auras works now. Every aura gets a key (which depends on the template name and name of the aura). If the keys are the same, the values should be the same too, so it's only applied once. If the keys are different, the auras are stacked. I also implemented formation based auras, although it's funny a formation only exists as long as the units are walking. So it can't be used for attack modifications.1 point
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Sorry, that was rather ambiguous. Only the same aura shouldn't be applied more than once, multiple range-based auras should be able to be applied simultaneously. I think we could keep the Aura component as an abstraction over range and formation restricted techs.1 point
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What do you mean with "Shouldn't stack"? I understand that, if there are 2 females around one citizensoldier, that soldier would only get the bonus once, but OTOH, what if there is a female around, and a hero with a different but similar aura? Do you want to remove the "Auras" component and extend the technology component to make range and formation based techs possible?1 point
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I vote for Mythos to imitate animals in his cubicle office voice as the placeholder sounds!1 point
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Hmm and what about advanced diplomacy options and about tribute units and buildings.1 point